Is is wise to choose device as a second power?
All your answers are here.
Particularly:
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. |
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Devices is fine. On teams, you're mostly using it for Caltrops, Smoke Grenade, Web Grenade (mainly for the -recharge and for helping to keep a boss on your Caltrops if there's someone with an AoE immobilize around you can stack with), the bit of defense from your Cloaking Device (though if you're a couple of seconds ahead of your team and have a Stealth IO or Super Speed as well, you might lay a trip mine in the middle of the spawn), and your targeting drone, of course.
When solo you're doing all that - plus more frequent Trip Mining (setting up minefields to lure Bosses & EBs onto and just the regular planting a mine in the middle of a spawn and jumping backwards as you let off an AoE to finish off all the Minions, mortally wound the LTs, and do a fair chunk of damage to the Bosses) and, unless you're a speed-at-all-costs type, dropping Time Bomb to start fights if it's up and pulling out your Gun Drone (and that's the only power I'd change in Devices - make it 2s to cast, a 5m duration, and a 15m recharge) while waiting for Time Bomb to go off.
Really, the only power my L50 AR/Dev Blaster doesn't use regularly solo is Taser (didn't even take it - too lazy to get into range to stack it with Beanbag to stun bosses :P). I'm not a Go! Go! Go! type, however. And t'Hell with Traps comparisons - it's not a Blaster set and therefore doesn't matter in the slightest.
If you like GO GO GO! style play (and your primary isn't enough to support that habit) devices probably isn't for you. If you like to be like Batman who can take down anything given enough preparation, devices is right down your poorly lit thug infested alley.
Smoke grenade and cloaking device gives you full invisibility (that the bulk of it(SG's -perception) doesn't suppress while clicking on glowies). Caltrops and a hallway is a thing of beauty, only outdone by caltrops, a hallway, and four minutes worth of (Hastened) trip mines. A mine field where you know an ambush will spawn counts as well.
Teams can be tricky, especially if you don't know the others or they don't know devices. Smoke grenade looks just like an attack. You know it doesn't notify mobs but they may not. You may be sneaking off to plant a few trip mines to level the next pull instantly while the rest of the team finishes up the current pull and they may follow to "help"/"save" you.
One last thing, if you hate to-hit debuffs, and I most certainly do, you will love targeting drone. It also has a better to-hit buff than defender tactics. Snag the +6 to-hit IO, give targeting drone a to-hit buff enhancement or two and for normal play one accuracy (or even partial accuracy if you're frankenslotting and have an inherent acc mod on your primary) will keep you at 95%. The to-hit buff is worth a lot less once you get into set IOs as you'll have more accuracy then you know what to do with but even then the to-hit debuff resistance will make it near impossible to drop your hit chance below 95% (through debuffs).
I think Devices is a love it or hate it set (I love it). If it meshes with your play style you'll wonder why the other secondaries even bother to exist. If it doesn't, you'll wonder why Devices even bothers to exist.
I would like to ask whether is it wise to choose the device as a second power? I choose it and i felt that device is not a very good power selection and i have not been using it because there's not much to do with device.
Level 17 Science/Blaster |
Devices pretty much stinks for a blaster.
Time bomb: Useless we are talking steaming pile of ****
Trip Mine: Nice damage, but its interruptible and takes 5 seconds to cast.
Gun Drone: Giant end cost, its interruptible and likely to go crazy and die or go crazy and die and get you killed.
Taser: Nice stun horribly short range. You need a primary that has a stun if this is going to be any use to you.
Targeting drone: Horrible waste of end. Get a kismet +6 and take a def power.
Cloaking device: Spring for the IOs don't be a cheapskate.
Smoke grenade: Useful when fighting near even level enemies. A much under rated power.
Webnade: Excellent immob and minus recharge.
Caltrops : Excellent soft control.
You give up build up to take devices. Depending on how you build that can be up 40% of the time for 100% damage boost while up.
The upside to devices is it makes it really easy to fit in the pool and epic choices you might like
Webnade in /traps, 70' range.
Webnade in /devs, 50' range.
You gotta love the double standards
Short answer? No.
Slightly longer answer? Choose devices if you really really want to (i.e. concept reasons), but be aware that it's pretty poor from a mechanics standpoint.
Just posting to back up and agree with the posts of Another Fan.
If you have money to burn and this is a goof build then by all means. Otherwise stop, turn around and walk away. They put in Traps to make up for the lack luster of Device. Because of this phantom "Cottage rule" they are pretty much stuck with Device and they cannot change it up with treading into cottage rule territory. They cannot introduce 2nd power choices for Device without being able to do the same for other sets. So it is much easier to just put out Traps in another AT so that it will not directly compete with Device in Blaster AT. Because as you could imagine what would happen if they put Traps in the Blaster AT to compete against Device directly.
The mentality for the Devs is we gave you Traps if you take Device that's totally on you now.
Now don't get me wrong I have a 50 AR Device. But it's 6 years old and only because of this thread http://boards.cityofheroes.com/showthread.php?t=187775 and me reworking my concept around my build instead of the other way around. Plus the intro of incarnates that helped shore up the weakness of endurance return that made my build do able.
But today I would go traps
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
Eh, targetting drone also offers tohit debuff resistance, which can make CoT and other things that debuff tohit that much easier.
Also smoke grenade + trip mine is pretty quick, and with the stealth IO, or cloaking device you can pull it off everytime. The defiance boost from trip mine is nice as well.
Gun drone needs a buff, and time bomb is skippable but if you play to the strengths of the sets, instead of trying to play like any other blaster, you'll do pretty decently.
Caltrops can really mess with the AI, and prevents most mobs from ever getting into melee range with you, which allows you to focus more on blasting.
Personally, I'd never take a secondary without some kind of buildup, unless the primary already has one.
So my AR/DEV became AR/Fire.
Go with whatever fits your concept, almost anything can be made to work.
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Taking devices is a matter of what your play style is. I love it on my blaster that plays a lot like a long range stalker, for instance.
Well, if by 'awesome' you mean 'weaker than every other blaster secondary', then I guess I can see your point..
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I'm preaching to the fishes, but what the devs could do to buff /devs is at least look at overlapping powers between it and other sets in the game, making sure there aren't any significant discrepancies - things like the range in webnade, or the fact that cloaking device's stealth and defense bonus surpress in /devs but not in /energy armor's energy cloak.
But to answer the original poster - all blaster secondaries are crap, so it's not like there's anything wrong with just using your primary and pools anyway. If you really want to play /devs, go nuts!
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.
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.
Devices is a good fun set, but like the earlier post said: "/devices was not built for CoH the way it is actually played."
If you're a soloist, it can be great. You have stealth options, some soft controls, and a couple great powers that happen to require setup time. Opening a big fight with several crashless mini-nukes going off simultaneously is kind of nice. Plant a few Trip Mines around a corner, stealth into a group, drop a Time Bomb, run back behind the corner and wait for hilarity to ensue. Stack Caltrops with a "rain" power for all sorts of fun. Keep hard-hitting enemies back with Web Grenade. It's an effective set and a lot of fun.
On teams, you will almost always lack the time it takes to utilize your setup powers. You can still run up and toe-bomb, but KB can make the rest of your group's AOEs less effective. You can scout ahead if you want, but then your team will move slower because the damage in your primary left - and some Brute likely already moved ahead because 65% Fury makes him sad.
It doesn't help that Drain Psyche showed up in Mental Manipulation and made many other sets pointless - solo or teamed. Sure, you can get more control from Ice or more PBAOEs from Fire or even tons of range from EM if you're the sort that's afraid to see your opponents. None of that matters anymore, because Drain Psyche is just that good. If it was a one-power set, it'd still be worth taking, but it comes with a lot of other really great powers. So if all that matters is raw effectiveness, you know what to take.
I disagree that Blaster secondaries are designed as build up + eight powers that are meant to be skipped. If you don't understand what you are posting, why are you posting it?
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Personally I enjoy how with blasters my builds are wide open because I have no intention of taking three or four melee attacks to go with my already multifarious ranged powers, but it isn't hard to see why someone might feel differently about the same "feature."
Eh, blasters have the highest ranged modifier, and the second (or is it third?) highest melee modifier, which means even the lower DPA melee attacks, still hit like a mack truck, and you can't just spam 1 attack all day long, or else you'll be waiting on recharge times.
Blasters are better in teams with support to back them up, but a full fledged */* blasters (yes even including /dev and ar/ and DP/) can still back a decent amount of damage, and make most things melt pretty quickly.
Blasters also have the highest average number of AoE (their blasts having a minimal of 3, and the secondaries offering atlest 1, even in the form of a pbaoe toggle)
Eh, blasters have the highest ranged modifier, and the second (or is it third?) highest melee modifier, which means even the lower DPA melee attacks, still hit like a mack truck, and you can't just spam 1 attack all day long, or else you'll be waiting on recharge times.
Blasters are better in teams with support to back them up, but a full fledged */* blasters (yes even including /dev and ar/ and DP/) can still back a decent amount of damage, and make most things melt pretty quickly. Blasters also have the highest average number of AoE (their blasts having a minimal of 3, and the secondaries offering atlest 1, even in the form of a pbaoe toggle) |
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
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Eh, blasters have the highest ranged modifier, and the second (or is it third?) highest melee modifier, which means even the lower DPA melee attacks, still hit like a mack truck, and you can't just spam 1 attack all day long, or else you'll be waiting on recharge times.
Blasters are better in teams with support to back them up, but a full fledged */* blasters (yes even including /dev and ar/ and DP/) can still back a decent amount of damage, and make most things melt pretty quickly. Blasters also have the highest average number of AoE (their blasts having a minimal of 3, and the secondaries offering atlest 1, even in the form of a pbaoe toggle) |
I have never been clear how those work especially seeing as the damage scalars seem to be more often not observed than seen working
just an example
Blaster Fireball
from Red Tomax
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Here's fire blast
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Siphon life from dark melee
Self:
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Scrapper ranged attacks use the scrapper melee scale, which is the same as the blasters ranged damage scale, thats why some attacks are the same.
Lets look at fire sword:
Blaster: 131.2 damage
Scrapper: 82.6 damage
Blasters are higher
I would like to ask whether is it wise to choose the device as a second power? I choose it and i felt that device is not a very good power selection and i have not been using it because there's not much to do with device.
Level 17 Science/Blaster