Arch/MM or Fire/MM?


firespray

 

Posted

Basically I want a pure ranged blaster - goes melee only once in a while and only to drain stamina; WoC is there only in case he goes melee, enemies would be too confused to hit him much

Other than that, I don't particularly like crowd control or stunning. I have mace's immob and hold, in case I really need to hold a mob, otherwise I am good with just shooting from the background. Knockbacks are also useless to me since I am 'always' on a speed slotted hover and if needed, I can just run back.

I have builds that are close to perma haste and capped s/l (can cap only either s/l or ranged, can't do both ), but I am really confused about the primary.

Pros of Fire:
.) Fireball is a targetted AoE with great range; Fistful of Arrows does less damage, has less range and is a cone
.) Higher damage on almost all attacks
.) NO redraw between Psychic Scream and other fire attacks (primarily paired with fireball)

Cons of Fire:
.) No usable nuke; Inferno is a, melee (so doesn't suit my playing style) and b.) drains all end, i.e., making my almost a squishy (I depend on tough/weave/hover/Scorpion Shield a lot for defense)
.) Blaze is TOO short range for my comfort
.) Fire Breath doesn't do much for me due to it being a cone, secondly a cone without much range, AND having a long cast time
.) Rain of Fire is useless for me. I fight in teams that control the mob + aggro depending on the tank; who frequently switches. My job is never mob control and Rain of Fire's damage by itself isn't enough to justify the slots

Pro's of Archery:
.) RoA! This is a majority of the reason why I am so stuck on archery. HUGE damage; location AoE, and with my build, recharges every 17 seconds or so
.) Blazing arrow has a lot more range than Blaze
.) Low end cost, multiple attacks that work with my play style; attacks are quick and low end in general

Cons of Archery:
.) Lower damage overall
.) Lack of a quick targetted AoE like fireball, leaves me only with the two cones (fistful of arrows and psychic scream)
.) Lethal damage; particularly bad against robots
.) (major irk) Redraw animation after either hitting concentration or using psychic scream


Comments? Suggestions? Experiences?


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

I play both a Fire/MM and an Arch/Dev character and honestly I like how both of them play (i could just imagine how a Arch/mm would play) but at the end of the day i would say I like Fire/mm the best because of the amount of AoE damage that can be stacked, its also very appealing visually.

Arch/ is also a fun one for me to play but I dont think I could get into an Arch/MM combo though I hear is a great combo, I would think though with this combo endurance wouldent ever really be a problem so thats a bonus.

In the end its prefrence I would think. By your post it would seem your more into the arch/mm


 

Posted

I actually have a Arch/MM 50 and a Fire/Dev 50 the exact opposite!
My problem with fire is mostly the blaze, otherwise I love fireball.

My Arch/MM, when he 'gets' to use RoA, he rocks - but most TF's I've run with him have been lower level ones (he got to 50 recently) with higher levels with full IO's examplar'ed down, so most bad guys are emptied out within seconds of of us getting there.

I can 'see' how amazing RoA must be, but haven't had a chance to try it as much yet.

On the other hand, my fire has been great; on Lady Grey, almost all my team members died with two riders left, one of which got onto me - that guy only had about 35% ranged def then, no s/l, but he managed to solo an elite boss standing in his face without having to run, uhh, much

I've also mostly played a fire (also have a Fire/Fire 50), so I honestly have very little idea about how well an archer *really* plays.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

BTW, my builds; my Fire/Fire, Fire/Dev and Arch/MM are already at 50; I'll need to build a Fire/MM if I go that route.
Same question - in a super tough mission, like Hamidon or Statesman's run, which of these will be the most use to the team.

Almost all of them use GA and a few of the cheaper purples - I can afford to slot up only *one* of them, hence my indecision :-\

I also *really* like hasten to be almost perma and would like a high slotted teleport (I



Archery/MM:

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Fire/Fire:
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Fire/Dev:
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Fire/MM (to be made):
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For the right build, I am willing to invest a bit more, but I am pretty capped out at the rare IO's I've thrown into these ones.

Any suggestions are welcome and really appreciated! I've pretty much maxed out what I can think of :-|
Plus of course, the super important question in my mind - for super hard missions, which will be the most useful.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Might I suggest Archery/Energy? If you want pure ranged nothing beats an easily-permanent power that increases the range on all your attacks. You also get a great tier one power that knocks anyone who does get into melee flying back to range where they belong.

You'd lose Drain Psyche but Archery doesn't really need the extra recovery and the nice thing about staying at range is that even moderate ranged defense makes it fairly easy to use Aid Self. Also, Archery does have a decent targeted AoE... Explosive Arrow is just as fast as Fire Ball and while it doesn't deal quite as much damage the knockback is decent mitigation. With Boost Range active I can use Fistful of Arrows + Explosive Arrow from quite far away (Fistful becomes an 80 foot range cone).

/Mental is a nice set, but it requires getting in close to really make the most of it. With Archery/Energy you can grab Hover and Aid Self and seldom get closer than 60 feet or so from the enemy. Add in Rain of Arrows' ability to hit things 140 feet away from around corners and it's easy to drop most of a spawn before they get a shot off...


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Listen, boys. I know you're debating between Archery and Fire, but have you ever considered Radiation? Defense debuffs, high energy damage, THREE AoE attacks, and you can slot in -Res Procs? Take a peek for yourself, this is the build I use. Cheap, plenty solo-capable, though I do keep purple insps on hand just in case.




Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: X-Ray Beam -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(3), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(5), Achilles-ResDeb%:20(40)
Level 1: Subdual -- Empty(A)
Level 2: Neutrino Bolt -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(7), Decim-Dmg/EndRdx:40(7), Decim-Dmg/Rchg:40(9), Decim-Acc/EndRdx/Rchg:40(9), Achilles-ResDeb%:20(37)
Level 4: Irradiate -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(11), Oblit-Acc/Rchg:50(11), Oblit-Dmg/Rchg:50(13), Oblit-Acc/Dmg/Rchg:50(13), Achilles-ResDeb%:20(37)
Level 6: Electron Haze -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(15), Posi-Dmg/EndRdx:50(15), Posi-Dmg/Rchg:50(17), Posi-Dmg/Rng:50(17), Achilles-ResDeb%:20(36)
Level 8: Aim -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(19), RechRdx-I:50(19)
Level 10: Combat Jumping -- Ksmt-ToHit+:30(A)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Heal-I:50(A)
Level 18: Cosmic Burst -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(21), Decim-Dmg/EndRdx:40(21), Decim-Dmg/Rchg:40(23), Decim-Acc/EndRdx/Rchg:40(23), Achilles-ResDeb%:20(36)
Level 20: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(25), P'Shift-EndMod/Rchg:50(25), P'Shift-EndMod/Acc/Rchg:50(46), P'Shift-End%:50(50)
Level 22: Drain Psyche -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(27), Dct'dW-Rchg:50(27), Dct'dW-Heal/Rchg:50(29), Dct'dW-Heal/EndRdx/Rchg:50(29), Acc-I:50(31)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 26: Concentration -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(33), RechRdx-I:50(33)
Level 28: Neutron Bomb -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(33), Posi-Dmg/EndRdx:50(34), Posi-Dmg/Rchg:50(34), Posi-Dmg/Rng:50(34), Achilles-ResDeb%:20(36)
Level 30: Acrobatics -- EndRdx-I:50(A)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(37), ImpArm-EndRdx/Rchg:40(39), ImpArm-ResDam/EndRdx/Rchg:40(39), S'fstPrt-ResDam/EndRdx:30(39), S'fstPrt-ResDam/Def+:30(46)
Level 38: Psychic Shockwave -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(40), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42)
Level 41: Weave -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(42), RedFtn-Def/Rchg:50(43), RedFtn-EndRdx:50(43), RedFtn-Def/EndRdx/Rchg:50(43)
Level 44: Char -- Acc-I:50(A), BasGaze-Acc/Hold:30(45), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(45), BasGaze-EndRdx/Rchg/Hold:30(46)
Level 47: Fire Shield -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(48), ImpArm-EndRdx/Rchg:40(48), ImpArm-ResDam/EndRdx/Rchg:40(48), S'fstPrt-ResDam/EndRdx:30(50), S'fstPrt-ResKB:30(50)
Level 49: Rise of the Phoenix -- RechRdx-I:50(A)
------------
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:

  • 14.5% DamageBuff(Smashing)
  • 14.5% DamageBuff(Lethal)
  • 14.5% DamageBuff(Fire)
  • 14.5% DamageBuff(Cold)
  • 14.5% DamageBuff(Energy)
  • 14.5% DamageBuff(Negative)
  • 14.5% DamageBuff(Toxic)
  • 14.5% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 6.75% Defense(Psionic)
  • 3% Defense(Melee)
  • 4.25% Defense(Ranged)
  • 3% Defense(AoE)
  • 11.3% Max End
  • 4% Enhancement(Heal)
  • 36% Enhancement(Accuracy)
  • 58.8% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 63.2 HP (5.25%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 10.5%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.2%
  • 17.5% (0.29 End/sec) Recovery
  • 5.67% Resistance(Fire)
  • 5.67% Resistance(Cold)
  • 5% RunSpeed

------------
Set Bonuses:
Decimation
(X-Ray Beam)
  • MezResist(Immobilize) 2.75%
  • 13.6 HP (1.12%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Decimation
(Neutrino Bolt)
  • MezResist(Immobilize) 2.75%
  • 13.6 HP (1.12%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Obliteration
(Irradiate)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Positron's Blast
(Electron Haze)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Adjusted Targeting
(Aim)
  • 2% DamageBuff(All)
Decimation
(Cosmic Burst)
  • MezResist(Immobilize) 2.75%
  • 13.6 HP (1.12%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.6 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Doctored Wounds
(Drain Psyche)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Adjusted Targeting
(Concentration)
  • 2% DamageBuff(All)
Positron's Blast
(Neutron Bomb)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Impervium Armor
(Tough)
  • 2.5% (0.04 End/sec) Recovery
  • 1.88% Defense(Psionic)
  • 2.25% Max End
Steadfast Protection
(Tough)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(All)
Obliteration
(Psychic Shockwave)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Red Fortune
(Weave)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Basilisk's Gaze
(Char)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Impervium Armor
(Fire Shield)
  • 2.5% (0.04 End/sec) Recovery
  • 1.88% Defense(Psionic)
  • 2.25% Max End
Steadfast Protection
(Fire Shield)
  • 1.5% (0.03 End/sec) Recovery
  • Knockback Protection (Mag -4)




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Posted

I've played both builds, and both are fun. Some thoughts on each.

Archery/MM:
The redraw can get annoying at times.
You are extremely dependent on RoA, to the point where I got sick of using it every group. The character sort of starts to feel repetitive after awhile.
Your single target damage is much lower than that of fire blast.
Archery does have a targeted AoE, explosive arrow.
The range on fistfull of arrows is only 10 feet more than the range on blaze and fire breath, so if you're planning to use it, you won't be too much further away.
Archery does primarily lethal damage, which will be heavily resisted by some enemies.

Fire/MM:
It plays better as a short-range blaster, so you can take advantage of fire breath and blaze.
Much better single target damage than archery.
Rain of fire is actually great AoE damage if you can keep the mobs in the patch for the duration. If you team with controllers frequently, you'll absolutely want this.
Inferno can be more useful than it seems with a fire/mm blaster. Hitting enough targets with drain psyche will give you enough of a recovery boost to get over the -1000% recovery that inferno imposes. So you'll lose all your end, but you'll start recovering right away.

In the end, I like fire/mm better than archery/mm, but you won't be disappointed in either one.