AR/Fire - old school player back but confused
You rightly read that adding some ranged defense to a blaster can make an impressive difference; if you can even scramble together around 25% defense from sets and pool powers, that'll cut most incoming damage, debuffs, and mezzes in half. If you get it to the low 30s, you can effectively cap your ranged defense with a single purple insp (which is phenomenal).
That said, there are plenty of other useful things to build for; with an AoE deathmachine like an AR/Fire blaster, more acc/dam/rech/recovery can only help, and pretty much any squishy wants some KB protection. Your core powers don't have a huge variety of sets to use, but depending on your pool choices, you have some flexibility. AR/Fire doesn't offer many places for sets with ranged defense, but you can make do.
Ranged AoE attacks really only have one worthwhile set (Positron's Blast) as far as bonuses go, aside from the prohibitively expensive Purple/PvP sets. As such, you can get a lot of accuracy, recovery, and recharge just from throwing 5 Posi's in your AoEs, with a 6th filler slot to beef up whatever slotting seems lacking (acc/end/rech/range/whatever). Your ST ranged attacks (including Ring of Fire) can use Thunderstrikes for ranged defense, accuracy, and recovery, or Decimations for recharge (though Thunderstrikes tend to be far cheaper). Devastation sets can give +HP, +Regen, and +Damage, with an interesting hold proc, although damage boosts from sets tend to be less effective than increasing DPS through more recharge, or increasing survivability (usually through +defense).
If you take Beanbag, Fire Sword, Sniper Rifle, and/or a Hold power from your epic pool, they can all be fitted with sets that add to ranged defense (Stupefy, Mako's Bite, Executioner's Contract or Sting of the Manticore, and Lockdown or Basilisk's Gaze). Maneuvers or Combat Jumping are both easy picks to add to your defense (and possibly that of your team), along with possibly sticking a LotG +Rech or some knockback reducers. Although it was nerfed hard a while back, Blessing of the Zephyr still has nice defense bonuses for just 2 or 3 slots - I'd use it for Hover/Fly.
For your alpha slot, the best option depends on your own experience with the character. If your AoE spam routinely runs your endurance to the ground, a Cardiac boost makes you far more efficient, and a Spiritual boost lets you spam those AoEs even faster. If you can't think of anything in particular that's lacking, more damage is always a nice extra (particularly with the Rare boosts coming shortly).
I'd go on, but I need some sleep.
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.
First off, thank you very much for taking the time to pass along that great info.
Took a stab at a full build hopefully using what you told me in the right way lol.
I'm not sure what my end usage would be on this. I have invisibility as a LOTG+RCH mule, but if i kept it toggled, even with suppression would it add a discernible difference? And if it did, would Cardiac be enough to help offset it's end cost?
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(25)
Level 1: Ring of Fire -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(11), TotHntr-Acc/EndRdx(11), TotHntr-Immob/Acc(23), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(48)
Level 2: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(5)
Level 4: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(31)
Level 6: M30 Grenade -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(7), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 12: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(34)
Level 14: Stimulant -- EndRdx-I(A)
Level 16: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
Level 18: Flamethrower -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(19), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(21)
Level 20: Aid Self -- Heal-I(A)
Level 22: Resuscitate -- RechRdx-I(A)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Ignite -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(27), Posi-Acc/Dmg(27), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(29)
Level 28: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 30: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(36), Stpfy-KB%(36)
Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 35: Burn -- Dmg-I(A), Dmg-I(42), Dmg-I(42)
Level 38: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(40), Mantic-Acc/ActRdx/Rng(40), Mantic-Dmg/ActRdx/Rchg(43), Mantic-Dam%(43)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
Level 44: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(45), TotHntr-Acc/EndRdx(45), TotHntr-Immob/Acc(45), TotHntr-Acc/Immob/Rchg(46), TotHntr-Dam%(46)
Level 47: Web Cocoon -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(50), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31)
If I could get some updated input on the new build, I would greatly appreciate it!
The Scorpion Shield is kind of at odds with your ranged defense slotting. Scorpion SHield is Smashing/Lethal/Energy defense, and doesn't give you any positional defense. I would consider a different APP for sure.
Also, I would go with Cardiac, taking the path that gives you additional range. Because extra range not only lets you attack from farther away, it also makes your cones wider at the end of them. Add a single Range IO to the powers that have Posi's Blast in them and you can fire your cones from father and make it easier to hit more targets with them.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
The traditional start for ranged defense is Tough [with a Steadfast Res/Def], Weave, as many 6-sets of Thunderstrike as you can fit, and a 6-pack of Gaussian's. With four T-strike sets that's something like 26% ranged.
One thing that I've gotten good use out of is the "imperfect defense": I slotted a blaster up to 32.5% Defense (to whichever types I was defending against) or a little more, then I carry a bunch of small purple insps. One insp gives me 60 seconds of capped defense against those types, and I can do that whenever a fight looks like it even MIGHT turn ugly.
A stealth IO in a travel power [if you hoverblast, the Flight steath is cheapish] will do nicely for you. Shoot first, shoot last.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Normally I try and do as much research as I can to figure out builds, enhancements, etc. but need to fall on the mercy of my fellow blasters on this one.
I have a level AR/Fire blaster that I love playing. Veteran reward wise, I have 60+months of playing time. He is level 50 and just finished the Incarnate arc last night. I play him as a ranged attacker only occasionally swooping in to drop a burn patch or administer medical attention (my team members are always pleasantly surprised when things go bad and I'm able to rez, stimulant, and heal our healer back up on their feet mid fight).
I have some Posi sets slotted and a few LOTG, but modest funds outside of that (access to maybe 100 million).
Besides wanting to play at range and keeping my medical pool powers, and hover/flight, I'm completely open to suggestions on powers, slotting, and what the heck I should go for with the new Incarnate system. I read a lot about ranged defense and that seems fine to me but not sure how to achieve it with these powers (was wondering if people go Maneuvers or Weave, or something else).
I've never gotten the knack of figuring what sets are best for bonuses etc, so would be very grateful if I could get some help filling in my build and recommendations on Incarnate powers going forward for my type of build. Much thanks in advance for any help you can offer!
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Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Hero Profile:
Level 1: Slug -- Empty(A)
Level 1: Ring of Fire -- Empty(A)
Level 2: Buckshot -- Empty(A)
Level 4: Burst -- Empty(A)
Level 6: M30 Grenade -- Empty(A)
Level 8: Hover -- Empty(A)
Level 10: Hasten -- Empty(A)
Level 12: Fly -- Empty(A)
Level 14: Aid Other -- Empty(A)
Level 16: Build Up -- Empty(A)
Level 18: Flamethrower -- Empty(A)
Level 20: Aid Self -- Empty(A)
Level 22: Resuscitate -- Empty(A)
Level 24: Stimulant -- Empty(A)
Level 26: Ignite -- Empty(A)
Level 28: [Empty]
Level 30: [Empty]
Level 32: Full Auto -- Empty(A)
Level 35: Burn -- Empty(A)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)