Left to your own /devices: A guide to the /devices primary
Reserved for future expansion.
Nice job, a couple of minor correction/quibbles:
Assault rifle, unique among blast sets, gets a damage bonus to its snipe from targeting drone. No one has any idea why that applies only to AR. |
Want a really fun -- if not very fast -- duo? Pair a */Devices Blaster with a Gravity/Storm controller. Few things in the game are more amusing than setting up a bunch of trip mines, and then using Wormhole to 'port a group of unsuspecting ruffians onto the Trip Mine patch. Just imagine what they were thinking . . .
A nice guide. I learned a thing or two for my DP/Dev blaster, named "Pepe LePewPew."
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The -perception is auto-hit, the -to hit is not. If you just use it as a stealth boost this doesn't matter a lot, but if you're using it to boost your effective defense it's worth slotting an accuracy enhancement (unless you already have plenty of accuracy from set bonuses).
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The logic is that since the combination AR/Dev lacks both Aim and Build Up it has a weaker Alpha Strike than other combos. Adding a damage bonus to the Sniper Rifle/Targeting Drone combo was an attempt to rectify that. It's similar to the reason that Dominator snipe powers have a higher base damage than Blaster snipes despite Dominators having a lower ranged damage scale. |
I wanted to make a fire blaster who would live. My theory is that for a blaster, whatever secondary you choose should really serve the purpose of augmenting the primary. I played a fire/mm, and found it really lacking... mm was kind of just more of the same. With Fire, I didn't need more of the same. I just needed to stay alive more often. So this time, for fire, my augmentation requirements were "I don't want to ALWAYS die!" It seemed like /devices had some mitigation, so I tried it.
Fire/devices is by FAR the most fun I've EVER had on a blaster! EVER! (Did you get the EVER part? Hyperbole? Moi?)
The combo of Caltrops and Rain of Fire is a thing of beauty! I remember last year at Halloween and knocking on doors solo when I was bored or tired, and just had the best time. Lay down Caltrops, knock, hover up out of easy reach, drop Rain of Fire. Pause to giggle at wolfies trying to climb streetlights to get to you, then Taser bad wolfies. Toss out fire ball to finish them all off. Maybe a single-target blast or two for bosses. I think I ended up with something like 38 sets of costume salvage on that one, and 2 or 3 (mid-30's) levels, it was just that much fun!
I did try using the Bombs at the door. I was frustrated the very first time - it took so long to set up, I felt I could have wiped out whatever came out 2 or 3 times over. I ended up respeccing out of all the Bombs and Smoke, too (it never saved my behind once), and never bothered with the Gun Drone at all.
I use the Targetting Drone, and put the Increased Perception proc (from whatever the heck that low-level to-hit set that comes from - name escapes me atm), which counters the night widows' "blinded" effects.
Thus, I only needed a few powers out of the entire set, enabling me to take all of the primary attacks, and ended up with all the defense I was looking for.
The nuke kills everything with its usual "holy moley, what WAS that?!" effectiveness without the Build up. I had concerns. Turned out unnecessarily.
RoF + Caltrops = Pure Beauty
Great info.
I appreciate that you were able to clearly explain to new players that the set has its ups and downs and the real reality expected when using the set and not some guide boasting some fictitious hype about how it can conquer the world.
As dumb as it sounds and as obvious as it is. I just never thought of TIME BOMB and Toe bombing.. That is 1000% better then doing it with trip mine.
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
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Great guide. I'd read somewhere about someone liking the concept behind a Trick Arrow/Dual Pistols Defender, all weaponsmaster/commando type and that made me think of the DP/Devices Blaster I'd been considering. Now I'm rampantly reading everything I can on DP/Dev Blasters, DP/Traps or DP/TA Corruptors, and TA/DP or Traps/DP Defenders to try and figure out which one I like best. This is very helpful and informative, and fun to read on top. Decisions, decisions.
Also, thanks for your offer of aid in game. Appreciate that too, though I'm doing alright for now. Leveling, I don't much worry about funding beyond crafting any handy IOs that drop for me (and costume piece recipes, but I'm still pretty enchanted with the character customization). I figure anything shiny and pricey bought at that point is just gonna get replaced anyway.
Edit: It was Malk who I read that turned me onto doing the commando merc type character. Just, you know, credit where it's due and stuff.
Very well done guide, seebs. I especially like how you called /devices a primary and justified yourself in doing so.
You've turned into quite the contributor around here in a few short months of playing the game. For what it's worth, I'm impressed.
Where to now?
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Very nice guide, Seebs!
As a fan and practitioner of /Devices and what one can do with them, I definitely agree about /Devices becoming like your primary and echo Dechs's comments above me.
As I am familiar with Archery/Devices I noticed that you didn't mention much about them. I suppose there's not much more to add other than what you said about weapon sets and their higher accuracy...
I will mention (you slightly touched on it) Caltrops can (and possibly should) be placed just near trip mines (behind the mines/ahead of where the enemies are running towards) to make enemies that are running towards you not run too fast and avoid the damage of the explosions.
Very few things are worse than leading a string of enemies towards you over your field of devastating KABOOMS only to see them run by it all with explosions being nothing but pretty behind them.
I generally throw the caltrops just slightly behind myself after placing the trip mines. The radius of the caltrops will slightly over lap onto the trip mines and should cause the enemies to slow once they HIT the mines and not before (which would cause them to turn and mostly avoid the trip mines).
Also, it is worth stressing a bit more that the Mag 3 Stun of Taser will combine with another stun from your Blast set to two-shot stun a Boss.
I know most all of us realize this, but it is still worth stressing.
You mention things more from your personal experience as a DP/Dev (which is understandable and fine).
Just chiming in as an Archer with Devices and saying that a Stun Arrow and Taser is nice for that rare boss who makes it through all my set traps and I actually have to fight!
Just my personal note on /devices...
While everything said about the way the game is played today when teaming is true... When solo, I find that the time it takes to defeat a typical spawn by setting up adequate bombs and traps and triggering everything off is roughly equal to doing it the normal way using other sets.
It is roughly equal the time solo, but with extreme survivability.
Large spawns with EBs will take longer to set up, but (if done right) it will take around the same amount of time as it would have to whittle them down with normal attacks... Only with Devices you don't spend that time attacking and being attacked and popping greens and what-have-you...
You set it up and watch the fire works.
And quickly move on to the next.
and round up everyone that knows more than they do"-Dylan
My experience is, for a spawn I can defeat with or without trip mines, one trip mine and a bunch of regular attacks is faster. For a spawn I can't actually defeat without trip mines, trip mines is infinitely faster even if it's slow. I am pretty sure I gain XP slightly faster if I just run at densities I can easily clear anyway.
Good point about the caltrops and trip mines. I've tended not to put trops on the mines too much because of the avoid, but a partial overlap is a good thought. I'll be updating this again "real soon now".
Yeah, I'd say you're right about times.
What you mention right there makes me think of another point though...
With /Devices we can take out things that are way over our ability through normal means. And I don't think that's just because we have /devices.
We can take things out beyond our normal soloing capability and take them out rather safely (If you know what you're doing, take the extended amount of time and don't get too unlucky).
That might be one of my biggest thrills with the powerset!
Anyways, just rambling... Nice guide, Seebs!
and round up everyone that knows more than they do"-Dylan
Yeah. It was weird to me having a blaster that could solo at x4 without taking damage.
finally read the guide and IMHO this is the key graf:
Why play a set which is inefficient compared to other sets? Because this game is not fundamentally about efficiency of builds. It's about building a character that looks cool to you. It's about awesome super heroes doing amazing things and being stunning. |
in fact.....SIG'ED.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
I will mention (you slightly touched on it) Caltrops can (and possibly should) be placed just near trip mines (behind the mines/ahead of where the enemies are running towards) to make enemies that are running towards you not run too fast and avoid the damage of the explosions.
Very few things are worse than leading a string of enemies towards you over your field of devastating KABOOMS only to see them run by it all with explosions being nothing but pretty behind them. I generally throw the caltrops just slightly behind myself after placing the trip mines. The radius of the caltrops will slightly over lap onto the trip mines and should cause the enemies to slow once they HIT the mines and not before (which would cause them to turn and mostly avoid the trip mines). |
Another point: I skimmed the guide when you posted it for review, and I didn't see this point brought up, but I apologize if you've already touched on this...
Everybody knows burst damage is great...especially for Blasters, because they lack the defenses to stand up to sustained pounding. They prefer to lay the hurt down and win.
Trip mines appear slow and useless to some players because they involve delay, but they are a way of shifting damage (and all-important animation time) forward in time and releasing it all in one burst. Rather than animating a long attack chain while being pounded on, and while they enemies are regenerating hit points, one can animate placing a bunch of trip mines in advance, and have them all go off while you are ALSO animating your normal attack chain for the ultimate in stacked-up damage all at once.
That's why trip mines let a Blaster do things that would otherwise be completely out of reach.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Nice explanation. I knew it, but I didn't say it. I'll have to update that to explain it.
Thanks, seebs, for posting your excellent guide to devices. I especially like your view that Devices is the actual primary. That is the way I'm treating it as I level my Sonic/Devices.
One additional note you might like to make under synergies with Sonic is that Taser stacks with Screech to allow for close range stun stacking on bosses. The short range on Taser makes it more of a panic response I suppose than Stun Arrow though as it lacks the range of the Archery combo.
However, It could be combined with Siren's Song to sleep most of a group followed by moving in to stun the boss. Then one could proceed to defeat him with direct single target attacks while maintaining the stun, sleeping the rest of the group as needed, and then finally the remainder could be disposed of with whatever combination of mines/time bomb.
Nice guide, I think the Katie Hannon TF deserves it's own special mention in any devices guide if you feel.
That is one thing /devices does better than anyone else, the enemies spawn in huge groups at regular intervals in the same place during the kill mary macomber mission. Just enough time to get somewhere near 8 trip mines down. It WILL kill everything, every time, the instant they spawn leaving your team to just kill the AV.
Teams LOVE this, it's hilarious, it's awesome, it's one of the few reasons I haven't murdered my devices.
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
That is one thing /devices does better than anyone else, the enemies spawn in huge groups at regular intervals in the same place during the kill mary macomber mission. Just enough time to get somewhere near 8 trip mines down. It WILL kill everything, every time, the instant they spawn leaving your team to just kill the AV.
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With predictable missions, I would even argue it stacks up fairly well against boost powers like Buildup, and may provide a capability the team otherwise lacks, access point control.
Barely a year and a half after someone pointed out that you could stack the huge defiance buff from a gun drone on another gun drone, I've updated to point out that this is possible, and no longer matters because gun drone's defiance bonus has decreased from 39.6% to 6.6%. Also put in some notes about the i24 changes.
viva Seebs!
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
It was the best of sets, it was the worst of sets. The /devices set has long been regarded as the weakest of the blaster secondaries, and that's because it is. However, "weakest" doesn't necessarily mean "weak"; the set is viable, playable, and even (for some people) fun. This guide gives an overview of the set, some notes about how to use it, some historical review of why the set is the way it is, and some notes for people coming from a traps set, or considering giving up on devices in favor of traps.
CaltropsYou'll note that /devices is a secondary set, but I've called it a primary. Here's the thing. If you enjoy the way /devices plays, it makes an excellent primary. You can play a /devices blaster who has taken a blast set as a secondary, and you can have a ball doing it. Thus, this is a guide to the /devices primary. I'm starting, not with the review of the powers, but with the FAQ. The real point of the guide is to tell you what the set is like. The powers are only interesting if you like the feel of the set; if you don't like how the set feels, it doesn't matter what the statistics are.
Who should play /devices?
If you are looking for the best set for steamrolling content, look elsewhere. The /devices set's strengths are all about setup and preparation. If you're steamrolling content, the set is marginal, and you generally won't use it. You don't get a "Build Up" power. You don't get hard-hitting melee attacks. Your immobilize doesn't do damage.
If you're soloing, /devices can be an amazing set. It's not always fast, but there is something wonderful about watching a x8 spawn melt away without getting to make a single attack against you. No, I'm not exaggerating. Now, it'll take a few minutes to set up, and it won't work every time, but you can do that.
If you want to play a Natural origin blaster with a secondary that makes sense, /devices is your only choice. All of the others would require some kind of amazing technology, magic, mutation, or whatnot; only /devices is built around things that are at least conceivably within the realm of non-superhero technology. If you want to play a superspy, half blaster and half stalker, you might like /devices.
Here is what I do for a tough-looking spawn, when soloing. I find the spawn. I find a nearby corner. I spend a couple of minutes laying down a field of trip mines between the spawn and the corner. I smoke grenade the spawn. I set up a time bomb in the spawn. I walk around the corner. If any of them actually survive (usually they don't), I might have to actually use one of my blast powers. Otherwise, I have just killed them all without them even being able to target me once. I move on.
If that sounds fun, you might want to play a /devices blaster. If that sounds tedious and unfun, you probably ought to look at other sets.
Why is /devices weak?
The /devices set has never really been updated to fit the modern CoH game. Before ED and IOs, Targeting Drone meant that you could put one more damage enhancement, and one less accuracy, in most powers. That translated into a substantial damage increase -- figure about 10-15% compared to a blaster who had to slot for more accuracy. Now, most people will have damage at the ED cap, and with set bonuses, they may well have plenty of accuracy without even explicitly slotting for it. Targeting Drone went from a pretty decent power to a sort of mediocre power. It's still better than nothing, but it's not at all obvious that it's better than a pool power, or better than not using it and saving your endurance.
Similarly, Cloaking Device was a really nice stealth, back when there were no Stealth IOs. Now, it's not great. It's not awful, and it helps that it stacks with Stealth IOs, but it's a mediocre to pitiful amount of defense (especially since only part of that defense is available when you're in combat), and stealth is not in and of itself all that useful most of the time.
The big central flaw, though, becomes clear when you look at time bomb and trip mines. The powers that ought to be among the set's star players are utterly useless once combat starts; they are essentially impractical to use except by setting up before combat. On a fast team, the average spawn will be dead in the time it takes you to set up a time bomb, rendering the power completely pointless.
Quite simply, /devices was not built for CoH the way it is actually played.
How does /devices compare to traps/ or /traps?
The traps/ defender set is widely regarded as an amazing set. The reason is clear if you look at a few of the powers that traps/ has and /devices doesn't. Look at Triage Beacon, Acid Mortar, Force Field Generator, Poison Gas Trap, and Seeker Drones. Do you know what they have in common? They aren't interruptible. You can use them in combat. And that means that you can actually get substantial utility from them. Furthermore, with the better defense of FFG, a traps/ defender can toe bomb with a reasonable hope of success even after a fight has started; a /devices blaster has to build very, very, carefully to get enough defense to be able to use any powers in combat.
Defenders get less mileage from Trip Mines and Time Bomb than blasters; for blasters, at least the bombs do enough damage to be potentially worth the hassle. For defenders, Time Bomb does less damage. (Corruptors, however, might consider it as a situational power.) Masterminds replace Time Bomb with Detonator, but Trip Mines is pretty useful everywhere.
If you really want to use the /devices powers actively in combat, on teams, consider going with a traps/ defender, or /traps corruptor, instead.
Why would anyone play /devices, then?
Why play a set which is inefficient compared to other sets? Because this game is not fundamentally about efficiency of builds. It's about building a character that looks cool to you. It's about awesome super heroes doing amazing things and being stunning. If you have never seen a /devices blaster wiping out a spawn with mines, it's hard to appreciate just how awesome it looks; the ragdoll physics in CoH really shines on handling large numbers of enemies hitting mines with decent knockback. (Ask around if you want to see this; I bet most people who would play /devices would be happy to show it off.)
I play /devices because I love the way it plays, and don't care that it's inefficient. I sit around watching TV while I set up nests of trip mines. I wander through missions arranging to one-shot the one and only enemy on the map I need to kill, without bothering to kill everyone else. Sure, I get less loot and XP and inf. But my superspy stealth infiltrator is playing like a superspy stealth infiltrator, not like a muscle-bound idiot. So I'm happy.
Is /devices really slow?
Yes, and no. If you fully deck out a set of 10+ trip mines, and a time bomb, you are going to spend a couple of minutes doing it. On a team, that's probably useless. Solo... If you can beat a spawn just coming in and leading with a regular AoE from your blast set then burning down the one thing left standing, don't use trip mines. If you're looking at a spawn that you simply couldn't beat at all conventionally, though, /devices is infinitely faster, and requires fewer hospital trips.
The real question, I think, is whether you get more XP per hour of play by playing cautiously against larger or higher level spawns with trip mines and such, or by playing aggressively against weaker or smaller spawns. I'm not sure yet. I'd be interested in feedback. In general, the time it takes to do a bit of setup (one trip mine, caltrops) is trivial; if you do a trip mine, a time bomb, a trip mine, and a gun drone, you've just spent about 30 seconds, and the remainder of the spawn will be pretty fast; the question is whether you could clear the spawn in 30-40 seconds some other way. Maybe you could.
In CoH, enemies regenerate while you fight them. What this means is that the more you can get all your damage out at once, the less damage you have to do. Trip Mines let you spend a number of activations and recharge cycles in advance, then get all the damage from them at once. That's potentially a very good thing, and can speed life up. On a team, however, while you're setting up mines, the other 7 players aren't doing anything, and that makes it a lot slower (like any strategy that has people sit on their thumbs waiting for someone). Solo, though, it's not as much of a slowdown as it looks like, because your activations are all going into damage soon. (It's still sort of slow, because of all the recharge time, during which you're not cycling through other powers.)
One thing to keep in mind: For soloing missions that don't require a defeat-all, stealth will be faster at completing missions. It may not be faster at gaining XP, though, as the XP for mission completion isn't huge. On the other hand, if you just want to quickly run through some story arcs to get an accolade or a particular badge, well.
So about those powers.
I'm not gonna lean too hard on what powers you should or shouldn't take. With I19, blasters are no longer paying the three-pick "fitness" tax, and it's now quite possible that it's reasonable for you to take everything in your primary and secondary without feeling like you're missing out too much.
Web Grenade
Taser
Targeting Drone
Smoke Grenade
Cloaking Device (i24: Field Operative)
Trip Mines
Time Bomb
Gun Drone
So, about blast sets (or "primaries")
If you pick /devices, it is your primary; it is the set which defines how you play, and your blast set (which would otherwise have been your "primary") has to be used in ways consistent with /devices, or you're going to hate your character. The other secondaries tend to be used to support your blast set and maybe give you a bit of flavor. They have comparable basic functionality; some sort of immobilize, some melee attacks. None of them will encourage you to spend five minutes setting up for a fight. None of them allow you to wipe out an entire spawn without using a single attack from your blast set.
The /devices set can be useful with any blast set. Thematically, it goes especially well with archery, assault rifle, and dual pistols. Here, you will find the one benefit of the pre-combat setup aspect of /devices: Less redraw in combat. Most of your /devices use was done before the first shot was fired. If your blast set has a stun, that will give synergy with Taser, allowing you to keep a typical boss locked down, but mind the redraw for the weapon sets.
The dual pistols set has no Aim. This is, well, annoying. A dp/dev blaster has no good options for boosting blast output.
Assault rifle, unique among blast sets, gets a damage bonus to its snipe from targeting drone. This is perhaps intended to make up for the lack of an Aim, but nothing similar has been done for dual pistols.
The weapon sets have inherent accuracy, which gives good synergy with targeting drone.
Archery's Stun Arrow stacks with Taser. Hello, Mr. Boss! After considering your appplication to be an active participant in this engagement, we've been forced to select another applicant, as your skills are not required at this time. Please walk around slowly in a circle until someone kills you.
Energy's knockback can be much more useful coupled with your ability to set up trip mines and defenses; you can knock people into mines, or back over caltrops. Lots of potential there.
Sonic's sleep power lasts long enough to set up a Time Bomb.
Fixing /devices
One of the most recurring themes in the Blaster forums is requests that the developers fix /devices. I won't lie, the set could use some love. At this point, the things that stand out the most as flaws, to me, are:
There have been many other suggestions for improving /devices. I quite like idea of a remote-placeable Time Bomb, which would make it more useful to people without perfect stealth, and/or make it easier to use on teams. Also, ideas like a way to force it to trigger prematurely have been floated.
But underneath it all... There are bigger problems in CoH than /devices. While the set has weaknesses, it's still viable for team play, quite nice solo, and offers a unique play experience. So if they never get around to doing anything about it, people will still play /devices and have fun.
Last edited: June 25, 2012 (or later if I forgot to update this) -- added i24 notes, corrected Gun Drone to mention the interrupt/activation/defiance change from a while back.