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Project Lithium - Special Ops (AR/Devices)


The Godchild

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Woo, another blaster....third 50 and a rebuild of one of my oldest characters from live (my second live 50 from like i5 or something).  Compared to Fading this is a much more traditional blaster, heavily long-range focused though still comfortable in mid or even close range...but honestly part of the survival comes from abusing the range AR has to offer.  The other part of the survival is just flat out killing before things get to return the favor and AR also has lots to offer in that regard too, or just noping the hell outta bad situations to regen and heal up before ducking back in.

 

The Devices change that recently went live have been an utter godsend (other then the gun drone thing, but I've flogged that horse enough already), the targeting drone and trip mine/time bomb changes were something the set needed to be more viable...and holy hell did it ever become viable along with the snipe changes and AR's somewhat unique snipe mechanic: there's no slow/fast animations....same slow animation for either but the in-combat snipe has increased damage to compensate and gets basically the max possible buff based on your tohit (caps at +22% which TD can easily hit) which makes Sniper Rifle one of the highest (if not the highest) damage single target attacks in the game presently. Its not uncommon for me to be landing 700-900 damage mid-fight snipes...and I've hit over 1500+ damage on proper Sniper shots as well.

 

Again, everything that isn't a generic IO or a single piece is attuned so set bonuses will function at whatever levels you still have access to the powers they're slotted in.

 

Key features:

Overall Defense: 16% Melee/Range/AoE

Resistances: 37.5% S/L, 21.5% F/C, 13.3% E/N, 8% T/P

ToHit Bonus: +29.14% (With TD, max snipe bonus damage)

Damage Bonus: 69% or 129% (With TD....giggidy~)

Global Recharge: 100% (just because)

Hit Points: 1784 (With accolades)

Regeneration Rate: 2.30% - 41 hp/sec (with Field Op)

Endurance: 116

Recovery Rate: 3.46% - 4.0 end/sec (with Field Op)

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Project Lithium: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Munitions Mastery

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Level 1: Burst

  • Decimation - Accuracy/Damage
  • Decimation - Damage/Recharge
  • Decimation - Damage/Endurance
  • Decimation - Accuracy/Damage/Recharge
  • Decimation - Chance of Build Up

Level 1: Toxic Web Grenade

  • Accuracy IO

Level 2: Slug

  • Apocalypse - Damage
  • Apocalypse - Damage/Endurance
  • Apocalypse - Accuracy/Recharge
  • Apocalypse - Accuracy/Damage/Recharge
  • Apocalypse - Chance of Damage(Negative)

Level 4: Buckshot

  • Overwhelming Force - Accuracy/Damage
  • Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • Overwhelming Force - Accuracy/Damage/Endurance
  • Overwhelming Force - Damage/Endurance/Recharge

Level 6: Taser

  • Devastation - Accuracy/Damage
  • Devastation - Damage/Recharge
  • Devastation - Accuracy/Damage/Recharge
  • Devastation - Accuracy/Damage/Endurance/Recharge

Level 8: Combat Jumping

  • Luck of the Gambler - Recharge Speed

Level 10: Targeting Drone

  • Gaussian's Synchronized Fire-Control - To Hit Buff
  • Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 12: Sniper Rifle

  • Superior Defiant Barrage - Accuracy/Damage
  • Superior Defiant Barrage - Accuracy/Damage/Endurance
  • Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • Superior Defiant Barrage - Damage/RechargeTime
  • Superior Defiant Barrage - RechargeTime/+Status

Level 14: Super Jump

  • Blessing of the Zephyr - Knockback Reduction (4 points)

Level 16: Smoke Grenade

  • Dark Watcher's Despair - To Hit Debuff
  • Dark Watcher's Despair - Recharge/Endurance
  • Dark Watcher's Despair - To Hit Debuff/Recharge
  • Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • Dark Watcher's Despair - To Hit Debuff/Endurance

Level 18: Flamethrower

  • Ragnarok - Damage
  • Ragnarok - Damage/Recharge
  • Ragnarok - Accuracy/Damage/Recharge
  • Ragnarok - Accuracy/Recharge
  • Ragnarok - Damage/Endurance

Level 20: Field Operative

  • Luck of the Gambler - Recharge Speed
  • Shield Wall - +Res (Teleportation), +5% Res (All)
  • Reactive Defenses - Scaling Resist Damage
  • Preventive Medicine - Heal
  • Preventive Medicine - Heal/RechargeTime
  • Preventive Medicine - Chance for +Absorb

Level 22: Kick

  • Empty

Level 24: Injection

  • Accuracy IO

Level 26: Aid Self

  • Doctored Wounds - Recharge
  • Doctored Wounds - Heal
  • Doctored Wounds - Heal/Recharge
  • Doctored Wounds - Heal/Endurance
  • Doctored Wounds - Heal/Endurance/Recharge

Level 28: Trip Mine

  • Armageddon - Accuracy/Damage/Recharge
  • Armageddon - Damage/Endurance
  • Armageddon - Damage
  • Armageddon - Accuracy/Recharge
  • Armageddon - Chance for Fire Damage

Level 30: Tough

  • Impervious Skin - Status Resistance
  • Impervious Skin - Resistance/Endurance/Recharge
  • Impervious Skin - Endurance/Recharge
  • Impervious Skin - Resistance/Recharge
  • Impervious Skin - Resistance/Endurance

Level 32: Full Auto

  • Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • Superior Blaster's Wrath - Damage/Recharge
  • Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • Superior Blaster's Wrath - Recharge/Chance for Fire Damage
  • Ragnarok - Chance for Knockdown

Level 35: Body Armor

  • Unbreakable Guard - +Max HP
  • Gladiator's Armor - TP Protection +3% Def (All)
  • Steadfast Protection - Resistance/+Def 3%

Level 38: Gun Drone

  • Expedient Reinforcement - Accuracy/Damage
  • Expedient Reinforcement - Damage/Endurance
  • Expedient Reinforcement - Accuracy/Damage/Recharge
  • Expedient Reinforcement - Endurance/Damage/Recharge

Level 41: Surveillance

  • Analyze Weakness - Accuracy/Defense Debuff
  • Analyze Weakness - Accuracy/Recharge
  • Analyze Weakness - Accuracy/Endurance/Recharge
  • Analyze Weakness - Defense Debuff/Endurance/Recharge

Level 44: Assault

  • Endurance Reduction IO

Level 47: Maneuvers

  • Luck of the Gambler - Recharge Speed
  • Luck of the Gambler - Defense/Endurance
  • Luck of the Gambler - Defense/Endurance/Recharge
  • Luck of the Gambler - Defense

Level 49: Resuscitate

  • Recharge Reduction IO

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Level 2: Swift

  • Run Speed IO +5

Level 2: Health

  • Panacea - +Hit Points/Endurance
  • Regenerative Tissue - +Regeneration

Level 2: Hurdle

  • Jumping IO +5

Level 2: Stamina

  • Performance Shifter - EndMod
  • Performance Shifter - EndMod/Recharge
  • Performance Shifter - Chance for +End

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Level 50: Assault Radial Embodiment 
Level 50: Musculature Core Paragon 
Level 50: Vorpal Core Final Judgement 
Level 50: Preemptive Radial Flawless Interface 
Level 50: Robotic Drones Core Superior Ally 
Level 50: Barrier Radial Epiphany 

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Click this DataLink to open the build!

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Edited by The Godchild
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There are a couple of threads running around for AR/Dev builds.

 

Here's mine: AR/Dev - 48.3 S/L Def - 37.4 Ranged def - No purples I think

 

IMHO

  • You need at least soft capped 45% s/l or ranged. I am OCD about def, meaning I probably have too much, but you need to soft cap one or the other. There are good suggestions in the thread above. 
    • There are two resist enhancement pieces that provide 3% def all each.
    • A number of sets do provide s/l or ranged def, but there are not the purple sets usually
  • Take M30 Grenade over Buckshot. M30 will on average hit more targets and you can also slot it with both KB->KD and FF recharge.
  • Your recharge is too low. I FF recharge slot both M30 and Snipe, with a little luck I can have Full Auto back up in 15-18 seconds. Also, I can spam toxic grenade to help pin AVs in a group.
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2 hours ago, KaizenSoze said:
  • You need at least soft capped 45% s/l or ranged. I am OCD about def, meaning I probably have too much, but you need to soft cap one or the other.

Honestly, you don't need to soft cap defenses...a nice luxury? Sure, but I'm getting by happily with basically minimal defenses and just mowing things down before they get close enough to return the favor. Its almost like playing regen where its an all or nothing deal...either you're perfectly fine or a puddle on the floor because someone got a lucky/heavy hit on ya and things went downhill fast. Kinda like defense.

 

Incarnate soft cap is like 55-58% range so you're right on the mark for normal content but have some work to do if you want the the i-cap, wouldn't recommend unless you're like...SR/Nin/EA/Inv/etc.

 

2 hours ago, KaizenSoze said:
  • Take M30 Grenade over Buckshot. M30 will on average hit more targets and you can also slot it with both KB->KD and FF recharge.

Had M30 on live but wanted to try something different this time around and I don't regret making the swap to buckshot. Its costs less endurance to use (10 vs 15), has a much shorter recharge (8 vs 16) and I can get the slotting I wanted out of it plus the KB>KD proc for 4 slots. Range is less, obviously and a bit more fickle to aim as a cone but its a wide cone, has reliable KD, and pairs well with Flamethrower. I have plenty of long range attacks so buckshot gives me a good solid mid/close-range in more contained areas.

 

As for the +rech proc....eh~. I personally don't use/like it since I get more then enough recharge already and dropped hasten from all but a couple of specific builds long ago...there comes a point where you have 'enough' for a solid rotation and random spikes of it aren't going to really do much overall beyond waste slots I could be using for something else.

 

...and on that note:

2 hours ago, KaizenSoze said:
  • Your recharge is too low.

...100% passive is 'too low'? Like...how much are you after? Unless you're aiming for perma-hasten/domination/chrono shift (125-135%-ish range) there's generally little reason to go past 75-85% if you've got any sort of recharge slotting in your powers. I went for 100% because I was basically trying to avoid sets with +def bonuses (since my ocd likes the pleasing sight of the same numbers across all 3 positions) and sets with +rech bonuses tend to be a good way to go in that respect so I opted to focus on recharge, damage and regen/+hp instead.

 

20 second FA's, 16 seconds on Surveillance and 4 second snipes...can't argue, my rotation is pretty much snipe > burst > slug > repeat w/ Surveillance every third rotation...not much can stand up to that kinda singled-out punishment other then AVs. FA rips through every other mob, occasionally every mob depending on what level the mission is, with buckshot/flamethrower waiting for cleanup if needed so I'm not really hurting for rotations in either situation.

 


 

Hit really hard, often...and be able to survive a surprising number of "How am I still alive?" moments that make blaster fun (for me anyway)...occasionally getting smeared all over the pavement because karma comes knocking eventually though, it usually makes me laugh when it does happen. This is more a build option if you wanna try out the 'glass cannon' type of blaster I guess: Squishy as hell, but rains insane damage in from far enough away to avoid the worst attention, with enough self-repair options to survive what's left...if anything.

 

Edited by The Godchild
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