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Question: Good pairing with assault rifle


KaizenSoze

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Anything.  

A bit less broad: AR has some knockback (convert to knockdown to suit your tastes) and that can buy time for regeneration.  So sets like Bio Armor, Regeneration, Willpower, Electric, Dark Armor, and so on can appreciate the extra time to recover health.  

More narrow: Super Reflexes, Willpower, and Invulnerability are all pretty hands off or use only 1 clicky at most.  

Mine is paired with Bio Armor.  If you like to hover, you can aim your cones downward and Bio Armor's T9 is a cone too. 

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I've been asking myself this same question.

 

The issue I can see with /Electric is that it requires you to be near the ground to benefit from its immobilize and knockback protection via Grounded (unless they've changed that and haven't told me), and you mentioned Hovering.   Also, Power Sink is 10 foot range, so you'd have to move in to benefit from that.  (For comparison, standard range for melee attacks is 7 feet).  But that's an issue for every primary, not just AR.

 

/Energy is in many ways a copy of /Elec, except it uses typed defense, whereas /Elec uses typed resistance.  /Elec has Psi resistance, whereas /Energy has no /Psi defense.  /Energy has a +hit points and resistance power instead of a +recharge +runspeed power.  If it comes down to these two only, I feel that /Elec is the superior choice.  But they are very similar.

 

/Bio seems like everyone's favorite nowadays.  It's the "new shiny".  It has a mix of defense, resistance, +regen, +hit points, and healing/absorb.  I think the Sentinel version is great because it seems to have just the right balance of toggles, click powers, and auto powers.   Offensive Adaptation allows you to edge your damage upward, and I've come to rely on its To-hit buffing on my Beam/Bio.  And with Powerset Customization, you can turn off the "organic stuff" that otherwise grows over you and covers your costume.

 

Personally, I was trying to decide between /Dark and /Invuln.  /Dark fits the concept better for me.  But it seems like it isn't a great pairing because AR has three knockback powers.  Unless you slotted Sudden Acceleration or Overwhelming force to change the knockback into knockdown, you'd be pushing mobs away from Oppressive Gloom and/or Cloak of Fear (which carry their own problems in addition to short radius).  The range on Obscure Sustenance seems generous at 35 feet, so I'm less worried about that.  Of course /Dark lacks the Tier 9 "god mode" power and instead gets a self-rez.

 

The thing I like about /Invul, specifically with AR, is that Invincible has a built-in +10% To-Hit buff in addition to its defense.  It's like your own personal Tactics aura (that only affects you).  Between that AR's slightly enhanced accuracy, it's like having a second accuracy slotted into all your attacks, so you can devote that slot to something else.  (It isn't exactly that way because accuracy and to-hit are different and function differently.  I only say that to illustrate a point). 

 

According to the flavor of the month reports, the most popular pairing for Sentinels with AR is /Willpower.  This is by a wide margin.  I think we can infer that it is indicative of a natural origin type of character; one without traditional "super powers," per se.  One thing we've learned from these (in case it wasn't already obvious) is that people really like themes.  Fire/Fire.  Ice/Ice.  Rad/Rad.  You get my point.  I think it's important to pick a good concept and then make your selections accordingly.  Sometimes there are powersets that I want to combine, and I come up with a concept that will explain it.  But always, concept is paramount.  It also happens that Willpower is a good set.

 

The truth is that none of the secondaries are "bad."  There isn't a "wrong" choice here.  I would pick whatever makes the most sense for the character that you are trying to make.  I think if you invest strongly in the character and try to answer the difficult questions (Who is he?  Where does he come from?  Why does he fight?  What does he fear?, etc.), you will find the end result to be much more rewarding.  You are not "picking powersets."  You are building a character.  Treat it as such. 

Edited by City_of_Jedi
correction
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Formerly Negative_Man on the CoH forums (I'm more positive nowadays)

 

"I don't want it to appear that I'm willing to settle for anything. No-one likes a zombie without standards." -UnknownSubject

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6 hours ago, City_of_Jedi said:

/Energy has a +hit points and resistance power instead of a +recharge +runspeed power.

I fixed it. 

 

Also, Redlynn has a well-researched Huntsman build here

Edited by City_of_Jedi
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Formerly Negative_Man on the CoH forums (I'm more positive nowadays)

 

"I don't want it to appear that I'm willing to settle for anything. No-one likes a zombie without standards." -UnknownSubject

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Honestly, with my familiarity with Invuln, I'd probably go that way.

You basically get an immortal out of the deal.

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

John Rambutthead: Level 50 Magic Sentinel
Primary Power Set: Assault Rifle
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership

Hero Profile:
Level 1: Disorienting Shot -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(46), Apc-Acc/Rchg:50(46), Apc-Dmg/EndRdx:50(46), Apc-Dam%:50(48)
Level 1: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(3), UnbGrd-Rchg/ResDam:50(3), UnbGrd-ResDam/EndRdx/Rchg:50(7), GldArm-3defTpProc:50(11)
Level 2: Buckshot -- Rgn-Dmg/Rchg:50(A), Rgn-Acc/Dmg/Rchg:50(13), Rgn-Acc/Rchg:50(13), Rgn-Dmg/EndRdx:50(15), Rgn-Knock%:50(15)
Level 4: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(5), RctArm-ResDam/Rchg:40(5), RctArm-ResDam/EndRdx/Rchg:40(7)
Level 6: Slug -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(43), Thn-Dmg/Rchg:50(43), Thn-Acc/Dmg/Rchg:50(43), Thn-Acc/Dmg/EndRdx:50(45), Thn-Dmg/EndRdx/Rchg:50(45)
Level 8: Durability -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(9), RctArm-ResDam/Rchg:40(9), RctArm-ResDam/EndRdx/Rchg:40(11)
Level 10: Aim -- RechRdx-I:50(A), RechRdx-I:50(23)
Level 12: Dull Pain -- DctWnd-Heal/Rchg:50(A), NmnCnv-Heal/Rchg:50(50)
Level 14: M30 Grenade -- SprOppStr-Acc/Dmg:50(A), SprOppStr-Dmg/Rchg:50(27), SprOppStr-Acc/Dmg/Rchg:50(29), SprOppStr-Acc/Dmg/EndRdx:50(31), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(31), SprOppStr-Rchg/+Opportunity:50(34)
Level 16: Unyeilding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(17), UnbGrd-Rchg/ResDam:50(17), UnbGrd-ResDam/EndRdx/Rchg:50(19), StdPrt-ResDam/Def+:30(19)
Level 18: Flamethrower -- SprSntWar-Acc/Dmg:50(A), SprSntWar-Dmg/Rchg:50(37), SprSntWar-Acc/Dmg/Rchg:50(37), SprSntWar-Acc/Dmg/EndRdx:50(37), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(39), SprSntWar-Rchg/+Absorb:50(39)
Level 20: Environmental Resistance -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(21), RctArm-ResDam/Rchg:40(21), RctArm-ResDam/EndRdx/Rchg:40(23)
Level 22: Kick -- FrcFdb-Rechg%:50(A)
Level 24: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(25), UnbGrd-Rchg/ResDam:50(25), UnbGrd-ResDam/EndRdx/Rchg:50(27)
Level 26: Incinerator -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(40), SprWntBit-Acc/Dmg/EndRdx:50(40), SprWntBit-Acc/Dmg/Rchg:50(40), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(42), SprWntBit-Rchg/SlowProc:50(42)
Level 28: Invincible -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(29)
Level 30: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(31)
Level 32: Full Auto -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(33), SprFrzBls-Acc/Dmg/EndRdx:50(33), SprFrzBls-Acc/Dmg/Rchg:50(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(34), SprFrzBls-Rchg/ImmobProc:50(34)
Level 35: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(36), ShlWal-ResDam/Re TP:50(36), Rct-ResDam%:50(36)
Level 38: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39)
Level 41: Hover -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(42)
Level 44: Maneuvers -- Rct-Def:50(A), Rct-Def/EndRdx:50(45)
Level 47: Fly -- WntGif-ResSlow:50(A)
Level 49: Assault -- EndRdx-I:50(A), EndRdx-I:50(50)
Level 1: Brawl -- Acc-I:50(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(48), Mrc-Rcvry+:40(48)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(50)
Level 50: Cardiac Core Paragon
Level 50: Diamagnetic Core Flawless Interface
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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  • 3 weeks later

I just started an AR/ Fire Aura Sent, with the idea that the Fire  tier 2 " Molten Embrace"  I think,  (has a chance to add fire damage over time to all attacks) will fire up the lethal attacks of AR.   I forgot I disliked Fire's  knock back hole, but there are ways to fix that, and FA's "seemingly" lesser resist values.  I don't run numbers,  FA just "seems" less robust then say Invuln, Willpower or other sets.  Now "has a chance" seems to be often enough to me, as the lethal attacks seem to trigger a fire dot fairly often.  When I get Flame Thrower and Incinerate soon,  we will see if the Molten Embrace makes me as good or better than a dual pistol running the fire ammo, or a sort of Jerry rigged fire primary Sentinel with a rifle.   That was the idea anyway, and just to make AR a little less handicapped to the higher lethal resist prominence.   I had not seen any AR/ FA Sent so that compelled me to try it also.   Is it optimal, probably not.  Is it playable and fun, and works well  to chew through the stuff at plus 2 / plus 1 or plus 1 / plus 2  (what I usually run at solo till fully io set)   But hey, anything can work in this game.   So that is my suggestion pair AR with FA, it has been working for me. 

Edited by OccamsGrenade
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AR/ Bio running offensive adaptation seems to really lift AR a bit also.  I rolled one but the Bio animations bugged me and I deleted, being a silly person who did not see you could turn at least some of those off.  I also did not have a satisfying concept or origin for an AR/ Bio.  The AR/ Fire was hard to concept also for me, ended with the name Semper Fire,  a sort of Ghost Rider type analog,  but a back from the dead and  firey bad place Marine,  so camo costume, mummified hands, mummified face with fiery eyes, and burning aura's that make geeks like myself hard and squirty.  Oh the fire...oh, oh, oh yeah... 

 

Edited by OccamsGrenade
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