It feels like AR really needs a real boost. Is it just me?
I wouldn't mind if /Dev was the "mitigation secondary" with a decent defense boost from Cloaking Device, and some kind of -Res like Acid Trap to make up for a lack of build up.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
AR is actually a pretty sweet set - it has FOUR solid AoE attacks, and can really pump out the hurt on crowds. I still prefer Archery on general principle, but AR can be right up there. However, it pairs best with either /EM or /Ice, not /Dev (IMO).
/EM gives you Boost Range to turn the potent cones of AR into gigantic room-clearing beasts. You don't even need good placement to be able to hit every single enemy in a pack when using AR/EM. /EM also has BU to provide the burst damage that AR craves, and hard-hitting ST damage that you dont find in AR. Plus, Smashing/Energy punches provide a nice alternative for the enemies that resist normal bullets, and the stuns stack with Beanbag. On the downside, /EM is the only secondary that doesn't have any immobilizations, so it's nearly impossible to leverage Ignite with it. The Patron Pools can help with this, if you choose to take your blaster on a tour of Grandville for a while.
/Ice has tons of control, and is one of the safest secondaries, which can help when your cone-spamming earns you the aggro of everything in sight. It's got Shiver which slows entire spawns to a crawl, Ice Patch which keeps a couple baddies flat on their back for a while (best when used w/corner pulling), Chilblain (one of the best immobs blasters get), and Freezing Touch, a solid melee hold/attack. It's also the best secondary for leveraging Ignite - dropping an Ignite patch on top of an Ice Patch is not only funny, it's lethal. The downside to /Ice is that the melee damage isn't quite as potent as /EM would offer, and while the holds are cool, they don't stack with Beanbag like /EM's stuns would. Also, no Boost Range.
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
AR is actually a pretty sweet set - it has FOUR solid AoE attacks, and can really pump out the hurt on crowds. I still prefer Archery on general principle, but AR can be right up there. However, it pairs best with either /EM or /Ice, not /Dev (IMO).
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It would be nice if they somehow made Device unique in the sense of creating some options for it that would make it desirable.
For example If you took only 3 powers out of the set it would make them extra good. As an example taking Target Drone, Cloaking Device and Smoke Grenade would give some sort of higher Defense boost. This way if someone was looking to get some extra defense as a blaster they might move to picking up the set for that reason.
If you picked Caltrops, Trip Mine and Time bomb you would get some sort of AOE Damage bonus.
I am just trying to think of ways that would not break this holy trinity they have about straying away from the basic concepts of the powers. I know there are many that regardless of how device works they still would not want it changed. Which is fair and understandable.
Or modify them to have extra utility but still keep the original concept in mind as well. Example Trip mine have 2 settings. Basically how it would work is you place time bomb down and get a green ring around the power after several seconds. This would be the short setting which would make it identical to Trip mine. Or you can continue to place the bomb and get a Yellow ring which now it set as a time bomb, except you can decide when to make it go off by clicking the button once again.
Cloaking Device should just have some sort of higher unmitigated defense value then it currently has.
Give players a reason to pick it up. You already gave Device away by giving powers to Traps. You need reason to look back at Device when comparing it to another power set. All Device has currently is that cool look to it. Like having a fast looking cool car but only having a 2 cylinder engine under the hood.
Regardless of the difference in DPS even on a team a Traps AR can out dps a AR Device. Here is the simple reason why, because a Traps player can obtain defense cap and just kill more mobs then a AR Device player can. While a Your running missions at +2 +1 maybe, I'm running +8 +1 on my Traps AR defender.
I don't know what would cause the Devs to drag their feet at trying to update this set to something a bit more reasonable and up to date.
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
Regardless of the difference in DPS even on a team a Traps AR can out dps a AR Device. Here is the simple reason why, because a Traps player can obtain defense cap and just kill more mobs then a AR Device player can. While a Your running missions at +2 +1 maybe, I'm running +8 +1 on my Traps AR defender.
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I agree with you in the abstract though, the Defender's overall suvivability is a lot higher.
With top-line IO'ing I think the balance shifts slightly in favor the Blaster. The Traps Defender can soft-cap all positions (and in fact all positions and all types if you use Weave and both +3% IOs) but the Blaster can softcap Ranged (with some sacrifices). Since the Blaster can use Caltrops and an AoE immobilize from a PPP to keep most enemies away his effective survivability is almost as good as the Defenders and his damage is MUCH higher. Admittedly there are some groups he will have a lot more trouble than the Defender with (Carnies and Malta in particular) but against the softer groups (such as Council) I think he can solo as quickly or slightly faster. I've just finished respeccing both, so I'll try and run some tests when Ive got a chance.
I agree with you in the abstract though, the Defender's overall suvivability is a lot higher. |
But Right now my Traps AR Defender is Incarnate slotted ( damage defense debuff ) and is a beast. I run 0 +8 just for ease factor. But he is really cool toon to play. I put him up there with my Bots Trap MM. No purple IOs.
I'm in the mind set that maybe they need to add some sort of combo bonuses to Device so as not to affect the cottage rule issue. So yes your lacking in Build up and Aim combo, but your getting a higher steady hit value and some sort of Defense bonus increase as well. You will do less damage but your survivability is a bit more increased. Again make it in conjunction with Assault Rifle so as not to over power the other sets now.
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
using ignite and bonfire works for me on TF's and times where i dont want anything near me. i like ignite the way it is...but it seems counter intuitive compared to burn. However, area blocking is great for squishies. never mind the fact that some EB's and AV's will just stand there making ignite pretty good.
"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers