Archery/Dev vs. Archery/Energy Mani....


FallenValkyrja

 

Posted

Ok, I have been looking at Archery as of late. I have tried and leveled just about everytype of blaster there is to 50 except for Archery/ and /Energy Mani and Sonic/.

I have asked around and most people seem to tell me to go with Archery/Energy Mani due to the fact that with that combo, I will have access to both Aim & Build Up as well as boost range as well as the crash-less nuke Rain of Arrows.

On the other hand Archery/Dev seems a lot of fun. I know /Dev has a bad rep, and I have leveled an AR/Dev/Mun blaster to 50 and I was screaming all the way to 50 because it was just so much fun going in guns blazing. I know from this that soloing is doable with Dev/ and can be very safe, and on teams I my damage is not that bad, considering I skiped both mine powers and Gun Drone.

There is something about playing a toon that relies on weapons and gadgets that I seem to like. But also, if I have Aim, Build Up, and Boost Range how much of a factor does that amount to end game. I guess my question is, what are you experiences with Archery/Dev and Archery/EM and what do you consider pros and cons of each. I guess my goal is to be able to solo and team with ease.

Normally I would make both, but I am very low on character slots (3 left) and with Going Rogue coming I just know I am going to need the other 2 for a Kin Melee toon and a Ele control toon.


 

Posted

If you do /Dev again then just by being Archery isn't going to make leveling that blaster up very different to the AR/Dev. I would either go Archery/NRG or Sonic/NRG.


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

Do Archery Traps ( Defender ) or Archery Energy. I'm doing a semi Petless MM for the fun and challenge. But Device is just a slap in the face.

Device good from a far, but far from good.

It's the only power set that you need beer goggles to make it look good.


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

I dunno, I don't get all the Devices hate. It's pretty effective and has a lot of utility.


 

Posted

I've actually played both of these combinations to 50! It is a HARD choice.

Archery/Dev was probably the most fun combination I've ever played. It was my fastest run to 50. It's awesome for soloing, and if you're wise about stealth/mining/bombing you can have fun with steamrolling/farm teams. You can ninja, handle gigantic spawns on your own, and be the cliche "pure damage" ally if you need to be. I took no travel power (this was a while back when that meant a little more), but picked up Aid Self and eventually Personal Force Field. It's an incredibly diverse setup.

Archery/Energy fits much better into the steam rolling team. Boost Range+Aim+Build Up+Rain of Arrows + Explosive Arrow over and over. On my build I do that every 30 seconds (or less if Kinetic Combat procs on E.Arrow). I duo'd this with a friend with the same build. Very late in the game we took //Fire. Double Bon Fire with the above combination made us capable of farming certain missions (like Battle Maiden) insanely fast.

So really I would let it come down to two things: Archery/Devices for soloing/stealthing, Archery/Energy for teaming/farming.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

I have an Arch/Nrg that has not received a lot of attention lately but what I liked at the earlier levels was this:

Attack from range
Bad guys close the gap to get into melee
**Pow**
Attack from range after KB throws them a bit


 

Posted

Quote:
Originally Posted by seebs View Post
I dunno, I don't get all the Devices hate. It's pretty effective and has a lot of utility.
My AR Device was my first 50.. But without a doubt Traps is better. The 22% Defense Force Field Generator offers alone outweighs many of the other powers Device and Traps do NOT have in common.

My only issue with Archery EM is I notice if I am too far away I do not see any DPS results. So I can sniper or ROA a mob from FAR away and they suffer no damage sometimes. It's odd. I haven't played my 50 though in months so I have no clue if they fixed this or not.


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

The back up tools in EM are really nice for the Archer. And that you get them early on is nice as well. That's why it is my pick. My only DEV experience is on an AR/DEV. She is fun, but not the monster my Arch/EM is.


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Posted

until they add umph to Devices go Energy, I did and don't regret it. On my PVE build I am soft capped to S/L.