Archery/Dev build advice
It depends what you are trying to do with it. Is it for teaming? Soloing? You focusing more on stealthy trapping? Toe Bombing?
What's your final budget? Planning on using IO sets? If so frankenslotting? Cheap sets? Expensive ones? Purples?
Other than that......
Caltrops is one of the bast powers in devices and you've skipped it.
Ranged Shot is pretty lame for every Blaster (actually every AT that has access to one) but especially lame for a secondary that lacks build up.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
It's a matter of playstyles.
I skipped all of the mines -- I don't use them when I team, and even when I solo, I can usually put out enough damage or soft control them enough that they just slow me down. I definitely would take Caltrops, and Stunning Shot+Taser=stunned boss.
You may have a theme reason to take the Jumping pool, but I prefer flight with my blasters; Hover now moves fast enough to use in combat. You can replace Acrobatics with a KB protection IO.
Global name: @k26dp
I'm looking for a building that can solo, but will primarily play in a group.
I don't have much influence as I am new to the game, about 2 months now.
I'd prefer to stay at range distance.
I don't remember why I passed over Caltrops, but will adjust the build to include it.
I passed on Taser because of the short range.
I have Ranged Shot in there because it looks to be a good opener, or damage on a boss if nothing is attacking me.
I went with the Jumping line for the Knockback protection from Acrobatics. But if I can get a similar benefit from an IO set I'd switch to Flight.
So if I drop the 3 powers in the Leaping line along with the mines (so I can stay at range distance) I can pick up Caltrops, Hover and Flight, leaving me 2 open power choices. Any suggestions? Maybe Taser to stun something that gets too close so I can get away? Leaving one more power choice.
As far as enhancements, I'd like to work towards IO sets, starting with cheaper ones of course.
As I said I am new to the game and don't know much about the sets so any recommendations are appreciated.
Yes, If you are planning on mainly teaming and mainly staying at range consider switching to /energy secondary. /Devices is mainly a soloing set and, while it can be adequate on teams, any other secondary will be superior.
On a team you will rarely use anything but Caltrops, Web Grenade, Targetting Drone, and perhaps Gun Drone.
Pairing Archery with /energy is the perfect combination for a staying at range archer. It gives both Build Up in the secondary and Boost Range. These 2 powers make Ranged Shot even more effective at the same time that they make it even more redundant. Range boosted Blazing Arrow does damage equivalent to Ranged Shot with out all the annoying interrupt time and Boost range gives Blazing nearly the same range.
Power Boost with Stunning Shot from the primary and Stun from the secondary gives you a very nice way to deal with any bosses that close to melee.
You can also choose to use Hover in a fight as a way to keep the mobs out of melee range and Power Thrust will send a Boss out of melee range in one attack that would take 2 applications of Web Grenade to halt.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I'm looking at a new Archery/Dev Blaster
Any advice on power choices/slots/enhancements is appreciated.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Natural Blaster
Primary Power Set: Archery
Secondary Power Set: Devices
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Snap Shot -- Empty(A)
Level 1: Web Grenade -- Empty(A)
Level 2: Aimed Shot -- Empty(A)
Level 4: Fistful of Arrows -- Empty(A)
Level 6: Blazing Arrow -- Empty(A)
Level 8: Aim -- Empty(A)
Level 10: Targeting Drone -- Empty(A)
Level 12: Explosive Arrow -- Empty(A)
Level 14: Hurdle -- Empty(A)
Level 16: Health -- Empty(A)
Level 18: Ranged Shot -- Empty(A)
Level 20: Cloaking Device -- Empty(A)
Level 22: Stamina -- Empty(A)
Level 24: Combat Jumping -- Empty(A)
Level 26: Stunning Shot -- Empty(A)
Level 28: Super Jump -- Empty(A)
Level 30: Trip Mine -- Empty(A)
Level 32: Rain of Arrows -- Empty(A)
Level 35: Time Bomb -- Empty(A)
Level 38: Gun Drone -- Empty(A)
Level 41: Acrobatics -- Empty(A)
Level 44: Body Armor -- Empty(A)
Level 47: Cryo Freeze Ray -- Empty(A)
Level 49: LRM Rocket -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance