Rifle/Devices today?


Adeon Hawkwood

 

Posted

After recently rejoining the game I've been bouncing around between different Blasters before I settle on one. I love the Assault Rifle set and I've been thinking about going Rifle/Devices.

I know back in the day this combination was considered uber, but that was a long time back and the game has changed significantly. I'm interested to hear the suggestions/advice/warnings from more recent users.

Plusses:
AOE damage up the wazoo
A nice variety of controls (KB, Disorient, Immobilize, Slow)
Inherent Rifle Acc bonus + Targeting Drone + minor -Def from Burst=less need for Acc enhancements
Raw awesomeness

Negatives:
No Build Up or Aim (I figure I can take Hasten to at least add some damage for big fights, and get something handy with an epic pool if I get that far)
Lack of more exotic damage types (pretty much lethal and fire)
No damage from secondary until late in the game (it'll be hard to pass up Bonesmasher)
Limited single-target damage

I don't care at all about PVP, and I think I'll be primarily soloing. I haven't thought at all about IO slotting or whatever, because with my altitis I have no idea if I'll get that far.

So, what do you gun-nuts think?


 

Posted

Personally I love AR/Dev however it is not going to win the most powerful blaster of the year award. I think that either AR/Energy or AR/Mental are more powerful choices. However AR/Dev is a perfectly viable combination and is fun and thematic as well.

On the flip side AR/Dev is more powerful solo than in a group, since taking the time to setup a minefield is great solo but generally slows down a team. Overall I'd say if you want an AR/Dev for thematic reasons then go for it but if you're looking for a top tier blaster you may want a different secondary.

I think you pretty much hit the pros and cons of the set on the head. The only thing I'd add is that devices actually gives good passive mitigation, CJ/Hover + CD + Smoke Grenade gives a noticeable reduction in incoming damage for a Blaster and a solid base to build on with IOs if you get that far.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Personally I love AR/Dev however it is not going to win the most powerful blaster of the year award. I think that either AR/Energy or AR/Mental are more powerful choices. However AR/Dev is a perfectly viable combination and is fun and thematic as well.

On the flip side AR/Dev is more powerful solo than in a group, since taking the time to setup a minefield is great solo but generally slows down a team. Overall I'd say if you want an AR/Dev for thematic reasons then go for it but if you're looking for a top tier blaster you may want a different secondary.

I think you pretty much hit the pros and cons of the set on the head. The only thing I'd add is that devices actually gives good passive mitigation, CJ/Hover + CD + Smoke Grenade gives a noticeable reduction in incoming damage for a Blaster and a solid base to build on with IOs if you get that far.
Agree with pretty much all of this.

AR/Dev is a thinking person's power set. Unlike other blasters who can hit aim/build up and ensure that they can cut down 1, maybe 2 spawn of a 3 member mob, AR/Dev can't count on bursts of damage. Instead it relies of soft and hard controls, area denial and some sneakiness. It's a strong soloing set, and there aren't many challenges that can't be overcome by a crafty player.

On teams however you have change your mindset of being methodical and focus on unleashing AoE after AoE, and if you have the wrong team make up, you have to be careful on how this is done.

I've logged easily hundreds (thousands?) of hours on my AR/Dev, and occasionally still bring her out to play even though she's been level 50 since issue 1 (when they raised the level cap).


 

Posted

AR/DEV is so much fun! My main is a LVL50 and still enjoy playing him.

True that he is not the hardest hitting of blasters but with a little strategic thinking you can solo most anything in the game.

The 2 flame thrower powers have always been my personal favorites and dish out some pretty decent damage. Ones an AoE and ones a Cone so you can do alot of DoT with these powers if used together.

A nice little trick I like too is when your on a team and the controller's holds ware off, if he gets in trouble launch a grenade at the mobs on him and knock them away so he can recoup.
the only power I wasnt really a fan was in the secodnary.... the timed explosive. I could never get it timed right and either went off too son or too late for me, I dunno I never gave it a very long chance and respeced it out after only about an hour of play but it just wasnt for me. However, the proximity mine is totally awesome when soloing. It takes time to place them all but once down you can set up a "corridor of death" as I like to call it and have all the mobs run thorugh your mined hallway and kill themselves off.

Another thought might be to try the new Defender with Traps/AR I made a Traps/Arch def the other day and so far I am really having fun with him. I like the gadgets.

Have fun! keep it real!


 

Posted

I've done a few Blasters but never for the long haul. My old AR is stalled at level 31. Her secondary is Energy which some people love.

Recently I made my AR/Dev and am really pleased. The only problem is trying to get all the stuff I want. No real mistakes to be made, IMO.

Here's the URL of a thread here that I recently asked advice for what goes on over lev 20.
http://boards.cityofheroes.com/showthread.php?t=193246

Good luck with it and if you're ever on Freedom, give Betty Forever a shout.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Personally I love AR/Dev however it is not going to win the most powerful blaster of the year award. I think that either AR/Energy or AR/Mental are more powerful choices. However AR/Dev is a perfectly viable combination and is fun and thematic as well.

On the flip side AR/Dev is more powerful solo than in a group, since taking the time to setup a minefield is great solo but generally slows down a team. Overall I'd say if you want an AR/Dev for thematic reasons then go for it but if you're looking for a top tier blaster you may want a different secondary.

I think you pretty much hit the pros and cons of the set on the head. The only thing I'd add is that devices actually gives good passive mitigation, CJ/Hover + CD + Smoke Grenade gives a noticeable reduction in incoming damage for a Blaster and a solid base to build on with IOs if you get that far.
Quote:
Originally Posted by Fury Flechette
On teams, you have to change your mindset of being methodical and focus on unleashing AoE after AoE, and if you have the wrong team make up, you have to be careful on how this is done.
Both QFT

I've been AR/Dev since I4, I think. I have great fun with her, and she is definitely the one I've invested the most time, money, and energy into. However, it may not be for everyone, especially the way I play her. I run mostly on teams, where the build doesn't really shine, but I don't have the patience to run solo, because mines and things take too long to set up for the pace I'd rather run (although I do love seeing mine fields go off like dominoes). I've respecced out of time bomb and gun drone as a result, but they are still great powers for solo work. Trip mine is definitely workable on teams, but you need to use Hasten if you want to get more than one on the ground before you have to get to work.

Unlike the rest of the secondaries, Dev really is about damage mitigation, with caltrops, web grenade, smoke grenade, and cloaking device, and with mine and time bomb killing enemies before they get to you. I love all these powers. However, I find AR to do pretty decent damage. I've slotted snipe pretty well, but even just with SOs, I could mostly take out an even con with one shot. I also love the AoEs that come with AR. I just find a good spot, pick an enemy in the middle of the pack, and light 'em up. Because this was my first blaster, I've got less patience for more single-target primaries, which is the reason I gave up on my Psy.

AR/Dev can be a bit of a balancing act, but once you figure it out, there's the potential to have a lot of fun with it. Hope you get what you're looking for and have a good time!


Champion: Feride Edain, Level 50 Vigilante Blaster; Quicksilver Cure, Level 33 Controller; Silent Gemini, Level 44 Tanker; Aisa Moirai, Level 19 Villain Dominator
Virtue: Aurora's Blaze, Level 50 Peacebringer; Atrytone, Level 50 Tanker

 

Posted

AR/Energy is pure awesome, frosted with win and joy! Throw in the Munitions Mastery set (LRM = Massive AoE with Sniper-class range), and there's no limits to the fun you'll have!

Boost Range + Build Up + Full Auto + LRM = happyfunball time!

Take hover for an instant elevated position, and protection against those pesky melee attacks (so very handy during an ITF).

If you're gonna IO out, make sets that boost your ACC of utmost importance. I think my blaster's ACC is at 1.50x, and that's without purp sets (I don't have any purps).

Damn I love Pew Pew Thwomp!


 

Posted

I decided to go with Rifle/Devices, and I'm enjoying it so far (level 14). I made the mistake of getting Beanbag too early, so my damage is feeling a little crippled right now; I'll have to put off Sniper Rifle or Flamethrower, or else push Stamina back to 24. Loving Web Grenade and Caltrops.


 

Posted

I'd put off Flamer until after Stamina. That thing noms end like a doom-pup who hasnt been fed since last apocalypse.
I've never taken beanbag, but that and taser are great for stunning troublesome LTs (Trolls, Outcasts I remember well) and keeping them reeling around while you gun down the minions.

AR/Ice here, but AR can be great fun. It is a real endurance monster with all the AoEs, mind, and you pick up more aggro than a tanker with all the bad-guys girlfriends numbers. I've run into a bit of a roadblock myself, but AR/Devs has always looked good fun =]


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
I'd put off Flamer until after Stamina. That thing noms end like a doom-pup who hasnt been fed since last apocalypse
I can't see how.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
I can't see how.
22.3 base end cost? With a really long animation time and not instant DoT?
Flamethrower is one of those powers that looks great on paper, but tends to be...variable in game. On teams its great. Solo it can get you killed.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
22.3 base end cost? With a really long animation time and not instant DoT?
Flamethrower is one of those powers that looks great on paper, but tends to be...variable in game. On teams its great. Solo it can get you killed.
Solo it gets no one killed, the player makes the decision and from that can get themself killed.

In teams when you can hit upto 10 with it, it'll save you and others endurance by doing better dam per end than a single target and better DPA versus multiple targets, minimizing the number of single target attacks you or others have to use and cutting the fight duration aiding survivability.

I would say that the power can go from nomming endurance up to saving endurance depending on the player. If I don't see atleast targets that I can hit safely I don't use it.

I might put it after stamina based on my own experience, build and my own judgment.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
Solo it gets no one killed, the player makes the decision and from that can get themself killed.

In teams when you can hit upto 10 with it, it'll save you and others endurance by doing better dam per end than a single target and better DPA versus multiple targets, minimizing the number of single target attacks you or others have to use and cutting the fight duration aiding survivability.

I would say that the power can go from nomming endurance up to saving endurance depending on the player. If I don't see atleast targets that I can hit safely I don't use it.

I might put it after stamina based on my own experience, build and my own judgment.

Fair points. I concur.
It IS good on teams. Based on play, I would still get it after Stamina.
Given I've come back to my AR character after a long while, I probably need to learn to play him again ^^;


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

My wife's favorite toon is a AR/Dev. She has been teaming with me doing radio mish's in PI.


-1/8
She lays 3-4 mines down on a corner. I hit Aim+BU+Rep Bomb+Expl Blast+Nrg Torr then hover back to the corner and she tosses caltrops infront of the mines. The mobs all slow then gather and anything that survies the mines (rarely happens) gets hit with her full auto/flame and a few bolts.
We then have a hearty laugh and move onto the next spawn. Good times


 

Posted

ar/dev is a specialized taste.

it lags behind other combinations for efficiency & synergy, but it has a nice conceptual hook and I've been having fun with my recently un-retired guy (who had previously been shelved since ED hosed the set).

It's great fun for patient soloists. I'm also finding that in the post-I16 world of adjustable spawn size its plethora of AoE attacks makes it great fun for impatient soloists like me.


My advice to potential ar/dev players is "try it, you might like it!"
It'll never be the 'best' blaster combo, but it does have its own attractions.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Ar/dev was my first hero to hit 50. It isn't the most synergetic, but it certainly works. You don't get much out of /dev in the team setting, but intelligent use of things like caltrops and tripmines can work wonders in any situation. Guess the key word is intelligent use, as this pair's lack of significant burst damage means you have to keep an eye on things all the time, make sure you're planted at the right position for maximum AoE efficiency, and use all that utility in the sets to as much use as possible.

The pair had several rocky points to be sure, but with recent changes it's gotten a lot better. High spawn sizes with no boss set means you can solo extremely efficiently with your AoEs and secondary. The lack of BU was somewhat compensated for by comparatively extremely large defiance bonuses from your interpretable secondary powers.

I could rant for ever about how well the pairing can do when used right, it's certainly not idiot proof, but I'll save that for the rest of the people here advocating for its viability.



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