Dual Pistols or Assault Rifle?
My observations thus far:
Dual Pistols has slightly lower damage overall but includes elemental subtype flexibility. If you learn your enemy resistances, you can easily play to their weaknesses.
The base damage is Lethal, which just about every enemy in the game has some measure of resistance to. Except Carnies. They, except for Strongmen, take more damage from Lethal attacks.
DP is flashy, very animated. Can look a bit silly as you dance around throwing bullets every which way.
AR is sorta mundane. You've got this Franken-gun. It's potent, has an excellent array of AoE's to play with. The nuke doesn't crash you and it blends excellently into the Munitions Mastery ancillary. Also. You'll be using that nuke at least once in every mob with it's 60s recharge.
Also, if you want to go for some stretch of individuality, roll AR. At this stage in the game, odds are about 1:3 for every blaster you cross being DP.
/energy is a crowd favorite as it includes a Build Up, Conserve Power and Range Boost among it's options. Also comes it handy if you want a Gun-Fu approach with it's Melee options.
/devices is a fine example in a very defensive set. Caltrops can keep thugs from pounding your face in, or slow them at a corner as you lay into them with your cones and AoE's.
Cloaking Device is the only defensive toggle available in blaster secondaries, handy for sniping missions or stealthing across hostile territory.
I'm partial to AR/Devices for theme, but I weigh my decisions on thematics first and technical objectives second.
Life is pleasant. Death is peaceful. It's the transition that's troublesome.
Isaac Asimov
If you want flashy animations a variaty of secondary effects and the ability to use elemental damage agaist lethal resistant enemies then go with Dual Pistols
If you want an AoE killing machine that mows down mobs of minions with ease go for Assault Rifle.
As for secondary both have their merits. AR/Energy is a perennial favorite. You've got Build Up and Boost Range for even more AoE goodness (in particular Boost Range really rocks with AR's double cones) and the melee attacks help compensate for AR's lack of single target damage. In fact, the only downside to the pairing is that Energy doesn't have any immobilizes or holds so you are reliant on taking a hold from your Epic pool and slotting it enough to double stack if you want to use Ignite. Energy doesn't mesh quite as well with Dual Pistols it's a solid enough pairing with plenty of damage but I'd prefer a secondary that helped keep me alive during DP's long animations.
Devices is also a solid set. Targeting Drone is a lovely power that means you don't need to worry to much about hitting or (more importantly) to hit debuffs. Even Blasters who get Tactics for the To Hit bonus don't get To Hit debuff resistance. Outside of that it's a nice set with some good options for keeping enemies out of melee range.
so does anyone have a good AR/Dev build?
Funny you ask that. I just happen to have my projected build right here. Crisis is only level 4 so far, but I plan ahead. I hate using respecs to correct mistakes I could have planned my way around.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Crisis Overkill: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Munitions Mastery
Hero Profile:
------------
Level 1: Burst Acc(A), RechRdx(3), RechRdx(3), Dmg(5), Dmg(5), Dmg(7)
Level 1: Web Grenade Acc(A), Immob(46)
Level 2: Slug Acc(A), RechRdx(7), RechRdx(9), Dmg(9), Dmg(11), Dmg(11)
Level 4: Caltrops Slow(A)
Level 6: Swift Run(A)
Level 8: Combat Jumping DefBuff(A)
Level 10: M30 Grenade Acc(A), EndRdx(27), RechRdx(27), Dmg(29), Dmg(29), Dmg(31)
Level 12: Sniper Rifle Acc(A), IntRdx(13), IntRdx(13), Dmg(15), Dmg(15), Dmg(25)
Level 14: Super Jump Jump(A)
Level 16: Health Heal(A), Heal(17), Heal(17)
Level 18: Flamethrower Acc(A), RechRdx(19), RechRdx(19), Dmg(21), Dmg(21), Dmg(23)
Level 20: Stamina EndMod(A), EndMod(23), EndMod(25)
Level 22: Cloaking Device EndRdx(A), EndRdx(31), EndRdx(31), DefBuff(34), DefBuff(36), DefBuff(36)
Level 24: Targeting Drone EndRdx(A), EndRdx(43), EndRdx(45), ToHit(45), ToHit(45), ToHit(46)
Level 26: Ignite Acc(A), RechRdx(36), RechRdx(37), Dmg(37), Dmg(37), Dmg(43)
Level 28: Trip Mine Acc(A), EndRdx(39), RechRdx(39), Dmg(39), Dmg(40), Dmg(40)
Level 30: Acrobatics KBDist(A)
Level 32: Full Auto Acc(A), RechRdx(33), EndRdx(33), Dmg(33), Dmg(34), Dmg(34)
Level 35: Smoke Grenade Acc(A), ToHitDeb(46)
Level 38: Gun Drone Acc(A), RechRdx(40), RechRdx(42), Dmg(42), Dmg(42), Dmg(43)
Level 41: Body Armor ResDam(A)
Level 44: Surveillance DefDeb(A)
Level 47: LRM Rocket Acc(A), IntRdx(48), IntRdx(48), Dmg(48), Dmg(50), Dmg(50)
Level 49: Sleep Grenade Acc(A), Sleep(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Defiance
Level 2: Ninja Run
Now, it could be a totally faulty build and isn't worth the paper it's printed on. But it looks solid and I like it. I'm not expecting to be able to hit x8's or survive a fight with an AV. But I do expect I'll have fun.
Life is pleasant. Death is peaceful. It's the transition that's troublesome.
Isaac Asimov
Ah, I was going to post mine but I deleted her and remade her as a DP/Elec.
Funny you ask that. I just happen to have my projected build right here. Crisis is only level 4 so far, but I plan ahead. I hate using respecs to correct mistakes I could have planned my way around.
Hero Plan by Mids' Hero Designer 1.621 http://www.cohplanner.com/ Crisis Overkill: Level 50 Technology Blaster Primary Power Set: Assault Rifle Secondary Power Set: Devices Power Pool: Fitness Power Pool: Leaping Ancillary Pool: Munitions Mastery Hero Profile: ------------ Level 1: Burst Acc(A), RechRdx(3), RechRdx(3), Dmg(5), Dmg(5), Dmg(7) Level 1: Web Grenade Acc(A), Immob(46) Level 2: Slug Acc(A), RechRdx(7), RechRdx(9), Dmg(9), Dmg(11), Dmg(11) Level 4: Caltrops Slow(A) Level 6: Swift Run(A) Level 8: Combat Jumping DefBuff(A) Level 10: M30 Grenade Acc(A), EndRdx(27), RechRdx(27), Dmg(29), Dmg(29), Dmg(31) Level 12: Sniper Rifle Acc(A), IntRdx(13), IntRdx(13), Dmg(15), Dmg(15), Dmg(25) Level 14: Super Jump Jump(A) Level 16: Health Heal(A), Heal(17), Heal(17) Level 18: Flamethrower Acc(A), RechRdx(19), RechRdx(19), Dmg(21), Dmg(21), Dmg(23) Level 20: Stamina EndMod(A), EndMod(23), EndMod(25) Level 22: Cloaking Device EndRdx(A), EndRdx(31), EndRdx(31), DefBuff(34), DefBuff(36), DefBuff(36) Level 24: Targeting Drone EndRdx(A), EndRdx(43), EndRdx(45), ToHit(45), ToHit(45), ToHit(46) Level 26: Ignite Acc(A), RechRdx(36), RechRdx(37), Dmg(37), Dmg(37), Dmg(43) Level 28: Trip Mine Acc(A), EndRdx(39), RechRdx(39), Dmg(39), Dmg(40), Dmg(40) Level 30: Acrobatics KBDist(A) Level 32: Full Auto Acc(A), RechRdx(33), EndRdx(33), Dmg(33), Dmg(34), Dmg(34) Level 35: Smoke Grenade Acc(A), ToHitDeb(46) Level 38: Gun Drone Acc(A), RechRdx(40), RechRdx(42), Dmg(42), Dmg(42), Dmg(43) Level 41: Body Armor ResDam(A) Level 44: Surveillance DefDeb(A) Level 47: LRM Rocket Acc(A), IntRdx(48), IntRdx(48), Dmg(48), Dmg(50), Dmg(50) Level 49: Sleep Grenade Acc(A), Sleep(50) ------------ Level 1: Brawl Empty(A) Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 1: Defiance Level 2: Ninja Run Now, it could be a totally faulty build and isn't worth the paper it's printed on. But it looks solid and I like it. I'm not expecting to be able to hit x8's or survive a fight with an AV. But I do expect I'll have fun. |
The knockback also helps when fighting tough lts/bosses when they are slowly trying to go across your caltrops so you can push them on to the other side of the caltrops to keep them continuously at range. Do NOT skip buckshot! Not to mention its a terrific place to pop in the positrons blast set.
Also smoke grenade, you don't need to slot accuracy, that's only for pvp, in pve its autohit, so only to hit debuffs. With a stealth IO, its unnecessary, but if you plan to use it for the debuff, then make sure to 4 slot it with Dark Watchers Despair for the bonuses.
Ignite, I really don't give any valor to it since the nerf, it recharges too slowly for trying to keep enemies in it, which leads to bosses, which personally with some recharge slotted and some bonuses burst, slug and buckshot is your ST attack chain which works better with the knockback rather than trying to continuously double stack web grenade to keep the boss in its place, which additionally gives it the opportunity to attack you anyways.
Surveillance, double slot it with, um at works so can't remember the name of the IO but its the one that goes up to level 50, has an acc/rech, and i think acc/end/rech enhancments and grants 10% regen for the first bonus.
I'd personally ditch acrobatics, the hold resist is only mag 2 which most every hold in the game is mag 3 against you, and its kb protection, a simple steadfast in body armor, karma in CJ etc will take care of most of your problems and not drain your endurance. ACRO on blasters is more for the blappers/pvpers, not the ranged blaster that the AR/Dev is.
Are you going for defense bonuses? If not only 5 slot targetting drone with adjusted targetting, otherwise 6 slots would be gaussians.
You really don't need to slot web grenade. Like mentioned before, buckshot should be taken asap. Caltrops I usually 2 slot with tempered readiness, slow/range and end/rech/slow, grants 1.5% recovery bonus, the little bit of range helps, lets you cast just outside of the range of a sorcerer's hurricane, and of course the little bit of rech helps and the slow for sure. I'd personally prefer a little more recharge, but with recharge bonuses it's up enough for most things (perma of course but the more its available the more it lets you position it)
Stamina I always 4 slot with efficacy adaptor to get some good bonuses and max its end enhanced values. Health I usually 4 slot, numinas unique, numina heal, numina heal/end, and a heal IO. If I want more regen then a 5th slot for the regen tissue unique as well. On a blaster that has tools to sustain a fight, duck and cover tactics, ranged tactics, regeneration is DEFINITELY your friend.
If you're using combat jumping, i'd suggest hurdle because of the combat mobility it offers especially for positioning your cones that swift simply does not offer speedwise.
Cloaking device, honestly, 4 LOTG, 4 serendipity till you can afford them, and itll cap your defense enhanced value, with enough end reduction. No need to 6 slot it, those two slots saved can go elsewhere.
Sleep grenade I'd honestly not bother with it, I don't have mids here so maybe there is really nothing else better to choose, but there usually is. I'll have to see what I come up with when I'm home tomorrow and I'll post you a revised build. To do so what kind of budget are you working with?
Unless it's a farm build I don't use purples outside of confuse/sleep, which doesn't come into play in this build. I use positrons blasts, devastations, thunderstrikes, scirocco's dervish, and for some obliterations. The finalized build for something like this is usually about 200mil on a quick estimate, now that's finalized, there are obviously the cheaper sets that you fill up during the trek up, and will make/earn recipes on the venture. So not sure on your budget, but even if you're just starting out I wouldn't get discouraged especially if you don't mind mid-level IOs.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
AR Dev Munitions: Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(40)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Slug -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(27), RechRdx-I(37)
Level 6: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(27), RechRdx-I(37)
Level 8: Caltrops -- TmpRdns-Rng/Slow(A), TmpRdns-EndRdx/Rchg/Slow(15)
Level 10: Targeting Drone -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(42)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(25), RechRdx-I(34)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(43), RgnTis-Regen+(46)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(31)
Level 24: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(45), LkGmblr-Rchg+(50)
Level 26: Smoke Grenade -- ToHitDeb-I(A)
Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(34)
Level 35: Time Bomb -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 38: Gun Drone -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(43)
Level 41: Body Armor -- S'fstPrt-ResKB(A), ResDam-I(45)
Level 44: Surveillance -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(45)
Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Super Speed -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
Set Bonus Totals:
- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 7.5% Defense(Energy)
- 7.5% Defense(Negative)
- 3.75% Defense(Ranged)
- 61.3% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 131 HP (10.9%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Stun) 4.4%
- 21.5% (0.36 End/sec) Recovery
- 78% (3.92 HP/sec) Regeneration
- 7.88% Resistance(Fire)
- 7.88% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
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Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
My observations thus far:
Dual Pistols has slightly lower damage overall but includes elemental subtype flexibility. If you learn your enemy resistances, you can easily play to their weaknesses. The base damage is Lethal, which just about every enemy in the game has some measure of resistance to. Except Carnies. They, except for Strongmen, take more damage from Lethal attacks. DP is flashy, very animated. Can look a bit silly as you dance around throwing bullets every which way. AR is sorta mundane. You've got this Franken-gun. It's potent, has an excellent array of AoE's to play with. The nuke doesn't crash you and it blends excellently into the Munitions Mastery ancillary. Also. You'll be using that nuke at least once in every mob with it's 60s recharge. Also, if you want to go for some stretch of individuality, roll AR. At this stage in the game, odds are about 1:3 for every blaster you cross being DP. /energy is a crowd favorite as it includes a Build Up, Conserve Power and Range Boost among it's options. Also comes it handy if you want a Gun-Fu approach with it's Melee options. /devices is a fine example in a very defensive set. Caltrops can keep thugs from pounding your face in, or slow them at a corner as you lay into them with your cones and AoE's. Cloaking Device is the only defensive toggle available in blaster secondaries, handy for sniping missions or stealthing across hostile territory. I'm partial to AR/Devices for theme, but I weigh my decisions on thematics first and technical objectives second. |
So do Vaz Zombies and Abominations, as well as the Vaz Bosses and a number of things in the game take extra damage from Lethal.
Playing a SD/Axe pointed such things out to me.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Adeon Hawkwood: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(40), TotHntr-Acc/EndRdx(45), TotHntr-Immob/Acc(46), TotHntr-Acc/Immob/Rchg(46), TotHntr-Dam%(50)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(29)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(19)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(13), Zephyr-Travel(27), Zephyr-ResKB(29)
Level 8: Swift -- Run-I(A)
Level 10: Targeting Drone -- ToHit-I(A), ToHit-I(15)
Level 12: Caltrops -- RechRdx-I(A), P'ngTtl-EndRdx/Rchg/Slow(13)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), RechRdx-I(27)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), EndMod-I(21)
Level 22: Cloaking Device -- LkGmblr-Rchg+(A)
Level 24: Recall Friend -- Zephyr-Travel(A), Zephyr-ResKB(37)
Level 26: Smoke Grenade -- HO:Lyso(A), ToHitDeb-I(46)
Level 28: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(43)
Level 30: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(33)
Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(34), Ragnrk-Knock%(34)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(45)
Level 38: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
Level 41: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 44: Body Armor -- S'fstPrt-ResDam/Def+(A), ResDam-I(45)
Level 47: LRM Rocket -- Det'tn-Dmg/Rchg(A), AirB'st-Dmg/Rchg(48), HO:Nucle(48), HO:Nucle(48), RechRdx-I(50)
Level 49: Surveillance -- HO:Lyso(A), RechRdx-I(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 0: Ninja Run
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one other fun thing about AR that is not available to any other blaster is that the two single target attacks have longer ranges. believe its 90' for burst and 100' for slug.
for slug, I use an IO set with a dam/rng piece + 1 range IO and it has a range equal to or greater than snipe without any of the interrupt problems and cycles fast enough to get off two shots vs one snipe.
my AR uses devices secondary but if you take energy, you can push the range on slug out to around 200'
I am not too happy with my 50 AR Device toon atm as you can see by the thread above this one.
BUT if I were going to use any spec posted I would without a doubt use Adeon Hawkwood build. That includes your build
Simply if you open up the view totals tab you will see he is decently speced for Ranged Defense and the endurance use is very low.
I think with Energy as a secondary you will be much more happy unless your the type that needs a theme or story behind each build and cannot think of one your happy to use for AR Energy.
Regardless you need to change up your build and rework it as was already mentioned. IF your not into IO's I am not going to lie, your missing out and will die a lot. I suggest you pick up aid self. Or go with Adeon Hawkwood build ( Oh did I say that already )
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Debating between a new blaster, I can't decide between Dual Pistols or Assault rifle, both look fun, but I have read some negatives. I am also debating if devices or energy would work better, any help is greatly appreciated, just came back to game after a long away and if anyone has any builds for either of these it would be appreciated