Help on my AR/Dev Blaster
Try going for 45% Ranged def and then Rechg. See what happens. An AR/Dev to me is either at ranged, kiting or trapping so ranged def and being able to lay ample mines in a short time or even let off as many ranged AoEs over time would be the first two things I'd look for.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
AR / Device retrofitting thread is about 4 below yours.. I am pretty sure it has a bunch of builds and insight your looking for. Plus its pretty much what New Dawn said.
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
Try going for 45% Ranged def and then Rechg. See what happens. An AR/Dev to me is either at ranged, kiting or trapping so ranged def and being able to lay ample mines in a short time or even let off as many ranged AoEs over time would be the first two things I'd look for.
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Looking at your build, I don't play like you do.
I go for rech then ranged def. I didn't load yours in mids, but it looks like you're working against your set bonuses.
If you're only going to do endgame content, defense becomes less important. Get permahastened and get RotP. That'll give you a nuke and endurance recovery power. :P But, really, endgame I don't see the need for defense. And if you're not playing endgame, make sure you slot lower level enh to keep your bonuses.
Look at the big thread.
There are some good guides out there to help plan out build a few suggestions on just what you picked out and slotting.
1) Take a look at Dam/Range Hami's for slotting into some power. They provide a larger benefit the other IOs on dma/range. Looking at set bonuses is a consideration when compared against extra range. I think on my build for AR/Dev I use Hami's on buckshot and flamthrower to increase the cones sizes even more so more targets tend to get caught. Consider explosive strike protocol in buckshot for extra damage.
2) On Smoke gernade you listed protocols in slotting. It is my understanding that toss smoke gernade it draws no aggro, add a protocol to smoke gernande if it triggers aggro. Figure out how you might want to use the gernade .. before combat or in-combat.
3) On mixing some IOs sets you miss out the big benefit of the set by not slotting enough from that set such your two stun powers bean bag and taser. Ditto for sniper.
4) On the defense powers (combat jumping/weave/cloaking) check out luck of the gambler recharge specials on the defense sets and for tough check out steadfast RES/DEF special. Also the two KB protections from Steadfast set and Karma sets can offer some status protection versus you getting KB.
5) How do you use M30? Looks like you use if for soft control with KB. I skipped that on my build as I try to keep baddies bunched together so cones work better on more targets. I often rely upon buckshot as my KB protection when the bad guys charge me. I also have hover to hover blast and the KB on buckshot can be used a knockdown.
6) I love time bomb on solo but on teams I never get to use unless I rush ahead of group. I wish the developers would spend sometime listening to suggests to improve time bomb and fix AI on gun drone who after flies into melee range.
7) Big fan of caltrops and six slotted mine. Mix of recharge/damage with a little slow. Useful to toss infront of you to blast where mobs run into and then might make one attack and run away or never reach you for melee. Makes me happy when I can stack caltrops more then once. Caltrops are a power some folks often do skip for me, it's one of my favorites.
8) Been checking out going rogue long enough to get Mako's patron pool for my build. The area immoblize, spiders shield and hold could work well for my play style and utility. Any AR/Dev suggests on getting the Mako patron?
Celtic Fist
Tech Smith AR/Dev/Mun blaster on Victory
I also tend to focus heavily on offense and minimally on defense with most of my blasters, AR in particular. Really, the best defense you're going to have with an AR blaster is keeping your teammates between you and the targets and making sure the aggro stays on them. For me, trying to crank up defense on a blaster is really going completely against what the archetype is built for--raw damage, and lots of it poured out fast.
Now obviously this is a team approach, mainly. Solol, web grenade is nice to pin enemies at a distance, and Teleport also helps keep me out of melee range. Cloaking device also helps keep the bullseyes off your chest. I also took the medicine pool for my AR blaster, so I can heal myself somewhat and serve as a backup combat medic for the rest of the team.
In terms of offense, Full Auto is one of the best blaster powers in the game, as far as I'm concerned, and it should be what you're always thinking of in terms of planning your attack on big targets. It does very nice damage, recharges insanely fast for a tier 9, and doesn't spike your endurance. Set it up with some damage bonuses from your Defiance via Burn, Flamethrower, and/or Time Bomb, and the damage becomes wicked. I know a lot of people hate Time Bomb, but I love it. I do take great joy in making mobs of greys go sailing with it, but TBomb's biggest plus is that defiance damage bonus, which is ludicrous. Setting it, keeping a target in place, loading Defiance with three or four other attacks, then hammering Full Auto right after the bomb goes off sends your damage through the roof for a few seconds. If you can throw a Build Up in there as well, even better.
My play style is much more offense-oriented, obviously. If you feel better with a more defensive approach, that's perfectly fine too, and there are lots of great builds out there.
Looking at your build, I don't play like you do.
I go for rech then ranged def. I didn't load yours in mids, but it looks like you're working against your set bonuses. If you're only going to do endgame content, defense becomes less important. Get permahastened and get RotP. That'll give you a nuke and endurance recovery power. :P But, really, endgame I don't see the need for defense. And if you're not playing endgame, make sure you slot lower level enh to keep your bonuses. Look at the big thread. |
I'm full Range Capped, No Trip mine or Time Bomb and can have double Gun Drone up for 30 seconds. I can solo 4/8 on Crey fire farm, CoTs, Freakshows and various others. Incarnate missions have kicked the new cap to around 52%. One purple inspiration puts my toon at that new cap. My only issue with mobs are the same issues every person has regardless of AT.. Nullifier longbow debuff aoe. Malta Gunslinger, Devouring Earth. Though Nullifiers are fixed with popping a few purples and oranges.
I personally think that Trip mine and time bomb are over rated and of limited use for a Device player. Where as a Traps player can obtain full defense cap and place a trip mine or time bomb only limited by the recharge time of the power.
But either way luckily the game offers you enough ways to do a respec until you find the right build for you.
My AR Device is my oldest toon and I went through about 10 incarnations with him until I settled on the build I currently have. I'm very happy with what my non purple IOed can do. The only thing that would make a difference is putting purples in and shaving off a few seconds from Full Auto. Which is not worth it since I can do 4/8 without it.
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
I just looked at your build.
You are aware that you looking at several BILLIONS ( yes with an S) for this build ?
I think you need to read up on the game mechanics around this game. Purple is not always better. I can understand because in some games purple con items are the best in everything. Here that does not exactly hold true as it depends on what your going for. If I need defenses purples offer me nothing for example.
As was previously mentioned look at the Retrofitting AR Device thread and see how people are slotting purples in there as well.
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
I don't solo and I don't farm with a blaster. So we play totally differently. If doing what you do, your strategy is best. If doing what I do, mine is.
So when I first started making this build I thought I knew what I was doing... but several revisions later and I'm not so sure. Could some vet blasters give me advice on this set-up?
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Sentinel F13: Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst
- (A) Decimation - Chance of Build Up
- (3) Thunderstrike - Damage/Endurance/Recharge
- (3) Thunderstrike - Accuracy/Damage/Recharge
- (5) Devastation - Accuracy/Damage/Endurance/Recharge
- (5) Thunderstrike - Damage/Recharge
- (7) Thunderstrike - Accuracy/Damage/Endurance
Level 1: Web Grenade- (A) Empty
Level 2: Slug- (A) Apocalypse - Damage
- (7) Apocalypse - Damage/Recharge
- (9) Apocalypse - Accuracy/Damage/Recharge
- (9) Apocalypse - Accuracy/Recharge
- (11) Apocalypse - Damage/Endurance
Level 4: Buckshot- (A) Air Burst - Damage/Endurance
- (11) Detonation - Damage/Endurance
- (21) Positron's Blast - Damage/Endurance
- (39) Air Burst - Damage/Range
- (39) Detonation - Damage/Endurance/Range
- (40) Positron's Blast - Damage/Range
Level 6: Taser- (A) Stupefy - Chance of Knockback
- (42) Absolute Amazement - Chance for ToHit Debuff
- (43) Absolute Amazement - Stun
- (43) Absolute Amazement - Stun/Recharge
- (43) Absolute Amazement - Accuracy/Stun/Recharge
Level 8: M30 Grenade- (A) Force Feedback - Damage/Knockback
- (23) Force Feedback - Damage/Endurance/Knockback
- (23) Kinetic Crash - Damage/Knockback
- (25) Kinetic Crash - Damage/Endurance/Knockback
- (27) Kinetic Crash - Accuracy/Damage/Knockback
- (27) Force Feedback - Accuracy/Knockback
Level 10: Beanbag- (A) Stupefy - Chance of Knockback
- (40) Absolute Amazement - Endurance/Stun
- (40) Stupefy - Endurance/Stun
- (42) Stupefy - Accuracy/Endurance
- (42) Stupefy - Stun/Range
Level 12: Targeting Drone- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff
Level 14: Sniper Rifle- (A) Extreme Measures - Damage/Interrupt/Recharge
- (15) Sting of the Manticore - Damage/Interrupt/Recharge
- (15) Sting of the Manticore - Damage/Endurance/Recharge
- (17) Extreme Measures - Damage/Endurance/Recharge
- (17) Sting of the Manticore - Accuracy/Damage
- (19) Sting of the Manticore - Damage/Endurance
Level 16: Smoke Grenade- (A) Dark Watcher's Despair - Chance for Recharge Slow
- (19) Deflated Ego - Chance for Recovery Debuff
- (21) To Hit Debuff IO
Level 18: Combat Jumping- (A) Empty
Level 20: Super Jump- (A) Empty
Level 22: Kick- (A) Empty
Level 24: Tough- (A) Resist Damage IO
- (25) Resist Damage IO
Level 26: Cloaking Device- (A) Empty
Level 28: Flamethrower- (A) Positron's Blast - Damage/Endurance
- (29) Positron's Blast - Damage/Recharge
- (29) Positron's Blast - Accuracy/Damage/Endurance
- (37) Detonation - Damage/Endurance
- (37) Detonation - Damage/Recharge
- (39) Detonation - Accuracy/Damage/Endurance
Level 30: Trip Mine- (A) Fury of the Gladiator - Chance for Res Debuff
- (31) Fury of the Gladiator - Damage/Recharge
- (31) Fury of the Gladiator - Damage/Endurance/Recharge
- (31) Fury of the Gladiator - Accuracy/Damage/End/Rech
- (34) Fury of the Gladiator - Accuracy/Damage
Level 32: Full Auto- (A) Ragnarok - Accuracy/Recharge
- (33) Ragnarok - Chance for Knockdown
- (33) Ragnarok - Accuracy/Damage/Recharge
- (33) Ragnarok - Damage/Recharge
- (34) Ragnarok - Damage/Endurance
- (34) Ragnarok - Damage
Level 35: Time Bomb- (A) Armageddon - Damage
- (36) Armageddon - Damage/Recharge
- (36) Armageddon - Accuracy/Damage/Recharge
- (36) Armageddon - Accuracy/Recharge
- (37) Armageddon - Chance for Fire Damage
Level 38: Weave- (A) Defense Buff IO
Level 41: Cryo Freeze Ray- (A) Essence of Curare - Accuracy/Hold/Recharge
- (45) Essence of Curare - Accuracy/Recharge
- (45) Essence of Curare - Endurance/Hold
- (45) Essence of Curare - Accuracy/Hold
Level 44: Surveillance- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
Level 47: LRM Rocket- (A) Javelin Volley - Damage/Recharge
- (48) Javelin Volley - Damage/Endurance/Recharge
- (48) Javelin Volley - Accuracy/Damage/End/Rech
- (48) Interrupt Reduction IO
- (50) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Chance of Damage(Energy)
Level 49: Body Armor- (A) Resist Damage IO
- (50) Resist Damage IO
------------Level 1: Brawl
- (A) Empty
Level 1: DefianceLevel 1: Sprint
- (A) Unbounded Leap - +Stealth
Level 2: Rest- (A) Empty
Level 4: Ninja RunLevel 2: Swift
- (A) Empty
Level 2: Health- (A) Healing IO
- (46) Healing IO
Level 2: Hurdle- (A) Empty
Level 2: Stamina