Looking for constructive criticism for AR/Dev build


abnormal_joe

 

Posted

I am finally getting around to re-tooling my Ar/Dev build, currently languishing at level 42. I haven't really worked on his build since I6. After searching through the various builds here, I have a preliminary build for comment. Primarily this will be a solo build, but should be viable in a team/TF setting. Have I made any major mistakes? I have an IO build, then a Set build as I build up the cash for it.

IO BUILD
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Necron999: Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Slug -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(11), Dmg-I(11), EndRdx-I(17)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Burst -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(9), Dmg-I(15), EndRdx-I(25)
Level 4: Buckshot -- Acc-I(A), Dmg-I(7), Dmg-I(7), EndRdx-I(9), Range-I(17), KBDist-I(43)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 10: Targeting Drone -- EndRdx-I(A), EndRdx-I(39), EndRdx-I(39), ToHit-I(39), ToHit-I(40), ToHit-I(40)
Level 12: Sniper Rifle -- Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(15), EndRdx-I(37), RechRdx-I(37)
Level 14: Health -- Heal-I(A), Heal-I(40), Heal-I(42)
Level 16: Combat Jumping -- DefBuff-I(A)
Level 18: Flamethrower -- Acc-I(A), Dmg-I(19), Dmg-I(19), Dmg-I(23), EndRdx-I(23), RechRdx-I(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Cloaking Device -- EndRdx-I(A), EndRdx-I(43)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Ignite -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(36), Dmg-I(36), RechRdx-I(37)
Level 28: Trip Mine -- Acc-I(A), Acc-I(29), Dmg-I(29), Dmg-I(31), Dmg-I(34), RechRdx-I(36)
Level 30: Caltrops -- RechRdx-I(A), RechRdx-I(31), Slow-I(31)
Level 32: Full Auto -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), EndRdx-I(34), RechRdx-I(34)
Level 35: Recall Friend -- EndRdx-I(A), RechRdx-I(46)
Level 38: Super Jump -- Jump-I(A)
Level 41: Body Armor -- ResDam-I(A), ResDam-I(43)
Level 44: Cryo Freeze Ray -- Acc-I(A), Acc-I(45), Hold-I(45), Hold-I(45), EndRdx-I(46), RechRdx-I(46)
Level 47: LRM Rocket -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), RechRdx-I(50), RechRdx-I(50)
Level 49: Surveillance -- DefDeb-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 1: Ninja Run



SET BUILD

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Necron999: Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(17)
Level 1: Web Grenade -- Enf'dOp-Acc/Immob(A)
Level 2: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(25)
Level 4: Buckshot -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(43)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 12: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(13), Mantic-Acc/ActRdx/Rng(13), Mantic-Dmg/ActRdx/Rchg(15), Mantic-Dmg/EndRdx/Rchg(37), Mantic-Dam%(37)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40), RgnTis-Regen+(42)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25)
Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Cloaking Device -- LkGmblr-Rchg+(A), EndRdx-I(43)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 30: Caltrops -- P'ngTtl--Rchg%(A), P'ngTtl-Acc/Slow(31), P'ngTtl-EndRdx/Rchg/Slow(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), Posi-Dam%(34)
Level 35: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
Level 38: Super Jump -- Jump-I(A)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43)
Level 44: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
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), Posi-Dam%(50)
Level 49: Surveillance -- HO:Enzym(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 1: Ninja Run


 

Posted

Your slotting Generic IOs. I will say I'm not crazy about them since you can get SO MUCH from Invention set bonuses. As far as being viable for TF It's a catch 22. I might take you the first time around but after seeing your only slotted with regular IOs I would probably look around for someone else the 2nd time around. I'm not trying to sound like elitist jerk. Just being honest.

There are so many blaster sets that are better off then AR Device. AR / anything else would be better.. Any Arch type with some slotted IOs which has some stacked defenses or stacked anything would be better then your build if you get what I'm saying.

I mentioned this in the past. But I have tested it out several times, regardless of what people want to believe or perceive I have logged on with my AR Device and then logged off to get another toon and have gotten invites to the same team that ignore my AR Device.

Sadly Device is still stuck in the 2004 and it's 2010. Traps is the new Device.

You don't need body armor as it really isn't serving you any purpose. Your defenses don't exist and neither does your resistance.

You have too many travel powers.. Just pick one and make sure its Super Speed since it works in conjunction with Cloaking Device.. You don't need combat jump.. You don't need super jump.

Recall Friend for Stealthing and TPing everyone to end of missions seems okay I guess.

Pick up M30, Smoke Grenade, Gun Drone.

At least if you want to TP players and mobs are near you can use Smoke Grenade to cut down on mob perception so team mates don't get spotted when you TP them in.

Gun Drone will at least give you some extra damage as will M30.

Nutshell your working with the weakest blaster and your slotting him with generic inventions. It's a loose / loose situation. And on top you have tons of Knock back which many hate.

I would like to see your Set build. I'm not loving this build atm.. I would want to know where your going with the set build.


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

 

Posted

Level 4: Buckshot -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(43)
I don't like this. Buckshot is an excellent source of AoE damage and mitigation with KB, but you don't want more KB. You want it up faster, for less Endurance, and doing more damage. Also, without enhancing, the KB turns to KD vs higher level foes (+2? +3?), and that's GOOD. So do not EVER enhance the KB aspect of Buckshot. This should get the same slotting as Flamethrower (see later).

Level 12: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(13), Mantic-Acc/ActRdx/Rng(13), Mantic-Dmg/ActRdx/Rchg(15), Mantic-Dmg/EndRdx/Rchg(37), Mantic-Dam%(37)
Okay set bonuses up to 5, but the 6th is worthless. Also, slotting Damage Procs works better on attacks with low base damage. On Blasters, who do excellent base damage, you want the attack powers up more, with max damage, with more accuracy, etc. So I'd never slot damage procs in direct attacks... maybe in Caltrops. Drop the damage proc from here and save a slot.

Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25)
The 6th slot bonus for Posi is not worth it. As discussed above, the Dam Proc is not worth it, and it's really expensive (leave it for the Controllers in their AoE Immobs). Save the slot.

Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(21), P'Shift-End%(21)
Okay. Could get a P'Shift End/Acc to max out.

Level 24: Super Speed -- EndRdx-I(A)
See Recall Friend notes.

Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
See notes on Flamethrower.

Level 30: Caltrops -- P'ngTtl--Rchg%(A), P'ngTtl-Acc/Slow(31), P'ngTtl-EndRdx/Rchg/Slow(31)
Don't need Accuracy in Caltrops, use Damage/Slow.

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), Posi-Dam%(34)
See Flamethrower.

Level 35: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
Go to three slots of Zephyr since you're building for Rng/AoE Defenses. With the slots you're pulling out of the damage procs, you should be able to 3-slot SS, SJ, and Recall Friend for defense.

Level 38: Super Jump -- Jump-I(A)
See Recall Friend

Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43)
Drop the KB resists since you're getting KB resist from the travel power sets.

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), Posi-Dam%(50)
See Flamethrower.

This is the result, with a spare IO that I put into Health (could go into a lot of powers for a bit of extra effect):
EDIT, oh and change the Buckshot to Positron x 5, plus another free slot. Forgot to do that before outputting the design...

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Necron999: Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(17)
Level 1: Web Grenade -- Enf'dOp-Acc/Immob(A)
Level 2: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(25)
Level 4: Buckshot -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(43)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 12: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(13), Mantic-Acc/ActRdx/Rng(13), Mantic-Dmg/ActRdx/Rchg(15), Mantic-Dmg/EndRdx/Rchg(37)
Level 14: Health -- Numna-Regen/Rcvry+(A), Heal-I(25), Mrcl-Rcvry+(40), RgnTis-Regen+(42)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23)
Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Cloaking Device -- LkGmblr-Rchg+(A), EndRdx-I(43)
Level 24: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(37)
Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 30: Caltrops -- P'ngTtl--Rchg%(A), P'ngTtl-Acc/Slow(31), P'ngTtl-EndRdx/Rchg/Slow(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)
Level 35: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel(37), Zephyr-Travel/EndRdx(46)
Level 38: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43), Zephyr-Travel(50)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A)
Level 44: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
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)
Level 49: Surveillance -- HO:Enzym(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)


 

Posted

Quote:
Originally Posted by plainguy View Post
There are so many blaster sets that are better off then AR Device. AR / anything else would be better..
I am aware of this sentiment, and I am not looking to make the best blaster possible. I am looking to make the best AR/DEV blaster I can.

Quote:
I would like to see your Set build. I'm not loving this build atm.. I would want to know where your going with the set build.
It is included in my initial post. I will add some spaces so it easier to see.


 

Posted

I appreciate the feedback. It has given me food for thought.

Quote:
Originally Posted by BlackSly View Post
Level 4: Buckshot -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(43)
I don't like this. Buckshot is an excellent source of AoE damage and mitigation with KB, but you don't want more KB. You want it up faster, for less Endurance, and doing more damage. Also, without enhancing, the KB turns to KD vs higher level foes (+2? +3?), and that's GOOD. So do not EVER enhance the KB aspect of Buckshot. This should get the same slotting as Flamethrower (see later).
I am on the fence with this idea. I was actually planning on using Buckshot BECAUSE of the knockback (defensively). Also, 6-slot KinCrsh provides a Recharge bonus.

Quote:
So I'd never slot damage procs in direct attacks... maybe in Caltrops. Drop the damage proc from here and save a slot.

Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25)
The 6th slot bonus for Posi is not worth it. As discussed above, the Dam Proc is not worth it, and it's really expensive (leave it for the Controllers in their AoE Immobs). Save the slot.
Don't DMG Procs get a chance to fire off with every tic of a DOT attack? If that is the case, then attacks like Flamethrower, Full Auto and especially Ignite would have a higher benefit from Procs, wouldn't they?


 

Posted

In the basic IO build was alot of unmissable slotting. For the record Gun Drone is worth 10 Body Armours. I use it to take the alpha for me, certainly mezz effects depending on if I decide to play that way.


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With the IO set build, -90% runspeed in caltrops is enough really. If I werent going for some set bonus I wouldn't set it. Also Buckshot, it's damage is worth focusing on imo as well as defeated mobs don't hurt anyone.


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

Please ignore the levels at which I slotted powers.. When using mids I slot working on defenses, I do not slot for leveling. I just slot the appropriate powers at whatever levels I think I need them. So Health and Stamina are slotted in my 30s, I will more then likely slot them in my early 20s.

This is a build I will be leaning towards. I am NOT crazy about the endurance use. The smash and lethal are almost defense capped, you can max it out when needed with a luck inspiration. Range Defense is capped, which is what many Blasters look to get capped out. Many of the other defenses are in your 20s and 30s defense wise. As much as I cringe to say this, this is the build where I would probably slot those frankenslots with some purple IOs which give Recovery bonuses. Once I could afford them. I do not like the look that Frozen armor looks gives as it messes up any costume look you have, but it is what it is.

Otherwise you will need to incorporate Aid Self into your build. You will end up getting some nasty aggro that without a heal you will find yourself on the floor fast. And really Aid Self is just a band-aid until the tank can pick up the aggro, hopefully..

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Slug

  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Endurance
  • (13) Thunderstrike - Damage/Endurance/Recharge
  • (39) Thunderstrike - Damage/Recharge
  • (39) Thunderstrike - Accuracy/Damage/Recharge
  • (39) Thunderstrike - Accuracy/Damage/Endurance
Level 1: Web Grenade
  • (A) Trap of the Hunter - Chance of Damage(Lethal)
Level 2: Buckshot
  • (A) Explosive Strike - Damage/Knockback
  • (3) Explosive Strike - Accuracy/Knockback
  • (3) Explosive Strike - Chance for Smashing Damage
  • (5) Detonation - Accuracy/Damage
  • (13) Positron's Blast - Accuracy/Damage
Level 4: Caltrops
  • (A) Pacing of the Turtle - Chance of -Recharge
Level 6: M30 Grenade
  • (A) Explosive Strike - Damage/Knockback
  • (7) Explosive Strike - Accuracy/Knockback
  • (7) Explosive Strike - Chance for Smashing Damage
  • (9) Detonation - Accuracy/Damage
  • (9) Positron's Blast - Accuracy/Damage
Level 8: Kick
  • (A) Accuracy IO
Level 10: Targeting Drone
  • (A) Rectified Reticle - To Hit Buff
  • (11) Rectified Reticle - To Hit Buff/Recharge
  • (11) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 12: Sniper Rifle
  • (A) Sting of the Manticore - Accuracy/Damage
  • (19) Sting of the Manticore - Damage/Endurance/Recharge
  • (33) Sting of the Manticore - Damage/Endurance
  • (36) Sting of the Manticore - Accuracy/Interrupt/Range
  • (40) Sting of the Manticore - Damage/Interrupt/Recharge
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (15) Reactive Armor - Resistance/Endurance
  • (15) Reactive Armor - Resistance/Recharge
  • (17) Reactive Armor - Endurance/Recharge
  • (17) Reactive Armor - Resistance/Endurance/Recharge
Level 16: Smoke Grenade
  • (A) Accuracy IO
Level 18: Flamethrower
  • (A) Detonation - Accuracy/Damage
  • (19) Detonation - Damage/Endurance/Range
  • (40) Positron's Blast - Accuracy/Damage
  • (40) Positron's Blast - Accuracy/Damage/Endurance
Level 20: Cloaking Device
  • (A) Red Fortune - Defense/Endurance
  • (21) Red Fortune - Defense/Recharge
  • (21) Red Fortune - Endurance/Recharge
  • (37) Red Fortune - Defense/Endurance/Recharge
  • (37) Red Fortune - Defense
  • (43) Red Fortune - Endurance
Level 22: Weave
  • (A) Red Fortune - Defense/Endurance
  • (23) Red Fortune - Defense/Recharge
  • (23) Red Fortune - Endurance/Recharge
  • (25) Red Fortune - Defense/Endurance/Recharge
  • (25) Red Fortune - Defense
  • (27) Red Fortune - Endurance
Level 24: Hurdle
  • (A) Jumping IO
Level 26: Ignite
  • (A) Detonation - Accuracy/Damage
  • (27) Positron's Blast - Accuracy/Damage
  • (34) Positron's Blast - Accuracy/Damage/Endurance
  • (37) Detonation - Damage/Endurance/Range
Level 28: Trip Mine
  • (A) Eradication - Damage
  • (29) Eradication - Accuracy/Recharge
  • (29) Eradication - Damage/Recharge
  • (31) Scirocco's Dervish - Accuracy/Damage
  • (34) Scirocco's Dervish - Damage/Endurance
Level 30: Health
  • (A) Healing IO
  • (31) Healing IO
  • (31) Healing IO
Level 32: Full Auto
  • (A) Detonation - Accuracy/Damage
  • (33) Positron's Blast - Accuracy/Damage
  • (33) Detonation - Accuracy/Damage/Endurance
  • (34) Positron's Blast - Accuracy/Damage/Endurance
Level 35: Stamina
  • (A) Endurance Modification IO
  • (36) Endurance Modification IO
  • (36) Endurance Modification IO
Level 38: Combat Jumping
  • (A) Red Fortune - Defense/Endurance
  • (45) Red Fortune - Defense/Recharge
  • (46) Red Fortune - Endurance/Recharge
  • (46) Red Fortune - Defense/Endurance/Recharge
  • (46) Red Fortune - Defense
  • (50) Red Fortune - Endurance
Level 41: Snow Storm
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (42) Pacing of the Turtle - Damage/Slow
  • (42) Pacing of the Turtle - Accuracy/Endurance
  • (42) Pacing of the Turtle - Range/Slow
  • (43) Pacing of the Turtle - Endurance/Recharge/Slow
  • (43) Pacing of the Turtle - Chance of -Recharge
Level 44: Frozen Armor
  • (A) Red Fortune - Defense/Endurance
  • (45) Red Fortune - Defense/Recharge
  • (45) Red Fortune - Endurance/Recharge
  • (48) Red Fortune - Defense/Endurance/Recharge
  • (48) Red Fortune - Defense
  • (48) Red Fortune - Endurance
Level 47: Maneuvers
  • (A) Defense Buff IO
  • (50) Defense Buff IO
  • (50) Defense Buff IO
Level 49: Hoarfrost
  • (A) Steadfast Protection - Knockback Protection
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Defiance
Level 4: Ninja Run



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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

 

Posted

Quote:
Originally Posted by DirtyDan View Post


Don't DMG Procs get a chance to fire off with every tic of a DOT attack? If that is the case, then attacks like Flamethrower, Full Auto and especially Ignite would have a higher benefit from Procs, wouldn't they?
No, they will check to fire one time, just like any other attack. It checks at the same time the attack makes it's accuracy check.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Here ya go, I tossed this together.

It ain't optimized for exemplaring, but it caps S/L/E/N, has noticeable defenses and resists vs everything else, and has plenty of damage and utility to boot.


Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Slug -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39)
Level 1: Web Grenade -- TotHntr-Acc/Immob/Rchg(A)
Level 2: Buckshot -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(3), Det'tn-Dmg/Rchg(3), Det'tn-Acc/Dmg(5), Posi-Acc/Dmg/EndRdx(13), KinCrsh-Rechg/EndRdx(42)
Level 4: Burst -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Acc/Dmg/Rchg(29), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Dev'n-Acc/Dmg/Rchg(34), Achilles-ResDeb%(42)
Level 6: M30 Grenade -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(7), Det'tn-Dmg/Rchg(7), Det'tn-Acc/Dmg(9), Posi-Acc/Dmg/EndRdx(9), FrcFbk-Rchg/EndRdx(42)
Level 8: Kick -- Acc-I(A)
Level 10: Targeting Drone -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(11), GSFC-ToHit/EndRdx(11)
Level 12: Sniper Rifle -- ExtrmM-Acc/Rng/Rchg(A), ExtrmM-Dmg/EndRdx/Rchg(19), ExtrmM-Dmg/ActRdx/Rchg(27), ExtrmM-Acc/ActRdx/Rng(33), ExtrmM-Dmg/EndRdx(36), ExtrmM-Acc/Dmg(40)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-EndRdx/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
Level 16: Smoke Grenade -- DisWord-ToHitDeb(A), DampS-ToHitDeb/Rchg/EndRdx(25), DisWord-ToHitDeb/Rchg(27), DisWord-ToHitDeb/Rchg/EndRdx(34)
Level 18: Flamethrower -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx/Rng(19), Det'tn-Acc/Dmg/EndRdx(37), Det'tn-Dmg/EndRdx(40), Det'tn-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(43)
Level 20: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(37)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
Level 24: Taser -- RzDz-Acc/Stun/Rchg(A), RzDz-Acc/Rchg(37), RzDz-EndRdx/Stun(46), RzDz-Acc/EndRdx(46), RzDz-Stun/Rng(50)
Level 26: Hurdle -- Jump-I(A)
Level 28: Caltrops -- P'ngTtl-EndRdx/Rchg/Slow(A)
Level 30: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(31), Mrcl-Rcvry+(31)
Level 32: Full Auto -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/Rchg(34), Det'tn-Dmg/EndRdx/Rng(43), Det'tn-Acc/Dmg/EndRdx(43)
Level 35: Stamina -- P'Shift-End%(A), P'Shift-EndMod(36), P'Shift-EndMod/Rchg(36)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
Level 41: Snow Storm -- P'ngTtl--Rchg%(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), EndRdx-I(50)
Level 49: Hoarfrost -- GA-3defTpProc(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run



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Posted

Just a quick thought. I went through a similar tug of war when trying to bring my i5 ar/dev into the IO era.
What I finally settled on was a dual build approach.
Build A was for teaming a purely ranged hover blaster with a decent amount of ranged defense. The other toys were skipped since I had other folks for support and aggro control.
Build B was for soloing and relying on invisibly toe bombing my foes and using my pets to eat alphas for me.


Taking It On the Chin I-16 Tanker Guide
Repeat Offenders

 

Posted

Quote:
Originally Posted by mauk2 View Post
Here ya go, I tossed this together.

It ain't optimized for exemplaring, but it caps S/L/E/N, has noticeable defenses and resists vs everything else, and has plenty of damage and utility to boot.


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|-------------------------------------------------------------------|

Cloaking Device is suppressible, so your short of the defense cap.. Close, but short.


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