AR/?


CDN_Guardian

 

Posted

I was hoping to get a little advice to see what secondary would go well with an AR primary.

I'm in the mood for another alt and wanted to give AR a spin but really have no idea what to pair it with or what would be good.

Any input or advice would be appreciated.


 

Posted

I've only tried Dark but to me it seems they fit together perfectly. Everything in Dark works at range, which is where you need to be to line up AR's cone AoEs. You don't need to duck into melee range for a heal or buff as you would with Kin. I've heard people like Storm as well, collecting spawns into a corner and then AoE slaughtering them. Rad, I am sure, works pretty well too so long as you aren't using Choking Cloud.

Only actual downside I've seen so far with my AR/Dark on teams is if there's a Kin. Very difficult to get into Fulcrum Shift range since I am usually not in the thick of things. I can see why AR/Kin's love that, but I don't know if I could deal with the reduced survivability. My AR/Dark with +def from IOs is *very* tough. Great at avoiding mezzes and indeed entire alpha-strikes after leading off with Fearsome Stare (and if necessary stacking on Darkest Night and summoning Fluffy into the middle of the spawn... if it really looks that bad). Dodges as well as my ninja stalker and heals faster. Fantastic vs. ambush lines if Tar Patch is up. Drop it, fade back, let them pile up into it then step in with Stare. Slaughter.


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Posted

I can't remember who is was, but a while back someone posted a really sweet vid of a AR/Kin they did a respec on that looked great in action. Me personally I am a sucker for my AR/Dark.


 

Posted

Lots of secondaries would work.

Rad - self heal, self buff, and the big 3 rad debuffs. Enervation field + your cones will do good damage.

Storm - a great secondary to keep stuff away from you at range. Also freezing rain + your attacks.

Dark - already mentioned. Good solid choice. Lots of controls as well + a good pet.

Cold - plays a bit like storm but with more slows and other debuffs. Sleet + your attacks.

If you're seeing a pattern here, I'd recommend a secondary that have -res and other debuffs. They help a lot more since AR doesn't get the benefit of aim.


 

Posted

Quote:
Originally Posted by Fury_Flechette View Post
Lots of secondaries would work.

Rad - self heal, self buff, and the big 3 rad debuffs. Enervation field + your cones will do good damage.

Storm - a great secondary to keep stuff away from you at range. Also freezing rain + your attacks.

Dark - already mentioned. Good solid choice. Lots of controls as well + a good pet.

Cold - plays a bit like storm but with more slows and other debuffs. Sleet + your attacks.

If you're seeing a pattern here, I'd recommend a secondary that have -res and other debuffs. They help a lot more since AR doesn't get the benefit of aim.
This.

I have an AR/Kin at 50, and I love her to death...and she was a pain in the tuckus to get up there. I'd recommend storm, dark or cold, personally.


 

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but it became a sweet ride after Fulcrum Shift ^_^ positioning cones isn't that hard either


 

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Quote:
Originally Posted by Mr. DJ View Post
but it became a sweet ride after Fulcrum Shift ^_^ positioning cones isn't that hard either
Yes...AR/Kin is actually amazing on farm teams after FS. But getting it there?

...it hurt my soul.


 

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best part of hover blasting :3


 

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I didn't have hover...I went with a 'concept' toon, and basically made her as fast as I could. Hasten, SS, other SS, attacks actually got +recharge slotted into them...and no IOs when I was leveling her, so no mez protection/resist/etc, and she still has no KB protection.

For many, many levels, Beanbag was my bestest friend. Oh Beanbag, my love for you shall ne'er wane.


 

Posted

AR/Cold has both Sleet and Heat Loss, so you can have a nice 60% resistance debuff every 2-3 packs and a 30% resistance debuff all the time. Also, Snowstorm + Sleet + Immobilize + Ignite is pretty much a boss killer while solo - they won't have enough recharge to do anything about you incinerating them. There's also stacking AOE -res + Flamethrower + Full Auto. This is probably the most team-friendly AOE damage-y goodness.

AR/Storm is everything that's good and bad about knocking stuff all over the map, possibly in a semi-controlled manner with Hurricane. Nice resist debuffs, nice defense against melee, but difficult to set up and you'll have to redraw if you use 02.

AR/Rad has defense and resist debuffs, but they're anchored which can cause some frustration - especially on fast-moving teams. EM Pulse is niiiiice. AM is also niiiiiice. Being able to heal yourself is good as well, but causes redraw and may cause positioning issues if you're asked to heal the tank - the tiny cone width on full auto makes it hard to hit more than a couple targets at point blank. Being able to use Slug and Buckshot to move your anchor around helps this set more than the others.


 

Posted

Quote:
Originally Posted by Forex View Post
I was hoping to get a little advice to see what secondary would go well with an AR primary.

I'm in the mood for another alt and wanted to give AR a spin but really have no idea what to pair it with or what would be good.

Any input or advice would be appreciated.
Well, technically, any seconday will "go well" with AR. I liked traps to stay with the gadget/natural theme. Both AR and traps are slow starters, but you get pretty super in the 40s. It really depends on what you want to do with the toon.

Do you want a strong soloer? A team backbone build? A little of both?


 

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I have an AR/Sonic and it`s a blast so far (lvl40)


 

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I took AR/Rad to 50 and it was an absolute blast. Rad Debuffs + Choking Cloud + Ignite = Mobs that melt like warm butter.


"Situational power? Sure. Although in a sense... all powers are situational. It's just that some situations occur more than others." Understand the situation needed in order for the power to be most effective... and make that situation happen.

 

Posted

AR/Kin here. It's a lot of fun.


 

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Quote:
Originally Posted by Tiny Bolt View Post
Yes...AR/Kin is actually amazing on farm teams after FS. But getting it there?

...it hurt my soul.
Feh, once you get SB you can buffbot your way past those levels on any o' PuG (especially in AE). Which is what I did.

My AR/Kin's been fun for teaming but I have NO idea if he can solo at all. I created him like 2 years back, got him up to about 30 and wandered off, then came back recently and he's now up to 39. But that was all teaming. One of these days I need to fight back my fear and try some solo and see what happens.


 

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Quote:
Originally Posted by Hart View Post
AR/Rad has defense and resist debuffs, but they're anchored which can cause some frustration - especially on fast-moving teams. EM Pulse is niiiiice. AM is also niiiiiice. Being able to heal yourself is good as well, but causes redraw and may cause positioning issues if you're asked to heal the tank - the tiny cone width on full auto makes it hard to hit more than a couple targets at point blank. Being able to use Slug and Buckshot to move your anchor around helps this set more than the others.
I love my AR/Rad, hands down my favorite corr to date. I personally don't see an issue with anchors dying on fast paced teams. Could be because I have 3 rad emissions at 50 so I guess I'm just used to it in general. I inform teams I am not a healer and don't expect it in advance before SFs start. I didn't bother taking my rez either because my AR/Rad is geared for damage and debuff, a rez simple didn't fit.

I understand AR isn't top tier for damage on a corr, but with a tier 9 that doesn't crash. I can maintain toggle debuffs. Plus FullAuto every 20 seconds is a nice thing. Also the two main toggle debuffs do not cause redraw

Again my AR/Rad is fully IO'd perma/AM/Haste so it might play different for others.


 

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Quote:
Originally Posted by Clave_Dark_5 View Post
Feh, once you get SB you can buffbot your way past those levels on any o' PuG (especially in AE). Which is what I did.

My AR/Kin's been fun for teaming but I have NO idea if he can solo at all. I created him like 2 years back, got him up to about 30 and wandered off, then came back recently and he's now up to 39. But that was all teaming. One of these days I need to fight back my fear and try some solo and see what happens.
See, before it died and I had to upgrade, my old comp was bad enough I couldn't team without massive lag, so unless my sg was on to help me up through the levels a bit (not pl'ing cause Lawd knows they talked too much to pl, but just letting me basically anchor for them), I solo'd.

And if you do decide to solo, I got one word for you: Beanbag. That one freaking power saved my bacon more times than I can count. Being able to stun anything under a boss was priceless.

And I think anything with AoE debuffs would be sweet with a AR, just due to all the cones and AoE powers (like Ignite).


 

Posted

Ignite really needs a hold or immob due to the AI fear it generates. Even a good slow won't keep them in it the whole duration as it has a very small effect radius.


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Posted

Quote:
Originally Posted by Zem View Post
Ignite really needs a hold or immob due to the AI fear it generates. Even a good slow won't keep them in it the whole duration as it has a very small effect radius.
This. Last night I duoed my AR/Cold with my wife's Dark/Therm. Bosses absolutely melted in ignite + tentacles.

On the other hand, Ignite + Sleet or Ignite + Freezing Rain is basically the old Ice Slick + Burn Patch trick with a res debuff, and both Mako and BS have immobs in their patron sets. BS is a pain because it causes double redraw. I haven't tried Mako yet - anyone here farting sharks and lighting 'em on fire?


 

Posted

It's not really double redraw. I don't think redraw times have been removed from the cast times of epics the way they have for other powersets, so BS's Web Envelope is 2s to cast whether the mace is out already or not. Mako's School of Sharks is about the same cast time.

You do incur the redraw penalty for pulling out your rifle again afterwards though with BS. I still prefer his set on corruptors because of the defense shield. Given most corruptors lack any personal mez protection, avoiding hits is the next best thing.


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Posted

Quote:
Originally Posted by Zem View Post
It's not really double redraw. I don't think redraw times have been removed from the cast times of epics the way they have for other powersets, so BS's Web Envelope is 2s to cast whether the mace is out already or not. Mako's School of Sharks is about the same cast time.
It sure feels like it, but I suppose 1/2 a second is hard to judge from experience. My experience is that it's closer to Flamethrower than Buckshot, and Flamethrower is a 3.5s cast compared to Buckshot's 1.67. Mid's says Mako's immobilize is even longer, but if it doesn't cause redraw..

Quote:
Originally Posted by Zem View Post
You do incur the redraw penalty for pulling out your rifle again afterwards though with BS. I still prefer his set on corruptors because of the defense shield. Given most corruptors lack any personal mez protection, avoiding hits is the next best thing.
The defense shield is nice for avoiding AoEs and the occasional random mez, but it's smashing/lethal defense, not positional defense. My initial idea was to try and build an AR/Cold that could immobilize things in Snowstorm + Sleet + Ignite and avoid their slowed attacks long enough for them to burn down by stacking Ranged Defense sets. Oops.

At this point I'm looking at the redraw on the mace and considering switching to school of sharks + hibernate so I can lead with immobilize + sleet, follow with ignite, and hibernate while ignite ticks. However, I don't like the graphics and the shield is a joke - 20% to cold???

The other temptation is to hang around with dominators and grab soul drain + power boost. This would let me amplify my /cold debuffs and stack disorients with benumb + beanbag. I'm not sure how well this would work though - I'm under the impression that /colds shields won't be improved by boost, and I'm uncertain which aspects of AR would be improved other than the boost to Benumb and Beanbag allowing me to perma-immob things.


 

Posted

My personal experience with Ignite was that in most cases it just took too long to set up and it was time I felt could be better spent just using my normal attacks. It was an amazing power when it didn't require lots of slots on my AR/Traps, but with the massive recharge nerf it got it became a shadow of it's former self.

Against immobile foes, the thorn tree, the ITF computer, AVs that don't flee, it's great. Solo it's good. On teams... just stick to your secondary powers and your regular AoEs will be more than enough.

Its animation time is WAY too long...in a set full of long animation times. To me, using it all the time reduced my fun.


 

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Quote:
Originally Posted by Hart View Post
It sure feels like it, but I suppose 1/2 a second is hard to judge from experience. My experience is that it's closer to Flamethrower than Buckshot, and Flamethrower is a 3.5s cast compared to Buckshot's 1.67. Mid's says Mako's immobilize is even longer, but if it doesn't cause redraw..
Mid's is out of date when it comes to AR's cast times. Use City of Data. Flamethrower is 2.33s. Buckshot is 0.9s.

The cast time of Web Envelope is 2s regardless of whether the mace is drawn already or not. Here's a chat log I just took:
Code:
08-29-2009 22:59:17 You activated the Web Envelope power.
08-29-2009 22:59:17 HIT Immunes Engineer! Your Web Envelope power had a 95.00% chance to hit, you rolled a 65.01.
08-29-2009 22:59:18 Readying Burst.
08-29-2009 22:59:19 Legionarii has defeated Legionarii
08-29-2009 22:59:19 You activated the Burst power.
08-29-2009 22:59:19 HIT Immunes Engineer! Your Burst power had a 95.00% chance to hit, you rolled a 63.19.
08-29-2009 22:59:19 You rattle Immunes Engineer with your Burst for 31.27 points of lethal damage and decrease their defense!
08-29-2009 22:59:19 You rattle Immunes Engineer with your Burst for 31.27 points of lethal damage and decrease their defense!
08-29-2009 22:59:19 You rattle Immunes Engineer with your Burst for 31.27 points of lethal damage and decrease their defense!
08-29-2009 22:59:19 You rattle Immunes Engineer with your Burst for 31.27 points of lethal damage and decrease their defense!
This was with no weapon drawn. I queued Burst while the web envelope animation was going on. You can see the activation of Web Envelope at 22:59:17 followed by the activation of Burst at 22:59:19, two seconds later. Re-draw time for the mace is built in to the cast time as it used to be for many weapon-based primaries before they were re-worked. If already drawn, it will just have a slightly longer attack animation to make up the same two seconds total. Oddly enough, I was getting no redraw time on Burst after firing the Web Envelope. The rifle just appeared in my hands. Slug, however, works as you'd expect, taking an extra 1s from activation to damage in the following chat log.
Code:
08-29-2009 22:59:56 You activated the Web Envelope power.
08-29-2009 22:59:56 HIT Legionarii! Your Web Envelope power had a 95.00% chance to hit, you rolled a 37.85.
08-29-2009 22:59:56 HIT Immunes Engineer! Your Web Envelope power had a 95.00% chance to hit, you rolled a 29.00.
08-29-2009 22:59:56 Legionarii MISSES! Pilum power had a 5.00% chance to hit, but rolled a 12.57.
08-29-2009 22:59:57 Readying Slug.
08-29-2009 22:59:58 You activated the Slug power.
08-29-2009 22:59:58 HIT Immunes Engineer! Your Slug power had a 95.00% chance to hit, you rolled a 73.25.
08-29-2009 22:59:59 You blast Immunes Engineer with your Slug for 190.33 points of lethal damage!
Quote:
The defense shield is nice for avoiding AoEs and the occasional random mez, but it's smashing/lethal defense, not positional defense.
Also has some energy, though not as much as the S/L. As with any defense power, it matters when you stack it on top of other bonuses. I originally had not planned for Scorpion Shield. I was going for ranged defense, and I did end up with about 32% total, but I also ended up with a fair amount of energy. With scorp shield up, I actually have more total energy defense than anything else and with a few debuffs, I am dodging S/L melee attacks like an SR scrapper. With all the long rooting animations in AR, it's inevitable I'll take melee attacks and this makes it a whole lot less painful.


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Posted

Quote:
Originally Posted by Zem View Post
Also has some energy, though not as much as the S/L. As with any defense power, it matters when you stack it on top of other bonuses. I originally had not planned for Scorpion Shield. I was going for ranged defense, and I did end up with about 32% total, but I also ended up with a fair amount of energy. With scorp shield up, I actually have more total energy defense than anything else and with a few debuffs, I am dodging S/L melee attacks like an SR scrapper. With all the long rooting animations in AR, it's inevitable I'll take melee attacks and this makes it a whole lot less painful.
Actually even without too many stacking defenses, the shield really does help more than it doesn't. Anytime I think "Oh, it's just this much defense, I can go without it" and then usually get promptly killed when going in for a FS or Tranfusion or Transference. You really see its benefits stacked, but even just slotted up, it vastly improves survivability.

Quote:
Originally Posted by Neogumbercules View Post
My personal experience with Ignite was that in most cases it just took too long to set up and it was time I felt could be better spent just using my normal attacks. It was an amazing power when it didn't require lots of slots on my AR/Traps, but with the massive recharge nerf it got it became a shadow of it's former self.

Against immobile foes, the thorn tree, the ITF computer, AVs that don't flee, it's great. Solo it's good. On teams... just stick to your secondary powers and your regular AoEs will be more than enough.

Its animation time is WAY too long...in a set full of long animation times. To me, using it all the time reduced my fun.
Ignite is a very situational power, and with the nerf to its recharge, even more situational, which makes me sad, considering with the animation time and the run reaction and the really tiny AoE, it wasn't exactly overpowered to begin with...

But yeah, on teams, usually people are killing things so fast, by the time I set up the Ignite, the mob I'm trying to kill is already dead. Cones are much better.


 

Posted

Ignite does about 6.7 scalar damage over 10 seconds. Looking at that in terms of just the cast time in an attack chain, it's VERY good damage against a single target and fairly insane vs. multiples if you can manage it. Of course, those are very big "ifs" and require immobile foes so in the long run I don't think it's nearly as useful as the single-target heavy hitters that other sets have.

I'd happily give up M30 and Ignite for Aim and a Blazing Arrow clone. And while I'm making wishes, they can make Flamethrower a shorter, heavier DoT like Breath of Fire.


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