DP/Dev Build Questions
I don't have Mids here at work anymore but I'll try to offer some insights. I'm by no means an expert, but here's some things I've noticed from using Devices, and some general tips:
I'd recommend taking out the Miracle: Heal in Health and replacing it with a Numina +Regen +Recovery, they're nice and useful and at level 50 they're not critically expensive.
I believe someone crunched the numbers here and found out that Performance Shifter +Chance for End actually gives a return slightly lower than another Endurance IO on average. Even if the numbers are close, +Chance for End can be expensive which might make you want to rethink that.
I put 6 slots in caltrops and slotted them with Pacing of the Turtle. It looks like you're going for damage with them, but caltrops isn't really a damage power so much as a control power. Your current build also doesn't get you any set bonuses, which feels like a missed opportunity.
Unless you're going for the set bonuses of trip mine and time bomb, I've found these powers to be very skippable. Time Bomb pretty much everyone agrees on; Trip Mine has more usefulness but not much. I've found that even on situations where Traps Defenders, Corrupters, and MMs shine such as the patient part of the BAF trial, I rarely used it. Simply put, blasters have better things to do with their time than lay long, interruptable animation powers.
Just my two cents. Hope it helps!
2 rechg in acrobatics is questionable. Choosing Melee def over Ranged/Aoe is questionable, but you're the player.
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.
Personally I am against anything Device that is not range capped. Device is just not that good today. Traps is just way much better then Device is especially with the short range that DP has. Again especially with Hail of Bullets PBAOE.
That being said.
I would go Rogue get Scorpion shield and get Smash lethal Capped.
Get rid of Time bomb for sure.
I might consider getting rid of trip mine also.
Those defenses in the 20s are doing nothing for you.
The recharge on Hail of Bullets is too long.
Get rid of acrobatics and on top of that Acrobatics is a TOGGLE. You click it on and stays on until something causes it to shut off. You need endurance redux if anything in it not recharge and 1 is enough.
What I would play around with is trying to get S/L Capped and a decent number on Range defense where maybe one purple inspiration would cap you out. Go for fast and stealthy
Or
I would play off super speed and cloaking device and smoke grenade if anything to toe bomb with a trip mine and then open up with Hail of Bullets. Maybe get a decent recharge going to have HOB as much as possible.
Sadly Device is not set friendly when it comes to trying to build for a certain build when compared to other secondaries.
i21 will allow you to pick up the epic/ancillary powers sooner so that might help you out as well.
I think your lacking some game knowledge and how some powers work. I am positive there are threads related to device. I think there is even a thread regarding AR device retro fitting some threads down. I would look at those builds just to see how people are slotting device and just powers in general so you will see you don't need to slot recharge in a toggle. Not the end of the world. You just need to learn.
Look around fix the build and repost.
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
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.
I will say that without more stealth Time Bombs usefulness is possibly halved at best, you've said get rid or Time Bomb altogether but it could be added to the method I've quoted when slightly less fight duration is required.
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Unfortunately many are just hooked on must have trip mine or time bomb in my build when dealing with devices. I think many just think it is not devices without trip mine. I felt like that for a very long time, years for that matter. Once I sucked it up and got rid of it did I notice how much less of an issue it was.
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
@Square Woot: I'll go with a normal End Mod IO then, rather not spend 100m+ for questionable returns. Also, I've been playing with caltrops up'ed for damage, and the results aren't worth it, so I think I'll probably be taking your advice about Pacing the Turtle too.
@New Dawn: I was mostly trying to balance my defenses since I'll be fighting at varied distances. With Executioner's Shot and HOB, I can't really afford to not have any defense against melee. Also, I hate hover blasting (because of camera issues), so there will always be the possibility of getting hit by melee attacks.
@Plainguy: they were meant to be end redux in Acrobatics, just clicked the wrong icon
Scorpion Shield would be nice, but I don't like any of the other powers in Mace Mastery. With Flame Mastery I can create a zone around myself that enemies will be punished for entering, reduce the damage I take from the most common damage types, and resurect myself when I fall.
I've considered super speed, but considering how much trouble i have navigating with just SB and Sprint running, I'm not sure it would actually be a good idea for me and I mostly skipped Smoke Grenade because I wasn't sure how it would affect the ability of other players to see what was going on in team play, I didn't really want to pick up another non-damaging power and one of the threads I read before making this was arguing against it as a useless power (can't remember which thread now).
@People against time bomb: I was planning to set the bomb, drop caltrops on it and then pull mobs across it, or place it where I knew the mobs would be coming in in the case of patrols or known ambushes, or if I'm with a tank who has good control of the aggro, just toe bombing. If this isn't likely to work out very often, then I probably will skip it. But I would like to have trip mine, I think it'll make things easier when I'm soloing if I can lure enemies around a corner into the mine and a caltrops field and then hit them with all my aoe's and leg it for the next corner (assuming enough of them are alive to require running).
@OP
Your over thinking, honestly.
For regular content and even some TF/SF, for example ITF. You maybe need 4 key players that know what they are doing. Meaning if you have 4 maxed out players the rest are just extra dps. It's those 4 that are really carrying the team.
Perfect example if you have one guy that can solo 4/8 setting and you come along and join him. What exactly happens now. Does the game now make it 4/9 setting ? No its still 4/8..
So what I am saying is forget what you think those other players are going to do and worry about making yourself the best that you can be. That is what is going to make a difference to the team. Not that you have these situations in mind and what you can do when they occur. Today at level 50 teams are STEAM ROLLING through regular content. Teams are doing TF and SF in 30 minutes ( even less ). No one is going to wait for you to do what you want. No one waited for me and no one even cared when I tried to have a device player do his stuff.
Have you read some of the brute threads. Players complain if it takes longer then 10 minutes to complete a farm. And you think that someone is gonna care that your gonna drop a time bomb over a bed of caltrops ?
If your gonna do IOs. Then do what is best for you. Max the toon out the best you can for you.
In my mind I was refusing to make a build but I just gave in..
This build has you at S/L cap with cloaking device suppressed. It comes out 45.1 suppressed. Your range defense is at 33. One purple inspiration and you will be ranged defense capped.
You can have out 2 Gun drones. Gun Drone duration is 90 seconds the recharge is 43. Your spiderling pet is 23 seconds short of perma.
From your build I decreased your Hail of bullets from 72 seconds down to 27 seconds.
I gave you pistols because the attack chain is gonna be a bit odd pistol will fill in that spot. I had dual wield on my toon and there were times I just had nothing to do but wait for a power to recharge.
Trip mine is recharge is 4.6 seconds.
Web envelope is aoe web which is better then web grenade since you can hold everyone in place.
In Gun Drone you can go with expedient reinforcement but your not going to get the regen bonus due to rule of 5. The 5% resistance bonus to pets is garbage by itself. The recharge bonus it offers is nominal at his point and all it is doing is shaving off fractions of a second from your powers. So I went with Thunderstrike for the overall bonuses and increase range defense numbers. You can just flip over the slots and just compare them to thunderstrike for yourself to see.
Smoke grenade gives you another 6.5 defense bonus for 60 seconds. Just cycle it with your attacks and you will notice the difference.
Nutshell with one purple inspiration and smoke grenade your almost full positional defense capped.
I swapped out targeting drone for Tactics because it only increases your endurance by .5 from 1.7 to 1.75 and it benefits the pets as well and yes a team.
I think it took me more time typing all this then it did to make the build.
You can put just normal defense IOs until you can afford LOTG IOs.
You will need Cardiac Alpha because the endurance to recovery is less then 2 points.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Pistols
Level 1: Web Grenade
Level 2: Caltrops
Level 4: Super Speed
Level 6: Hasten
Level 8: Empty Clips
Level 10: Bullet Rain
Level 12: Swap Ammo
Level 14: Suppressive Fire
Level 16: Smoke Grenade
Level 18: Maneuvers
Level 20: Cloaking Device
Level 22: Combat Jumping
Level 24: Kick
Level 26: Tough
Level 28: Trip Mine
Level 30: Weave
Level 32: Hail of Bullets
Level 35: Tactics
Level 38: Gun Drone
Level 41: Web Envelope
Level 44: Summon Spiderlings
Level 47: Mace Beam Volley
Level 49: Scorpion Shield
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Level 1: Brawl
Level 1: Defiance
Level 1: Sprint
Level 2: Rest
Level 4: Ninja Run
Level 2: Swift
Level 2: Health
Level 2: Hurdle
Level 2: Stamina
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
Level 12: Incendiary Ammunition
| Copy & Paste this data into Mids' Hero Designer to view the build |
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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
Couldn't find any guides on this so I'm not sure if I'm missing anything crucial.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
MSG Dayan: Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Dual Wield
- (A) Entropic Chaos - Accuracy/Damage: Level 35
- (3) Entropic Chaos - Damage/Recharge: Level 35
- (3) Entropic Chaos - Damage/Endurance/Recharge: Level 35
- (5) Entropic Chaos - Damage/Endurance: Level 35
- (5) Entropic Chaos - Chance of Heal Self: Level 35
Level 1: Web Grenade- (A) Accuracy IO: Level 35
Level 2: Empty Clips- (A) Achilles' Heel - Chance for Res Debuff: Level 20
- (7) Detonation - Damage/Endurance/Range: Level 50
- (7) Detonation - Damage/Endurance: Level 35
- (9) Detonation - Accuracy/Damage/Endurance: Level 35
- (9) Detonation - Damage/Range: Level 35
Level 4: Caltrops- (A) Detonation - Damage/Endurance: Level 50
- (13) Positron's Blast - Damage/Endurance: Level 50
- (13) Air Burst - Damage/Endurance: Level 50
- (31) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
Level 6: Swap AmmoLevel 8: Bullet Rain
- (A) Detonation - Accuracy/Damage: Level 35
- (15) Detonation - Damage/Endurance: Level 35
- (15) Detonation - Damage/Recharge: Level 35
- (17) Detonation - Damage/Range: Level 35
- (17) Detonation - Accuracy/Damage/Endurance: Level 35
- (19) Force Feedback - Chance for +Recharge: Level 35
Level 10: Targeting Drone- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 21
- (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 21
- (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 21
- (21) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 21
- (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 21
- (23) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
Level 12: Suppressive Fire- (A) Accuracy IO: Level 35
Level 14: Maneuvers- (A) Luck of the Gambler - Defense: Level 50
- (25) Luck of the Gambler - Defense/Endurance: Level 50
- (25) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
Level 16: Combat Jumping- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (27) Luck of the Gambler - Defense: Level 50
- (27) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
Level 18: Executioner's Shot- (A) Entropic Chaos - Accuracy/Damage: Level 35
- (29) Entropic Chaos - Damage/Endurance: Level 35
- (29) Entropic Chaos - Damage/Recharge: Level 35
- (31) Entropic Chaos - Damage/Endurance/Recharge: Level 35
- (31) Entropic Chaos - Chance of Heal Self: Level 35
Level 20: Cloaking Device- (A) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (33) Luck of the Gambler - Defense/Endurance: Level 50
- (33) Luck of the Gambler - Defense: Level 50
Level 22: Boxing- (A) Accuracy IO: Level 35
Level 24: Tough- (A) Aegis - Psionic/Status Resistance: Level 30
- (33) Aegis - Resistance: Level 35
- (34) Aegis - Resistance/Endurance: Level 30
- (34) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 26: Super Jump- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 35
Level 28: Weave- (A) Luck of the Gambler - Defense: Level 35
- (34) Luck of the Gambler - Defense/Endurance/Recharge: Level 35
- (36) Luck of the Gambler - Defense/Endurance: Level 35
- (36) Luck of the Gambler - Recharge Speed: Level 35
Level 30: Trip Mine- (A) Obliteration - Damage: Level 35
- (36) Obliteration - Accuracy/Recharge: Level 35
- (37) Obliteration - Damage/Recharge: Level 35
- (37) Obliteration - Accuracy/Damage/Recharge: Level 35
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 35
- (39) Obliteration - Chance for Smashing Damage: Level 35
Level 32: Hail of Bullets- (A) Multi Strike - Accuracy/Damage: Level 35
- (39) Multi Strike - Damage/Endurance/Recharge: Level 35
- (39) Multi Strike - Damage/Endurance: Level 35
- (40) Multi Strike - Damage/Recharge: Level 35
- (40) Multi Strike - Accuracy/Endurance: Level 35
- (40) Multi Strike - Accuracy/Damage/Endurance: Level 35
Level 35: Time Bomb- (A) Multi Strike - Damage/Endurance/Recharge: Level 50
- (42) Multi Strike - Damage/Endurance: Level 50
- (42) Scirocco's Dervish - Damage/Endurance: Level 50
Level 38: Gun Drone- (A) Thunderstrike - Accuracy/Damage: Level 35
- (42) Thunderstrike - Damage/Endurance/Recharge: Level 35
- (43) Thunderstrike - Damage/Endurance: Level 35
- (43) Thunderstrike - Damage/Recharge: Level 35
- (43) Thunderstrike - Accuracy/Damage/Recharge: Level 35
- (45) Thunderstrike - Accuracy/Damage/Endurance: Level 35
Level 41: Acrobatics- (A) Recharge Reduction IO: Level 50
- (45) Recharge Reduction IO: Level 50
Level 44: Bonfire- (A) Force Feedback - Chance for +Recharge: Level 50
- (45) Kinetic Crash - Damage/Endurance/Knockback: Level 50
- (46) Kinetic Crash - Recharge/Endurance: Level 50
- (46) Kinetic Crash - Recharge/Knockback: Level 50
- (46) Force Feedback - Recharge/Knockback: Level 50
Level 47: Fire Shield- (A) Reactive Armor - Resistance: Level 40
- (48) Reactive Armor - Resistance/Endurance: Level 40
- (48) Reactive Armor - Resistance/Recharge: Level 40
- (48) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 49: Rise of the Phoenix- (A) Scirocco's Dervish - Damage/Recharge: Level 50
- (50) Eradication - Damage/Recharge: Level 30
- (50) Multi Strike - Damage/Endurance: Level 50
- (50) Multi Strike - Damage/Recharge: Level 50
Level 50: Musculature Core ParagonLevel 50: Reactive Core Flawless Interface
Level 50: IDF Radial Superior Ally
Level 50: Ion Radial Final Judgement
Level 50: Barrier Core Epiphany
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Level 1: Brawl
- (A) Empty
Level 1: DefianceLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Empty
Level 2: Health- (A) Miracle - Heal: Level 35
- (11) Miracle - +Recovery: Level 35
Level 2: Hurdle- (A) Empty
Level 2: Stamina- (A) Performance Shifter - EndMod: Level 35
- (11) Performance Shifter - Chance for +End: Level 35
Level 4: Ninja RunLevel 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Incendiary Ammunition