Pistols Archtype Decisions
I'd say go Corruptor or Blaster. Since Pistols will be your primary you'll be able to focus on it more than you could with a Defender.
My dual pistol character is almost certainly going to be a DP/Storm Corruptor. I have no real interest in playing a villain so he'll be starting in Pretoria.
Do we know if dual pistols is one of the sets BaB is removing the redraw from? That will affect my AT choices...
I also think some ATs might be getting a few 'tweaks' when GR hits; if Defenders get a buff in some way, you may find them more appealing by then.
It's in the same thread where he announced the solution:
http://boards.cityofheroes.com/showt...79#post2448179
Ah ok, thanks for the info. Guess I'll be avoiding dual pistols
Be well, people of CoH.

Decisions, decisions. I have and idea for a toon when Going Rogue comes out but I'm torn as to what archtype to build. My idea is a girl who becomes posessed by the spirit of a long deceased gunslinging ancestor. If I go with a blaster, I'll make fire the secondary. If I go with a defender I'll make Dark Miasma the primary. If she's a corruptor, the DM will be the secondary. All have good point. The corruptor and defender's DM thematically fits my concept and Soul Mastery & Darkness Mastery would top off the build in Epic powers. But a blaster trying to use the powers for good but slowly losing that battle as she becomes a Vigilante is appealing. Let's not forget blaster Defiance either, which makes blasters just a tad less squishy the corr and def.
So I'm at an impasse. I can take the 4+ months until GR comes out and think more on this and depending on what benefits I can get for staying loyal as a corruptor will also help me decide. What do the rest of you think? |
But while it's fun to think about, it's probably a good idea to just keep you thinking about it.
After all, things can change from now to when GR comes out. But I'd also go with the one that goes with the concept more (you said that's Dark Miasma...so now youd just have to wait till GR to decide...Corr or Def)
BrandX Future Staff Fighter

The BrandX Collection
No love for pistols Masterminds, huh? )-:
Words to the wise aren't necessary- it's the stupid ones that need them.
"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality
Personally, since I imagine Pistols will be as cool to play as it was to watch, I tried to come up with a set combination that requires little work from me so that I can just focus on shooting guys. I tried to look for combos that won't require me to repeatedly hit powers in combat, so things like Kinetics or Empathy are totally out.
Dark Miasma is a semi-busy set. You'll be dropping Tar Patch and seeking targets to put Darkest Night on. You'll also be holding enemies and fearing groups of foes between spamming heals fairly often and using the occasional rez. It's not as in-combat heavy as some other combinations, but it will have you redrawing for heals and has ~4 combat-start powers that detract from your gunslinging time.
Your Fire Manipulation secondary sounds like a much better idea. You'll only be redrawing for Build Up and Consume (if low on end), and have no powers that you need to open with. All the other powers in the secondary are melee, so you won't have to switch between those and your pistols. If you do hop in melee, you can just switch to fire for the duration and not have to redraw back and forth. For bonus points, your bullets can be incendiary or even cryo or toxic so your whole toon can take advantage of high damage and fairly unresisted damage types.
Personally, I'm going Dual Pistols/Traps. I have one power I have to upkeep which can be done outside of combat, and then two powers that need to be done inside of combat (Poison and Mortar). Seekers are done as an alpha before combat starts, and everything else can be done outside of combat. All the powers are on long recharges so I won't be using more than 2-3 powers tops when I enter combat, unless it's a particularly long AV fight. In which case I have a big -regen debuff to contribute with.
My friends are doing Dual Pistols/Devices for largely the same reason. No in-combat power taking away from their shoot-em-up time.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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im going DP/Traps Corruptor for sure.. new set never played Traps...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Not really. A "pistols mastermind" is more than likely a gimp petless thugs MM. Dual pistols will be a different beast entirely.
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In any case, you get pistol-slinging Masterminds with more than likely three powers out of the dedicated ranged powerset, so I don't feel that the archetype needs to be excluded just because of the mechanical differences.
Personally, since I imagine Pistols will be as cool to play as it was to watch, I tried to come up with a set combination that requires little work from me so that I can just focus on shooting guys. I tried to look for combos that won't require me to repeatedly hit powers in combat, so things like Kinetics or Empathy are totally out.
Dark Miasma is a semi-busy set. You'll be dropping Tar Patch and seeking targets to put Darkest Night on. You'll also be holding enemies and fearing groups of foes between spamming heals fairly often and using the occasional rez. It's not as in-combat heavy as some other combinations, but it will have you redrawing for heals and has ~4 combat-start powers that detract from your gunslinging time. Your Fire Manipulation secondary sounds like a much better idea. You'll only be redrawing for Build Up and Consume (if low on end), and have no powers that you need to open with. All the other powers in the secondary are melee, so you won't have to switch between those and your pistols. If you do hop in melee, you can just switch to fire for the duration and not have to redraw back and forth. For bonus points, your bullets can be incendiary or even cryo or toxic so your whole toon can take advantage of high damage and fairly unresisted damage types. Personally, I'm going Dual Pistols/Traps. I have one power I have to upkeep which can be done outside of combat, and then two powers that need to be done inside of combat (Poison and Mortar). Seekers are done as an alpha before combat starts, and everything else can be done outside of combat. All the powers are on long recharges so I won't be using more than 2-3 powers tops when I enter combat, unless it's a particularly long AV fight. In which case I have a big -regen debuff to contribute with. My friends are doing Dual Pistols/Devices for largely the same reason. No in-combat power taking away from their shoot-em-up time. |
Right now I'm going more towards DP/Mental.
But it fits my concept really well, for the ability to slow down an opponents movement/attacks...grab tactics...the way my toons powers work is all right there.

BrandX Future Staff Fighter

The BrandX Collection
Right now I'm going more towards DP/Mental.
But it fits my concept really well, for the ability to slow down an opponents movement/attacks...grab tactics...the way my toons powers work is all right there. ![]() |

Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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though I had thought of a psychic/telekinetic gunslinger, but then I'd probably be asking for "just use my fingers animations" for DP. :P
BrandX Future Staff Fighter

The BrandX Collection
Either DP/Mental or DP/Devices blaster. Shall have to see.
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.
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I love to see a pistols scrapper, yes scrapper. Make pistols short range (10-20 ft) and sacrifice some DPS for this ability. It would be more for close range fights, and be treated more like melee. It could have stuns, knockdowns, AOE (rapid fire), and might have a singe range shot with big -ACC penalty for ruling. It would great as protect the back-line skill set.
Is would also work great in the stalker style AT.
This would put play in the are between melee and the range attacks at 80ft.
It would be a interesting template to have them have groups of fast attacks, with blocks to pauses (reloads). for example 6 shots in rapid fire with a long reload. Have weapon changes take ramp up time. It would make the set skill set very different from other powers.
However, I was hoping that the Dual Pistols set would play more like a Scrapper set than previous ranged sets. By which I mean instead of having ST attacks that only go up to high damage, it would have 5 or so ST attacks that go up to extreme and superior damage. Great for ST DPS damage, with a couple AoEs on the side. Mimicking more the playstyle of a Scrapper without actually being on a Scrapper (which, if they did that, would require all the attacks to be melee-ish and be nonsensical as well as stupid).
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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No.
However, I was hoping that the Dual Pistols set would play more like a Scrapper set than previous ranged sets. By which I mean instead of having ST attacks that only go up to high damage, it would have 5 or so ST attacks that go up to extreme and superior damage. Great for ST DPS damage, with a couple AoEs on the side. Mimicking more the playstyle of a Scrapper without actually being on a Scrapper (which, if they did that, would require all the attacks to be melee-ish and be nonsensical as well as stupid). |
I want my Blaster to be Ranged mostly so I am going for a Pistols/Energy. As far as a Corr...
For some Reason Pistols/Cold speaks to me. Sleet would be just awesomeness and infrigidate, benumb and snow storm keep them from getting to far...In my mind Pistols will play like a mixture of Assault Rifle and Archery.
I would play a Pistol/kin...but he would have to be solo...I have a hard time playing a kin on teams for more than 30 minutes w/o going insane now days.






I've already got my costume and name ready in my head for my dual pistols/dark corruptor. Steampunk goodness. Hope BAB gets some steampunky pistols in before go live.
Be well, people of CoH.

Decisions, decisions. I have and idea for a toon when Going Rogue comes out but I'm torn as to what archtype to build. My idea is a girl who becomes posessed by the spirit of a long deceased gunslinging ancestor. If I go with a blaster, I'll make fire the secondary. If I go with a defender I'll make Dark Miasma the primary. If she's a corruptor, the DM will be the secondary. All have good point. The corruptor and defender's DM thematically fits my concept and Soul Mastery & Darkness Mastery would top off the build in Epic powers. But a blaster trying to use the powers for good but slowly losing that battle as she becomes a Vigilante is appealing. Let's not forget blaster Defiance either, which makes blasters just a tad less squishy the corr and def.
So I'm at an impasse. I can take the 4+ months until GR comes out and think more on this and depending on what benefits I can get for staying loyal as a corruptor will also help me decide. What do the rest of you think?