An Idea for AR


Bloody Strike

 

Posted

I wouldn't be surprised if this has been said before but give "Swap Ammo" to AR. I'm thinking either take out Beanbag or Ignite and put it there.


 

Posted

Sorry, prior to the release of GR the devs specifically said Swap Ammo was DP's special thing and they weren't going to move it to AR. Besides, you can take my beanbag when you pry it from my cold, dead hands.


Global- @SailorET, Justice Server
Sheryl Fiero, 50 AR/Devices Blaster
Louise Fiero, 50 Merc/Traps MM
Various assorted alts
Proudly serving in our military so you don't have to.

 

Posted

Beanbag's a staple. Easily the best of the Blaster stuns.


 

Posted

I did say "or Ignite"


 

Posted

Ignite probably has more fans than Beanbag does. You're barking up the wrong tree: The devs have already committed to not taking powers out of sets to replace with completely different ones; it's colloquially referred to as the "Cottage Rule". The closest that you'll get is something like the rebuild Electric Armor got, changing Conserve Power into Energize, or Fiery Embrace being changed from +damage to adding a Fire Damage proc to all attacks. I don't think that what you're asking for can be done within the limits set by the Cottage Rule. And anyways, like SailorET said, Swap Ammo is Dual Pistol's thing; it's not going to be ported to other sets any more than Dual Blade's combos will be ported to Broadsword.


@Roderick

 

Posted

AR is good as it is especially after the revamp it got. The real problem is DP. If you want to get the devs to do something with DP and Swap Ammo my suggestion(s) would be:

Swap Ammo - made inherent. Replace with Aim.
Speed up all animations from tier 3 up.
Cut the recharge of Hail of Bullets to match Rain of Arrows/Full Auto.
Release an additional set of animations that are more Cowboy/Malta/Lethal Weapon-ish.

The devs make these changes I might actually play the set. Without them Dp remains a set that I and others like me will continue to avoid like the plague.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

I agree with Miladys_Knight. Almost 100%. Except for that bit about Swap Ammo. I actually like that some powers don't have an Aim or Build Up. Like AR doesn't get a buff like that, you have to shop around for that little extra oomph.


Life is pleasant. Death is peaceful. It's the transition that's troublesome.
Isaac Asimov

 

Posted

I haven't seen a whole lot of problems in AR, if paired with the right secondary. It's got Flamethrower, Ignite, AND Full Auto. That's three incredibly nasty attacks, with plenty of other damage to fill in the gaps AND Bean Bag for a stun. Paired with Energy (for build-up and boost range), you can hit extremely wide cones of enemies from a long distance away.

I've got an AR/TA Corrupter that is already loads of fun at level 20. /TA has one of the nastiest-looking corrupter AoE combos in the game when you use Oil Slick Arrow, Acid Arrow, Disruption Arrow, Glue Arrow, Ignite, Flamethrower, and Full Auto. It's the Scourge that makes it magical.


Too many alts to list.

 

Posted

Quote:
Originally Posted by EnergetiCrusader View Post
I did say "or Ignite"
Why would you remove the most powerful attack in the set?


 

Posted

Quote:
Originally Posted by Katie V View Post
Why would you remove the most powerful attack in the set?
*takes OPs shovel, fills in the dirt for him really quick*

Yeah, uhm....run....RUN now...those are very useful powers in the set, and I give neither of them up!


 

Posted

Quote:
Originally Posted by Katie V View Post
Why would you remove the most powerful attack in the set?
Probably because it's the least used, especially solo.

Location AoEs are awkward to use and position properly in the middle of combat, especially in team combat where you have little to no visibility, and especially when the AoE is so tiny (4ft radius). Does a bind like LSHIFT+LBUTTON "powexec_name Ignite" work like it does for teleports? That'd actually help a bit... (EDIT: And it does; tested it on my unused 3rd build and also found out that it *doesn't* work with MBUTTON or RBUTTON, just using the power instead of using-and-placing in those cases)

Lasts only 10 seconds with a 4s cast time (plus a couple of seconds to place it), so odds are most immobilizations/holds are going to be ending quite quickly by the time it's placed (especially if you're relying on one of your own). And when it does end, that mag 50.0 fear means the target is out of there after having taken very little damage.

Overall, not that great a power, even if the damage numbers under optimal circumstances are very good (27.8 damage per second according to City of Data?).


 

Posted

*takes aim and hits EnergetiCrusader with my beanbag

But I have no unyielding love for Ignite.... I know some do and I don't think I would see swap ammo as a huge beneficial switch but I would be upset to lose beanbag.


Wash: "I've been under fire before. Well ... I've been in a fire. Actually, I was fired. I can handle myself."

 

Posted

Quote:
Originally Posted by JD_Gumby View Post
Probably because it's the least used, especially solo.
Dude... back when Burn caused Fear for Tanks, I didn't recommend taking it. You had to immobilize people to use it, and you might as well have just used another AOE from your attact set.

Not so with Ignite. Just because you don't use it much solo doesn't mean it can't be, and easily. Doesn't take a lot of work to use Cryo Ray on a lieutenant, then Ignite, then move on to something else. On teams for when you are fighting AVs, it's usually a nice boost to your ST damage as well, which is a tad lighter for the AOE focus AR has.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by JD_Gumby View Post
Overall, not that great a power...
...until you lay it under GMs and AVs that're immune to the fear effect


 

Posted

I would rather see a option for some powers in AR, that are mutually exclusive. Much like the SOA powers are with the Crab/Bane trees.

For example I would like to take Heavy burst over buckshot.


Captain Den'Rath 53* Merk/Traps MM, Rivona 50Energy Blast/Time Cor,Victoria Von Heilwig 53* Dual Pistols/Traps Cor, Crab Spider Webguard 53* SOA, Accela 53* Bot/FF MM,Valkyrie's Executor 53* Broadsword/Shield Def Scrap. On FREEDOM! @Knight Of Bronze
"Hypocrisy, the human inherent." "Let not this work be wasted, apply yourself always."

 

Posted

Quote:
Originally Posted by JD_Gumby View Post
Probably because it's the least used, especially solo.

Location AoEs are awkward to use and position properly in the middle of combat, especially in team combat where you have little to no visibility, and especially when the AoE is so tiny (4ft radius). Does a bind like LSHIFT+LBUTTON "powexec_name Ignite" work like it does for teleports? That'd actually help a bit... (EDIT: And it does; tested it on my unused 3rd build and also found out that it *doesn't* work with MBUTTON or RBUTTON, just using the power instead of using-and-placing in those cases)

Lasts only 10 seconds with a 4s cast time (plus a couple of seconds to place it), so odds are most immobilizations/holds are going to be ending quite quickly by the time it's placed (especially if you're relying on one of your own). And when it does end, that mag 50.0 fear means the target is out of there after having taken very little damage.

Overall, not that great a power, even if the damage numbers under optimal circumstances are very good (27.8 damage per second according to City of Data?).
It was a good power before castle nerfed it to the ground. Now, I don't bother given that the other attacks in AR activate far more quickly now.


 

Posted

Quote:
Originally Posted by EnergetiCrusader View Post
I wouldn't be surprised if this has been said before but give "Swap Ammo" to AR. I'm thinking either take out Beanbag or Ignite and put it there.
I don't see them doing that.

But it would be nice if each primary and secondary had a A column and a B column. Column A being the standard set your used to and Column B being a new set you can choose from. So you can either have Ignite from Column A or SoandSo power from Column B.

I think this would really give players many more unique choices So that every AR / * player would be a bit more unique then another AR / * of the same set.

At this stage in the game I think many players for the most part end up picking the same powers or have similar builds where maybe one or 2 powers might be different. But overall Every AR player is going to have Full Auto or get questioned 100x over why they don't or a Kin not having Speed boost. Again are there players that don't have Speed Boost ? Sure, but not that many. Again this falls into the category oddities along with Petless Masterminds ( which I have ).

Of course I just don't mean this for AR, I am talking all sets.

I think it would spice up PvP as well. As it would now make players think more. Does this guy have the standard set or does he have a mix of old and new or all new. Where against a certain set he knew he could handle now the new powers might have a few debuffs this person did not expect. Holtz is a perfect example of some interesting AR powers. She fires a cluster bomb above your head spreading AOE damage below. She has a end drain power.


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

 

Posted

My AR/Fire has and uses Ignite and Burn liberally, and you can take either one from my hot, burning, dead hands.


 

Posted

How about giving Ignite the Burn treatment, turn it into an ST attack with Ignite's damage front-loaded and dropping a burn patch under the target? Keep the fear as it's useful for area denial.

Bam, AR gains a new powerful ST exotic damage attack, Ignite still keeps it's original uses and there's no need to pass on another set's originality.

Edit: Alternatively, combine Ignite with Flamethrower so it's like the Longbow Flamethrower's attack, keeps Flamethrower's DoT but also puts a burn patch under every target. Put Flamethrower where Ignite was and where Flamethrower is put a new unique power for AR. My personal favourite is:

Reload: Click self +recharge (200%) 20 seconds, 240 second (4m) recharge


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Quote:
Originally Posted by JD_Gumby View Post
Probably because it's the least used, especially solo.

Location AoEs are awkward to use and position properly in the middle of combat, especially in team combat where you have little to no visibility, and especially when the AoE is so tiny (4ft radius). Does a bind like LSHIFT+LBUTTON "powexec_name Ignite" work like it does for teleports? That'd actually help a bit... (EDIT: And it does; tested it on my unused 3rd build and also found out that it *doesn't* work with MBUTTON or RBUTTON, just using the power instead of using-and-placing in those cases)

Lasts only 10 seconds with a 4s cast time (plus a couple of seconds to place it), so odds are most immobilizations/holds are going to be ending quite quickly by the time it's placed (especially if you're relying on one of your own). And when it does end, that mag 50.0 fear means the target is out of there after having taken very little damage.

Overall, not that great a power, even if the damage numbers under optimal circumstances are very good (27.8 damage per second according to City of Data?).
By the time you've laid down Ignite, your tier 1 immobilize is back up and ready to stack on the target, which you should be doing in the case of bosses anyway. Yes it's an issue for /EM blasters but even then it's still handy for filling choke points.


 

Posted

Quote:
Originally Posted by David_Yanakov View Post
By the time you've laid down Ignite, your tier 1 immobilize is back up and ready to stack on the target, which you should be doing in the case of bosses anyway. Yes it's an issue for /EM blasters but even then it's still handy for filling choke points.
I've got an AR/EM. I still love ignite. When it comes to AVs/GMs, that's my single target damage.

More than that, ignite is a great way to plug a door. With all the KB I have, I can keep things cooking for a long time.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Just picked up Ignite on my AR, and at first I wasn't all that happy with it. Things never stayed put in the very small radius, even with caltrops (I'm not huge on using Web Grenade, to be honest).

I've since been having better luck with it as an opening though. Sneak up on them (easier with Cloaking/Smoke Grenade), drop it. Mobs seem to prefer attacking and rooting before running.


Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level