i19 AR/Dev./MM blaster build =P


CptShwan

 

Posted

Welp, I made one, and I've really been enjoying it in zone PvP. I've made a build which I'll be using for I19. I've bought all the expensive IO's already, and now I am just waiting for I19. The build has good +rech(150), rediculous amounts of acc., almost capped HP(100 hp off), and a good amount of KB prot(38). The three slots in rest are for health and stamina.

1.I am wondering about Assault and Smoke Grenade. Can anyone think of something else I can put there besides these two less-than-spectacular powers?

2.Slug is what I do most of my damage with. Anyway I could slot it better? I have three procs in it now.

3.I will not be getting phase, hibernate, or PFF. I've been playing, and I've rarely used hibernate on my current build. Not because I don't die, but rather I'm used to it. I mostly view those powers as slot mules, and not survivability/utility.

4.Does surveilance work like how its info states in PvP? Should I slot it with Achillies' Heel proc? I've seen the proc in action before, and ... I am not impressed.

5.If anyone can tell me which alpha slot thinggies would be good in a PvP blaster, or kind of explain them to me that would be really nice.

Here it is and thanks for the help.:

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Posted

Well, if you've been enjoying an AR/Dev blaster in zone pvp with no escape power.....you are a better man than I.

Rather than putting any money into an AR/Dev I'd recommend you make a Fire/EM Son/EM Psi/EM Rad/EM or even Arch/EM.


 

Posted

Quote:
Originally Posted by Sneaky Speedie View Post
3.I will not be getting phase, hibernate, or PFF. I've been playing, and I've rarely used hibernate on my current build. Not because I don't die, but rather I'm used to it. I mostly view those powers as slot mules, and not survivability/utility.
This statement alone really made me laugh. How is almost being dead and hitting hibernate so that you heal up and not die not survivablity. Same thing goes with phase or PFF almost dead, hit phase/pff and then use Aid Self and heal up again..survivablity, you are not dead. Other question are you "used to it" or just don't notice in time that you are the target and die before you can attempt to evade/ use your escape power. There are things you can do to see that you are the target and start evading/hiber/phase/pff before dieing instead of just dieing but hey whatever floats your boat.

Changed slotting of some things, when I19 goes live you should only need the performance shifter +end in stamina and then the extra slot in rest is for putting in health so you can slot a numina proc and a miracle proc. Got you HP capped because when you are not then you will be called as a target very often(the other thing that makes you a target often is not having hiber/phase or Pff btw). But here ya go:
Hero Plan by Mids' Hero Designer 1.81
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: Speed
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Dmg/EndRdx(3), Apoc-Dmg/Rchg(5), GJ-Acc/Dmg(5), GJ-Dam%(23)
Level 1: Web Grenade -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(7), GravAnch-Immob/Rchg(9), GravAnch-Immob(43), GravAnch-Hold%(46)
Level 2: Slug -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Apoc-Dam%(11), GJ-Acc/Dmg(13), GJ-Acc/Dmg/End/Rech(13)
Level 4: Caltrops -- P'ngTtl-Rng/Slow(A), P'ngTtl-Acc/EndRdx(34), P'ngTtl-Acc/Slow(34), P'ngTtl-EndRdx/Rchg/Slow(36)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(15)
Level 10: Aid Other -- Heal-I(A)
Level 12: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(19), Mantic-Acc/ActRdx/Rng(19), Mantic-Dmg/ActRdx/Rchg(21), Mantic-Dam%(21)
Level 14: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17)
Level 16: Super Speed -- HO:Micro(A), Zephyr-ResKB(17), HO:Micro(33)
Level 18: Super Jump -- HO:Micro(A), Zephyr-ResKB(25), HO:Micro(27)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), Krma-ResKB(23)
Level 22: Acrobatics -- KBDist-I(A)
Level 24: Targeting Drone -- Rec'dRet-Pcptn(A), AdjTgt-ToHit(25), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(33)
Level 26: Assault -- EndRdx-I(A)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(29), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(37)
Level 30: Vengeance -- LkGmblr-Rchg+(A), GSFC-ToHit/Rchg(31), GSFC-Rchg/EndRdx(37), GSFC-ToHit/Rchg/EndRdx(37), Krma-ResKB(39)
Level 32: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(42), Krma-ResKB(42), Ksmt-ToHit+(43)
Level 35: Beanbag -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(40)
Level 38: Full Auto -- JavVoll-Acc/Dmg(A), JavVoll-Dam/Rech(40), JavVoll-Acc/Dmg/End/Rech(45)
Level 41: Body Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(42), S'fstPrt-ResDam/Def+(43)
Level 44: Cryo Freeze Ray -- GladNet-Dam%(A), GladNet-Acc/Hold(45), GladNet-Acc/EndRdx/Rchg/Hold(45), GladNet-Acc/Rchg(46), GladNet-EndRdx/Rchg/Hold(46)
Level 47: Sleep Grenade -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(48), FtnHyp-Acc/Sleep/Rchg(48), FtnHyp-Acc/Rchg(48), FtnHyp-Sleep/EndRdx(50)
Level 49: Surveillance -- HO:Lyso(A), ShldBrk-Acc/DefDeb(50), ShldBrk-Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A), Empty(27)
Level 1: Defiance
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3.938% Defense(Energy)
  • 3.938% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 4.875% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 32.5% Enhancement(Range)
  • 2.5% Enhancement(Held)
  • 2.5% Enhancement(JumpSpeed)
  • 85% Enhancement(RechargeTime)
  • 2.5% Enhancement(JumpHeight)
  • 2.5% Enhancement(FlySpeed)
  • 2.5% Enhancement(RunSpeed)
  • 81% Enhancement(Accuracy)
  • 5% FlySpeed
  • 167.16 HP (13.87%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -28)
  • Knockup (Mag -28)
  • MezResist(Confused) 10%
  • MezResist(Held) 10%
  • MezResist(Immobilize) 10%
  • MezResist(Sleep) 12.75%
  • MezResist(Stun) 10%
  • MezResist(Terrorized) 10%
  • 20% Perception
  • 23% (0.384 End/sec) Recovery
  • 72% (3.622 HP/sec) Regeneration
  • 10% ResEffect(FlySpeed)
  • 10% ResEffect(RechargeTime)
  • 10% ResEffect(RunSpeed)
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 2.52% Resistance(Energy)
  • 2.52% Resistance(Negative)
  • 5% RunSpeed



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OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

Definantly thank you for the response, Psyrene, and I have thought about what you said DaveMebs.

Yes, #3 needs to be clarified a bit. I should have been a lot more desriptive and worded it better.

When I PvP I usually last about 10 minutes before I die. I am not sure if this is good or bad so can't comment there, but I kind of like it in that range for now. As I PvP more I am sure I'll want to make that time longer.

I have used hibernate and hoarfrost, and they definantly help in survivability, but out running/jumping them seems to work just as well. I don't usually run into anyone with holds/immobilizes. I guess most zone PvP'ers don't slot their travel powers alot or don't start off with a hold/immobilize?

I have gotten called before, but it doesn't happen alot, usually because I am not on during "regular" hours where there are PvP'ers who actually work as a group. I usually run alot. If I see a large group of villains/heros or if I see that we're losing a fight I run away.

You've reminded me about something: Even though I have an AR/EM/FF blaster which uses the PFF/Aid Self combo, I completely forgot you can use them together, and this actually now makes me want to have it. I think I will, but before I do; I really want to try out surveillance first it seems really interesting if it works how is says it does in PvM in PvP.

I do have one question, how much is to much Acc? I can hit people usually in PFF.

P.S. I forgot ot mention how do you slot PFF in PvP? I am sure a LotG +rech will be in there along with a KB IO, do you just slot it for defense, or only for the +rech. IO and KB Prot. IOs?


 

Posted

I'd switch to fly.

SS/Leap isn't going to do much for you when you have to plant yourself to ridiculously long animation times especially since your two big powers are Snipe and 5 seconds of Camera Spin. At least with fly/hover you can webnade any opposition, and if you slot for a little distance you can hit them but they can't hit you. Also fly is more suitable since your build (like my AR/Dev) is suited for Command and Control so with fly you'll have an easier time calling out targets and hamstringing them for your teammates.

Vengeance won't do you good when you're usually the first one targeted for death (AR/Dev rates probably 2 points below a Defender), so I'd cut it.

I'd substitute Sleep Grenade for Buckshot. Buckshot has the quickest animation time of all your attacks so it's either a good lead off attack to get your weapon drawn or in case you need that last few points of damage in a hurry before your opponent takes off.

Finally I'd reslot for more damage and less accuracy, usually at around 60% you'll have enough to hit things that are reasonable to hit (80% still won't help you with slotted stalkers or Widows who really don't want to be hit.)


Cpt. Shwan.
Virtue, AR/Dev Blaster, lvl 50+3, 3300+ Hours logged.
Created 8/20/2004 - Proud Captain of Hero Dawn!

 

Posted

Quote:
Originally Posted by Sneaky Speedie View Post
1.I am wondering about Assault and Smoke Grenade. Can anyone think of something else I can put there besides these two less-than-spectacular powers?
It's a shame -Perception powers don't see more use in PvP. For any toon that uses stealth or forms of it in their build, -Perception powers are a means to increasing one's stealth (and/or a teammate's stealth) past the cap. Most, if not all of these powers are unable to be slotted for range... however range bonuses (in PvP) will affect them and such a thing allows these powers to be far more effective than most people are aware.

It's not about whether you can be seen... it's about the distance you can be seen from, and how much you're able to reduce the ammount. I have alts that spend time keeping stacks of smoke grenade via Day Job, Temp, and SC Puchasable versions of the power to add to -percep powers they may already have. By itself, one application of smoke grenade may not seem to be an effective use, but grab a few extra versions to stack with it (and do so from 100ft or more away) and you will find your opponents attacking far less... due to the fact they cannot see you as you kite.


"Situational power? Sure. Although in a sense... all powers are situational. It's just that some situations occur more than others." Understand the situation needed in order for the power to be most effective... and make that situation happen.

 

Posted

Quote:
Originally Posted by CptShwan View Post
I'd switch to fly.

SS/Leap isn't going to do much for you when you have to plant yourself to ridiculously long animation times especially since your two big powers are Snipe and 5 seconds of Camera Spin. At least with fly/hover you can webnade any opposition, and if you slot for a little distance you can hit them but they can't hit you. Also fly is more suitable since your build (like my AR/Dev) is suited for Command and Control so with fly you'll have an easier time calling out targets and hamstringing them for your teammates.

Vengeance won't do you good when you're usually the first one targeted for death (AR/Dev rates probably 2 points below a Defender), so I'd cut it.

I'd substitute Sleep Grenade for Buckshot. Buckshot has the quickest animation time of all your attacks so it's either a good lead off attack to get your weapon drawn or in case you need that last few points of damage in a hurry before your opponent takes off.

Finally I'd reslot for more damage and less accuracy, usually at around 60% you'll have enough to hit things that are reasonable to hit (80% still won't help you with slotted stalkers or Widows who really don't want to be hit.)
no, no, and no.

First off fly is horrible in PvP and no one will ever convince me or anyone else that it will ever be good.

Command and control...blah, then I see you play on virtue.......NO RPvPing goin on here.

Next. Vengeance is not there to be used(although if a teammate dies go ahead and hit it) but it is there for a Lotg Proc, some +hp bonus from the Gaussians and a Karma KB io.

Sleep Grenade is there for the cheap sleep purple set and its associated bonuses. Same for Cryo Ray. (Like I said I would go with Force Mastery but someone really wants to use surveillance)

Full Auto is again really there for the set bonuses. Burst and slug are the 2 powers that you will want to just repeatedly spam hence the double proc's in slug.(looking at the build I posted, I see that I put in the wrong GJ's in Slug. Use the quad and the proc.) Also you can get a running snipe off once you get a little practice at doing it, it really isn't that hard but sniping is not really a power that you are gonna spam anyway.

Slotting for much more +dam bonuses will gimp this more than it already is so I would not mess with that at all.

Quote:
I forgot ot mention how do you slot PFF in PvP?
Lotg Proc, Lotg Def, Lotg Def/Rech, Lotg Def/End/Rech, Karma Kb


OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

Quote:
Originally Posted by Psyrene View Post
no, no, and no.

First off fly is horrible in PvP and no one will ever convince me or anyone else that it will ever be good.

Command and control...blah, then I see you play on virtue.......NO RPvPing goin on here.

Next. Vengeance is not there to be used(although if a teammate dies go ahead and hit it) but it is there for a Lotg Proc, some +hp bonus from the Gaussians and a Karma KB io.

Sleep Grenade is there for the cheap sleep purple set and its associated bonuses. Same for Cryo Ray. (Like I said I would go with Force Mastery but someone really wants to use surveillance)

Full Auto is again really there for the set bonuses. Burst and slug are the 2 powers that you will want to just repeatedly spam hence the double proc's in slug.(looking at the build I posted, I see that I put in the wrong GJ's in Slug. Use the quad and the proc.) Also you can get a running snipe off once you get a little practice at doing it, it really isn't that hard but sniping is not really a power that you are gonna spam anyway.

Slotting for much more +dam bonuses will gimp this more than it already is so I would not mess with that at all.


Lotg Proc, Lotg Def, Lotg Def/Rech, Lotg Def/End/Rech, Karma Kb

Being rooted to the ground for long periods of time while you are one of the easiest and most sought after targets around is horrible and no one will convince me otherwise. If he isn't going to take Hibernate or Phase then the best bet for not being hit is flying, whereas only Spiders, other /Devs or /Traps, and whoever buys the temp webnades can bring him down. Hover also minimizes the effects of knockback from opponents. You can slot the LOTG and Karma into Hover, I wouldn't even bother for the 1.88% health bonus. ~250-300hp isn't much when you only have 7% resistance to things.

The reason someone "really" wants to use surveillance is because trying to spam burst and slug in anything past Siren's Call is ridiculous. By the time you hit RV if anyone DOESN'T have decent lethal resistance then they probably have ridiculous ranged defense. Surveillance gives the Assault Rifle a chance with it's resistance debuff. Also, you can spam burst and slug and throw in a snipe in there here and there, but if you don't slot for more damage then your still doing minimal damage. Recharge can only go to a certain point to where the animation times of the Rifle is what's hindering you, which is why you need a balance of Damage and Recharge.

Slotting Positron's blast in Buckshot would give a similar but smaller bonus as the fort hypnosis in sleep gas, and you have an actual attack because who the hell would bring sleep to a PvP zone? Dominators/Controllers don't even do that babytown frolicks stuff.

I don't know how you elite PvP'ers do things but in my experience when doing large scale PvP, deciding who to kill in what order helps out tremendously. So having someone usually airborne, calling out and being targeted off of/through to concentrate firepower helps tremendously. That's the definition of Command and Control, and that's what AR/Dev is good for because your not going to do well 1 on 1, or 2 on 2.


Cpt. Shwan.
Virtue, AR/Dev Blaster, lvl 50+3, 3300+ Hours logged.
Created 8/20/2004 - Proud Captain of Hero Dawn!

 

Posted

Quote:
Originally Posted by CptShwan View Post
Being rooted to the ground for long periods of time while you are one of the easiest and most sought after targets around is horrible and no one will convince me otherwise. If he isn't going to take Hibernate or Phase then the best bet for not being hit is flying, whereas only Spiders, other /Devs or /Traps, and whoever buys the temp webnades can bring him down. Hover also minimizes the effects of knockback from opponents. You can slot the LOTG and Karma into Hover, I wouldn't even bother for the 1.88% health bonus. ~250-300hp isn't much when you only have 7% resistance to things.
The cast times of AR's attacks are on par with every other blast set. 1sec for burst and 1.67 for slug. If you don't know how to attack while you are jumping then I can't help you. There are many people that use sonic/em blasters and their 3 attacks are 1s, 1.67 and 2.67 secs so an AR using a 1s and 1.67s attack spam while jumping around will not be rooted any longer than anyone else. And I will tell you that if there was a blaster in a zone and I was on an opposing team and saw that that blaster has 1300ish hp vice cap hp then he will definately be the target everytime he is out. If said blaster was at the hp cap and depending on his evasion skills he would maybe not be targeted as often but 250-300hp below cap, that is definately a farm target.

Quote:
Originally Posted by CptShwan View Post
The reason someone "really" wants to use surveillance is because trying to spam burst and slug in anything past Siren's Call is ridiculous. By the time you hit RV if anyone DOESN'T have decent lethal resistance then they probably have ridiculous ranged defense. Surveillance gives the Assault Rifle a chance with it's resistance debuff.
Yes I know what surveillance is but it only has a -14%resistance debuff and about -20%ish defense debuff. The good part is that in the build I made it would be perma with the 16 sec recharge and 20sec duration but what would be even better is if he had PFF and his aid self or hibernate to stay alive and was on a team that had a debuffer but if he is solo his best bet would be to take hibernate/PFF/Phase for survivability.

Quote:
Originally Posted by CptShwan View Post
Slotting Positron's blast in Buckshot would give a similar but smaller bonus as the fort hypnosis in sleep gas, and you have an actual attack because who the hell would bring sleep to a PvP zone? Dominators/Controllers don't even do that babytown frolicks stuff.
You don't have to use the power to get the bonuses and the 10%recharge 15%acc and 4% recovery is definately worth it for him since he is using munitions mastery. Almost every blaster that uses cold mastery has flash freeze, and why is that...oh yeah, that is for the bonuses of the cheap sleep purple set. Have you looked at the craptastic damage that buckshot does, it is not worth it even with the .9 sec cast time.

Quote:
Originally Posted by CptShwan View Post
I don't know how you elite PvP'ers do things but in my experience when doing large scale PvP, deciding who to kill in what order helps out tremendously. So having someone usually airborne, calling out and being targeted off of/through to concentrate firepower helps tremendously. That's the definition of Command and Control, and that's what AR/Dev is good for because your not going to do well 1 on 1, or 2 on 2.
Well I will tell you that us "Elite" PvPr's either talk on vent and "call" a target or have a targeting bind in team chat that calls out a target, everyone locks on that target and then everyone shoots said target at the same time...target dies or evades etc. rinse and repeat. We don't have someone flying high above. It is just one of the people on the team and if it is an arena match we talk about the targets right before it starts and if it is a zone then just go in see who is in there, check builds/hp etc, call a target and either target dies or it phases or hibernates or evades. rinse and repeat then call initial target while the no phase timer is active unless they are the type that only comes out of the base when hiber/phase is up. And I really hope you don't think you can target through someone in a PvP zone because you just can't do that. Also I never said that it would be a good 1v1 or 2v2 toon, the OP asked for a better build than the one he has and I will say that the one provided is better, if you want to gimp his build by lowering his hp and adding a poor damaging power then it is his perogative; but I can see that your style of PvP is much much different than what I do so there is no use in arguing the points because we just will never see it eye to eye.


OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

In summary... choosing Fly without an escape power build will lead to repeated fail, no matter how well you slot. However choosing /Devices (or any other set that offers a free -fly/-jump power) and going SS/SJ is a complete waste of resources since you'll usually end up on the ground when attacking your grounded targets.

Here's an aerial build. One that incorporates TP and stealth instead of the standard Phase/Hib/PFF... It's an AERIAL build... meaning it's meant to stay in the air... so here's a few things to keep in mind if you choose to go this route:

Hovering negates KB for two reasons: 1. You can't KB a target thats already in the air to any meaningful effect. 2. The powers that can drop a hovering target also grants that target with max KB protection. There is little need for KB protection on airborne toons... and the reduced slot and power investment because of this is signifigant.

While SS/SJ can often lead to an epic run to base with peeps following your glowing trail of fail... TP with the slightest ammount of stealth can often be a chase-ender. You poof away with no trail to follow... Without Phase or Hib to rely on... TP is your only chance to aviod web'ers and ganks. (Note: You will die a lot getting the hang of this... but in the end you'll see what I mean)


TP/Hover/Fly is no different than SS/SJ in one respect. You keep moving. Just for the heck of it you TP from here to there and to there an back. Doing so will tire most attackers from even attempting to attack you. (Stalkers will persist as always though so be aware and keep moving) Also, range bonuses affect TP so those bonuses your attacks benefit from... your travel power does as well, lowering slot cost overall. Finally... the stealth proc in TP, unlike those placed in other forms of travel, persists for full duration from one use... as opposed to having to keep that power on all the time.

Last thing. You have web grenade and caltrops... so TP ganking is still a very valid tactic for you. Webbing foes first and TP'ing them into dumpsters and wading pools, stairwells and pillboxes equals certain death for most toons in a zone.

Hero Plan by Mids' Hero Designer 1.803
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: Flight
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- GJ-Acc/Dmg(A), GJ-Dam%(3), AnWeak-Acc/Rchg(37), AnWeak-Acc/DefDeb(37), AnWeak-%ToHit(37), AnWeak-Acc/Rchg/EndRdx(39)
Level 1: Web Grenade -- GravAnch-Acc/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Hold%(5), GravAnch-Immob/Rchg(7), GravAnch-Immob/EndRdx(7)
Level 2: Slug -- GJ-Acc/Dmg(A), GJ-Acc/End/Rech(3), Dev'n-Acc/Dmg(9), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Dmg/Rchg(11)
Level 4: Caltrops -- JavVoll-Dam/Rech(A), JavVoll-Dam/End/Rech(21)
Level 6: Hover -- Ksmt-ToHit+(A), LkGmblr-Rchg+(36)
Level 8: Beanbag -- Amaze-Acc/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-ToHitDeb%(40), Amaze-Stun/Rchg(40), Amaze-EndRdx/Stun(40)
Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(23), GSFC-Build%(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-ToHit/Rchg(25), Rec'dRet-Pcptn(43)
Level 12: Sniper Rifle -- Apoc-Acc/Rchg(A), Apoc-Acc/Dmg/Rchg(13), Apoc-Dam%(13), Apoc-Dmg(15), Apoc-Dmg/Rchg(21), HO:Centri(31)
Level 14: Assault -- EndRdx-I(A), EndRdx-I(15)
Level 16: Smoke Grenade -- HO:Lyso(A), DarkWD-ToHitDeb(17), DarkWD-ToHitDeb/Rchg(17), DarkWD-Slow%(19), DarkWD-ToHitDeb/EndRdx(19), DarkWD-Rchg/EndRdx(31)
Level 18: Buckshot -- JavVoll-Acc/Dmg(A), JavVoll-Acc/End/Rech(36), JavVoll-Acc/Dmg/End/Rech(46), JavVoll-Dam/End/Rech(46)
Level 20: Cloaking Device -- LkGmblr-Rchg+(A)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29)
Level 24: Teleport Foe -- Acc-I(A)
Level 26: Fly -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(31), Winter-ResSlow(34)
Level 28: Vengeance -- LkGmblr-Rchg+(A)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Full Auto -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Dmg(33), Ragnrk-Dmg/Rchg(34), HO:Centri(34)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: Teleport -- TSM'n-Rng(A), TSM'n-EndRdx(39), TSM'n-Stlth(39)
Level 41: Cryo Freeze Ray -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(42), GladNet-Acc/EndRdx/Rchg/Hold(42), GladNet-Rchg/Hold(42), Lock-Acc/Hold(43), Lock-%Hold(43)
Level 44: Sleep Grenade -- FtnHyp-Acc/Rchg(A), FtnHyp-Acc/Sleep/Rchg(45), FtnHyp-Plct%(45), FtnHyp-Sleep/Rchg(45), FtnHyp-Sleep/EndRdx(46)
Level 47: Surveillance -- AnWeak-Acc/Rchg(A), AnWeak-Acc/DefDeb(48), AnWeak-%ToHit(48), AnWeak-Acc/Rchg/EndRdx(48), AnWeak-DefDeb/EndRdx/Rchg(50)
Level 49: LRM Rocket -- JavVoll-Acc/Dmg(A), JavVoll-Acc/Dmg/End/Rech(50), HO:Centri(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 28% DamageBuff(Smashing)
  • 28% DamageBuff(Lethal)
  • 28% DamageBuff(Fire)
  • 28% DamageBuff(Cold)
  • 28% DamageBuff(Energy)
  • 28% DamageBuff(Negative)
  • 28% DamageBuff(Toxic)
  • 28% DamageBuff(Psionic)
  • 3.13% Defense(Energy) (in PvP)
  • 3.13% Defense(Negative) (in PvP)
  • 1.56% Defense(Ranged) (in PvP)
  • 2.25% Max End
  • 92.5% Enhancement(RechargeTime)
  • 71% Enhancement(Accuracy)
  • 47.5% Enhancement(Range) (in PvP)
  • 2.5% Enhancement(Held)
  • 16% FlySpeed
  • 144.6 HP (12%) HitPoints
  • 16% JumpHeight
  • 16% JumpSpeed
  • MezResist(Confused) 10% (in PvP)
  • MezResist(Held) 10% (in PvP)
  • MezResist(Immobilize) 10% (in PvP)
  • MezResist(Sleep) 10% (in PvP)
  • MezResist(Stun) 14.4%
  • MezResist(Terrorized) 10% (in PvP)
  • 20% Perception
  • 34.5% (0.58 End/sec) Recovery
  • 66% (3.32 HP/sec) Regeneration
  • 30% ResEffect(FlySpeed)
  • 30% ResEffect(RechargeTime)
  • 30% ResEffect(RunSpeed)
  • 10.1% Resistance(Fire)
  • 15.1% Resistance(Cold)
  • 16% RunSpeed



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Again. This is an airborne zone build. It's not gonna wreck everyone, but it's sure to raise hell on a team versus most... and certain to survive if you're already used to actual evasion without crutch powers.

Bottomline: Yes, if you are going to use a power that keeps people from flying or jumping... you need to be above them and have good range. A jetpack won't cut it and eventually and often while hovering a web grenade will ruin you without TP.


"Situational power? Sure. Although in a sense... all powers are situational. It's just that some situations occur more than others." Understand the situation needed in order for the power to be most effective... and make that situation happen.

 

Posted

Thank you for the replies everyone.

1. Definantly keeping Veng. Part of the reason is, because I team alot and use it quite a bit. I like the damage and tohit buff.

2. Nope, never getting fly/hover. Really, really bad choice in PvP, period. Better hope no one has jetpack plus hold/Immo because you'll be one dead ducky.

3. Now that Dahjee mentioned the part about the -perception, I'll give Smoke Grenade another try with more types ofthe power too this time.

4. I am going to swap out one of the procs in burst for the Achilies' proc and change the IO's in Surveillance to add another achilies' proc. They never really impressed me, but I mise well try. It's fur fun anyway.

Quote:
...but someone really wants to use surveillance
I do. Partially it's because it'll help with the damage, lower their defense and when paired with my +acc/+tohit makes alot of fun, or so it should, and I like staring at other peoples combat attributes. I am weird like that.

Quote:
TP/Hover/Fly is no different than SS/SJ in one respect. You keep moving. Just for the heck of it you TP from here to there and to there an back. Doing so will tire most attackers from even attempting to attack you. (Stalkers will persist as always though so be aware and keep moving) Also, range bonuses affect TP so those bonuses your attacks benefit from... your travel power does as well, lowering slot cost overall. Finally... the stealth proc in TP, unlike those placed in other forms of travel, persists for full duration from one use... as opposed to having to keep that power on all the time.

Last thing. You have web grenade and caltrops... so TP ganking is still a very valid tactic for you. Webbing foes first and TP'ing them into dumpsters and wading pools, stairwells and pillboxes equals certain death for most toons in a zone.
Hum, almost makes me want to try TP. It seems pretty naughty too.

When I am done with this build I am sure to try Psyrene's and a TP/PFF build.


 

Posted

Quote:
Originally Posted by Psyrene View Post
The cast times of AR's attacks are on par with every other blast set. 1sec for burst and 1.67 for slug. If you don't know how to attack while you are jumping then I can't help you. There are many people that use sonic/em blasters and their 3 attacks are 1s, 1.67 and 2.67 secs so an AR using a 1s and 1.67s attack spam while jumping around will not be rooted any longer than anyone else. And I will tell you that if there was a blaster in a zone and I was on an opposing team and saw that that blaster has 1300ish hp vice cap hp then he will definately be the target everytime he is out. If said blaster was at the hp cap and depending on his evasion skills he would maybe not be targeted as often but 250-300hp below cap, that is definately a farm target.
Activation time and Animation Cycles are two separate issues. After every attack there's a lull in Assault Rifle, where the character will lower the weapon, and before every attack the character raises the weapon to a firing position. So 1.67 is really 2.2 seconds, and so an and so forth. Buckshot is the only attack where the animation is firing from the hip, so it's a quick attack. So while all Sonic or Energy sets just have to hold out their hand and they keep their hands raises when shooting all sorts of stuff, their attacks are actually 1s, 1.67 and 2.67.

and given the choice between fighting a Psy/Em blaster at 1000 hp or AR/Dev at 1400 HP, almost everyone is going to take the AR/Dev because it's alot less hassle.



Quote:
Originally Posted by Psyrene View Post
Yes I know what surveillance is but it only has a -14%resistance debuff and about -20%ish defense debuff. The good part is that in the build I made it would be perma with the 16 sec recharge and 20sec duration but what would be even better is if he had PFF and his aid self or hibernate to stay alive and was on a team that had a debuffer but if he is solo his best bet would be to take hibernate/PFF/Phase for survivability.
Now you have everyone's favorite friend to deal with as an AR/Dev, Redraw. Spamming Aid Self/Surveillance/Smoke Grenade is tremendously detrimental to your ability to sling damage at an an enemy. Executing any of those powers will mean you stop doing damage for 5-7 seconds. You don't need to perma Surveillance, you just need to enhance the hell out of the ability of it, because you only really have one shot at casting it, the beginning of the fight.


Quote:
Originally Posted by Psyrene View Post
You don't have to use the power to get the bonuses and the 10%recharge 15%acc and 4% recovery is definately worth it for him since he is using munitions mastery. Almost every blaster that uses cold mastery has flash freeze, and why is that...oh yeah, that is for the bonuses of the cheap sleep purple set. Have you looked at the craptastic damage that buckshot does, it is not worth it even with the .9 sec cast time.
Have you seen the craptastic damage the whole set does? Slotting Positron's blast gives you the energy proc that's decent enough, but I'll concede the bonuses for the Purples are very helpful.

Quote:
Originally Posted by Psyrene View Post
Well I will tell you that us "Elite" PvPr's either talk on vent and "call" a target or have a targeting bind in team chat that calls out a target, everyone locks on that target and then everyone shoots said target at the same time...target dies or evades etc. rinse and repeat. We don't have someone flying high above. It is just one of the people on the team and if it is an arena match we talk about the targets right before it starts and if it is a zone then just go in see who is in there, check builds/hp etc, call a target and either target dies or it phases or hibernates or evades. rinse and repeat then call initial target while the no phase timer is active unless they are the type that only comes out of the base when hiber/phase is up. And I really hope you don't think you can target through someone in a PvP zone because you just can't do that. Also I never said that it would be a good 1v1 or 2v2 toon, the OP asked for a better build than the one he has and I will say that the one provided is better, if you want to gimp his build by lowering his hp and adding a poor damaging power then it is his perogative; but I can see that your style of PvP is much much different than what I do so there is no use in arguing the points because we just will never see it eye to eye.
Well I saw nothing wrong with this debate, we kept it civil and I learned quite a few things from your posts. I offered a counter point for the OP as someone who's PvP'ed (yes Virtue PvP I know but still) an AR/Dev since i4 and all the things I've encountered. Sneaky Speedie made his choices so we can conclude.



Moving on, I like that build Dahjee, it's very similar to mine. it's really nice when you grab the the Hover/Fly macro, since with that 47% ranged increase means your webnade will hit them before they can even activate their's for retaliation.


Cpt. Shwan.
Virtue, AR/Dev Blaster, lvl 50+3, 3300+ Hours logged.
Created 8/20/2004 - Proud Captain of Hero Dawn!