What to go with AR?


Atomic_Toy_Guy

 

Posted

I have an AR/Traps that is very fun


 

Posted

Quote:
Originally Posted by Errant View Post
Assault Rifle is a jack of some trades, master of none kinda powerset. Anything it does, there is another Blast set that does it better. And there are some tricks that AR can't even do (notable being no Aim, yes Dark doesn't have it either, but they get Siphon Life).

I've had AR/Kin and AR/Storm, and the only reason I played them while hating them was for concept, both are deleted. I also have an AR/Nrg and an AR/Fire Blaster, both of which are concept (first one is a Tribute toon), and both of which are easily eclipsed by my Ice/Elec and Fire/Psi.

AR looks cool... but at times it seems that's the only thing going for it. (Especially after the nerf to Ignite... damn, that power was awesome when it was on a 4 sec recharge timer.)
Old thread, but gotten back into my AR and remembering how fun it is. And I totally disagree with this assessment of AR. Aim being the most notable reason not to go AR may be valid for a blaster, but a corrupter aim only adds a rather pitiful 42.5% damage buff. Over time you're probably better off with assault's +15% and skipping aim anyway on a corrupter, not to mention assault helping out the whole team and any pets.

I think the only set AR compares poorly against is fire...which you can say about every other set out there.

And yes mine is AR/Dark. Fearsome stare, tar patch, then decimate with the cones. Good synergy and easy killing. For ignite petrifying gaze comes in handy, hold them, ignite them. Once you get dark servant a lot of times it will take care of the immobilizing and/or holding for you, so you can just ignite away.


 

Posted

AR/Kin here. Web Envelope+Fulcrum+Ignite is insane, while completely ignoring all the other AOE potential.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

I have a Traps/AR Defender. One person remarked he was the most offensive Defender he'd ever seen.

I do agree that AR is a jack of all trades set. It offers mostly lethal damage with a side of fire. Traps offers you (And allies near you) defense, resistance debuff, more damage (MOAR DAMAGE!!!) and mitigation (Caltrops is awesome! Until your fighting KoA...)


 

Posted

Quote:
Originally Posted by Charnage View Post
Ok. This is my 2 cents.

I have a AR/Kin corr, a AR/Traps corr, a AR/Dark, and a Huntsman SoA.

I threw the huntsman build in there mostly for the all gun aspect. Hot lead shooting down range and all.

I enjoy them all for various reasons.

When I decided to Incarnate out the AR/Kin I decided to try something. I went with a cardiac t3, for the extra range, and the t3 cyronic partial radial Judgement, for the extra range.

Lets just say, it is fun as heck to shoot off 3 long range extreme damage cones one right after the other.

Opinions may vary, but that toon has helped earn more Mo badges than anything else I have in my toon-box of alts.
It would be better if they upped the target cap on Full Auto.


 

Posted

Quote:
Originally Posted by Charnage View Post
Lets just say, it is fun as heck to shoot off 3 long range extreme damage cones one right after the other.
I like AR/Nrg Blasters for that same reason... Or I should say AR/Boost Range Blasters. Add Cardiac for end/range or Intuition for dam/range. Eliminate the alpha attack as most enemy ranged attacks can not match yours. Launch a M30 Grenade and before it lands, activate Full Auto and pick off strays with Slugs. I like pulling Nightstar while standing near the edge of the tennis courts or Siege about 15' off the helipad with Sniper Rifle or LRM Rocket. Lots of fun!