Secondary for beam rifle, MM, NRG, Dev?
Blue Centurion rolled out a Beam Device thread. After messing around with the mids build I discovered that both sets synergy well enough to obtain range defense cap. I do believe you could have Trip mine as well.
It is one of the sets I actually had to take back my words against when paired with Beam.
Nrg allows for range defense cap and the ability to have aid self. I am not sure if you could do that with device though. As much as aid self might be lacking once incarnated with barrier it is very helpful and of course getting out of melee and at range it helps out as well.
Mental Man I'm not to crazy about it seems to be one of those in your face power sets. I don't know how well Beam will work out being that close. Beam does seem a bit delayed in attacks and I can see that being an issue.
Again it might be my preference to Pew Pew from range.
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
The survivability of Dev looks pretty interesting, although I think that the tools in NRG are just as helpful. Does power boost affect the secondary powers of BR?
Some of the powers in devices I'm iffy about. Trip mine, I was never fond of, because the setup was...kind of negligible most of the times compared to just going in and shooting things. More of a hey look what I can do power, although I'm sure I'm wrong in regards to that.
I heard gun drone was buffed, but I'm not sure how necessary it is if its just single target damage.
NRG looks great, although I feel that some things are limited. I can I'm sure though make up for AOE with things like the LRM rocket. I'll have to try that out.
BR/NRG/Munitions I suppose will be my final build. Will the survivability difference from devices really be that big of a deal compared to NRG?
The survivability of Dev looks pretty interesting, although I think that the tools in NRG are just as helpful. Does power boost affect the secondary powers of BR?
Some of the powers in devices I'm iffy about. Trip mine, I was never fond of, because the setup was...kind of negligible most of the times compared to just going in and shooting things. More of a hey look what I can do power, although I'm sure I'm wrong in regards to that. I heard gun drone was buffed, but I'm not sure how necessary it is if its just single target damage. NRG looks great, although I feel that some things are limited. I can I'm sure though make up for AOE with things like the LRM rocket. I'll have to try that out. BR/NRG/Munitions I suppose will be my final build. Will the survivability difference from devices really be that big of a deal compared to NRG? |
Even after dropping a couple billion on my ar/dev & hitting the soft cap I still don't like /dev, a dislike reinforced by logging in my elec/traps corrupter the other night and having *way* more fun with that secondary.
YMMV of course, but /dev is an elderly set that lags behind more modern options when it comes to flexibility and performance.
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Not really.
Boost Range paired with BR is potentially awesome though. |
I think the big difference is with Nrg you can get range defense cap and Aid Self. Yea Aid self could be a bit better but once your at Range capped it does help out.
Range Defense cap is what is big for blasters. Yea Damage is, but you get that out of the box. If your slotting sets you will reach that ED cap. End result If your Beam rifle is doing 700 pts of damage and mine for argument sake is doing 725 pts of damage. Does the 25 pts difference matter when you were already instantly killing all the mobs anyways. The only difference is I killed them a bit more, LOL..
If you can get Range and Aid Self with Device then it might be interesting. If you can pretend that Trip mine does not exist and make the build without it then I am sure you will see things run a bit smoother.
On my AR Device I use the incarnate heal because Aid Self could not fit into the build. But something tells me that because of the sets you can use in Beam compared to AR you will have a easier route of getting Range Defense cap. So you might be able to squeeze Aid Self into it.
I think the combo of range cap and Aid Self is very helpful to a blaster. I use Barrier on my Beam Nrg which helps me and the incarnate pets to stay alive much longer. Barrier is like PFF that I can attack through. I use Aid Other on the incarnate pets.
I am gonna try to look for that thread or create the build and see if it is possible myself.
Of course all the way on the other hand I do agree with Nethergoat Device needs some sort of updates.
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 rolled a Br/NRG blaster. Not regretting it, fun as heck. Going to go with munitions for the LRM rocket, should be fun. Thanks everyone!
I have an Incarnate BR/MM Ranged Defense soft-capped Hover-Blaster(with t4 Musculature Core and t4 Reactive) and it's just sick how much damage it pumps out. The first thing you must understand is this: Don't worry too much about Disintegration. Don't get me wrong, it's added damage which is great against hard targets, but it can be a source of frustration if you have OCD and insist on using it first before just pointing and shooting all your AoE's at a group.
Is there redraw with the combo? Of course, but if you're smart it won't affect you too much. By this I mean, I tend to open with Concentration+Aim(which auto-draws your weapon)+Overcharge+Cutting Beam+Psychic Scream. While Overcharge is recharging, use Concentration+Aim+Cutting Beam+Psychic Scream when possible.
Drain Psyche is handy, but I find myself rarely needing to use it unless I'm facing an AV/GM, and when I do I swoop in, use it, and back off to continue my attacks. Against Cyclops and Minotaurs, I swoop in to Drain Psyche+Mind Probe which cuts right through their Unstoppable like a hot knife through butter.
BR/MM is a potent combo when used right, but IMHO using it right requires some out-of-the-box thinking.
I rolled a beam rifle corr and was pretty underwhelmed as a result. However, I've seen and heard some pretty awesome things about BR.
Only question I have at this point is, which of the three should be worth looking into?
I imagine MM would have some great -regen with drain psyche, however, I'm also sure the redraw would pretty much suck. However, it also has some decent AOE to make up for a lack of it with BR.
NRG is also great for a ranged build I think, and it has some great powers with BU+PP. However, the single target attacks would be rather unnecessary, I would assume?
Dev, while it's sort of...aged, I think is also good, if not great for surivability purposes, but I imagine it doesn't add much to the offensive category except for a few things like gun drone.
Most likely I'll be going for a hover ranged artillery build for survivability, and that will allow me to focus on ranged defense. I assume that would make MM out of the question, however, I wouldn't completely give up on it if there were some other perks.
Any advice?