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madatlis16

AR / Device or AR / Energy

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I was not sure what would be better with Assault rifle, I like the idea of /devices however I think /energy would be fun as well.

 

Anybody have any thoughts?

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Thematically Devices fits well, but either will work.  I haven't yet played /Devices (or AR) since live so not sure how the changes will effect it. I know I did enjoy the static group with friends, all AR/Devices was a blast.  First time we got to use Full Auto was a large outdoor Council map we surrounded them and opened up .  Not  quite the chaos of pulling entire multi-tiered rooms into literal mine fields but very satisfying. 

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Had an AR/Energy back in old CoH. It takes a while to get there, but you can easily have perma Boost range and boost range is very nice with all of AR's cones. It makes it much easier to lay waste to whole spawns if you can fit the cones together better, and buckshot's narrow cone is a whole lot less narrow 55' out.   Stacking stuns is also nice to have. 

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Hmm that is something to think about with the increase range with cone effects, thanks for your thoughts!

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There's definitely pros and cons to both. I'm currently leveling an AR/Devices Blaster. Very fun and also very thematic. The buffs to Devices have been huge. There's also some synergy with Targeting Drone and Sniper Rifle. When Targeting Drone is active, Sniper Rifle (and Sniper Rifle ALONE. No other snipe power) gets a big damage boost. It does stupid damage. Especially a sniper shot outside of combat. Field Operative is also one of the best sustains of all Blaster secondaries IMO, giving you stealth, regen, and recovery in one. Much better than having to hit another click every time like EM's sustain. 

 

However, EM's synergy with AR is very nice too with Boost Range as eknudson said. And some people dislike AR/Devices not having either Build Up or Aim. EM has Build Up. With EM's strong melee attacks, you'll be more likely to jump in to the fray as well. Definitely more of a Blapper set.

 

Both excellent combos IMO so it's really up to what you'd prefer.

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The new Devices is a really good set now.  If you haven't tried it you may want to give it a whirl.  Field Operative is an extremely good power.

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Rifle really needs a build up.  Between having some of the most resisted damage in the game and mostly aoe you really need that boost.

Tactical Operative never suppresses its cloaking, so you are perma invis.

And AR/EM worked for me because EM was so light on power slots/enhancement slots I was able to slot Knockback to Knockdown in Buckshot and M30 grenade so I can AoE freely

Also Energize is the least costume intrusive blaster recovery/regen power out of all of them.

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The amount of lethal resistance can get frustrating. I'm leveling an AR defender and trying to kill clockwork (for example) with basically all lethal damage and no build up or aim is a PITA.

 

As I see the synergies--

AR/Dev has more obvious conceptual synergy. The Sniper rifle + targeting drone damage boost is not to be discounted. Toxic web grenade makes Ignite usable as a power that can do serious fire damage. Taser now has a bit of range on it so you can stack disorients without quite getting in melee range. No reason to ever get near melee range, and most things (stupid war wolves) won't get to melee with you either.

 

AR/Eng is a far less common build, which can be nice if you don't want to roll the same toon as everyone else. Build up is a very nice power and you miss it when you don't have it. It's nice to have access to attacks that don't do lethal damage and powers like Bone Smasher that do loads of non-lethal damage with fairly fast animations are good. Stuns in almost everything to stack with beanbag. Boost range lets you rain AoE hell from far away with wide cones covering the whole spawn.

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I leveled both AR/Dev and AR/Eng and I will say the range boost is amazing!! Thanks everyone with all the information! 

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On 1/8/2020 at 12:01 PM, eknudson said:

The amount of lethal resistance can get frustrating. I'm leveling an AR defender and trying to kill clockwork (for example) with basically all lethal damage and no build up or aim is a PITA.

 

As I see the synergies--

AR/Dev has more obvious conceptual synergy. The Sniper rifle + targeting drone damage boost is not to be discounted. Toxic web grenade makes Ignite usable as a power that can do serious fire damage. Taser now has a bit of range on it so you can stack disorients without quite getting in melee range. No reason to ever get near melee range, and most things (stupid war wolves) won't get to melee with you either.

 

AR/Eng is a far less common build, which can be nice if you don't want to roll the same toon as everyone else. Build up is a very nice power and you miss it when you don't have it. It's nice to have access to attacks that don't do lethal damage and powers like Bone Smasher that do loads of non-lethal damage with fairly fast animations are good. Stuns in almost everything to stack with beanbag. Boost range lets you rain AoE hell from far away with wide cones covering the whole spawn.

I just wanted to read up on the sniper rifle + targeting drone unique damage buff. This is separate from the general 20% bonus in combat and 80% out of combat correct? How much is it? Can you point me to where I can read up on it?

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44 minutes ago, Saikochoro said:

I just wanted to read up on the sniper rifle + targeting drone unique damage buff. This is separate from the general 20% bonus in combat and 80% out of combat correct? How much is it? Can you point me to where I can read up on it?

Not sure how much there is to read... maybe others see more detail.  The power description for targeting drone says:"While in use, any sniper rifle shots you make will do additional damage."  

 

If you check the old red tomax city of data it shows sniper rifle as doing 172.67 lethal damage plus 33.52 lethal damage "if range finder mode is active". Targeting drone turns on range finder mode. Basically, targeting drone makes sniper rifle (and ONLY sniper rifle, no other snipes) do 12% more damage. 12% more than base damage, not enhanced damage, though.

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3 minutes ago, eknudson said:

Not sure how much there is to read... maybe others see more detail.  The power description for targeting drone says:"While in use, any sniper rifle shots you make will do additional damage."  

 

If you check the old red tomax city of data it shows sniper rifle as doing 172.67 lethal damage plus 33.52 lethal damage "if range finder mode is active". Targeting drone turns on range finder mode. Basically, targeting drone makes sniper rifle (and ONLY sniper rifle, no other snipes) do 12% more damage. 12% more than base damage, not enhanced damage, though.

Thanks a bunch. That is a nice bonus!

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Assault Rifle/Energy Manip.

Build up

Energize

You do not really need anything else as an Assault rifle, with a modest amount of haste you already have a 1-2-3 rotation with instant snipes and more AoE than you know what to do with most of the time.  Since a chunk of your rifle stuff is cone based being in melee will get annoying fast.

 

Many of the Devices stuff just has no place in todays CoH in groups/incarnate stuff.  While double Gun Drones are neat when sitting still attacking an AV you cannot control them

Mines and Bomb take too long to set up

Toxic Web Nade is sweet, but redraw

Caltrops is cool but fear effect can have undesirable positioning

Target Drone has been buffed time and again but still

Taser + beanbag is too much to dedicate to just be able to stun bosses

Smoke grenade sounds cool on paper/roleplay but -5% tohit isnt much, and is resisted at higher levels.  and a stealth IO in sprint+cloaking device is better than smoke nade

Cloaking Device DOES NOT SUPPRESS ITS GRAPHIC WHEN ATTACKING OR GETTING ATTACKED.  This is the biggest issue that forced me to go /energy.  You are always 95% cloaked all the time and its maddening

 

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It would probably synergize with Tactical Arrow well.  Too bad you couldn't have a Assault Rifle Based Tactical Arrow instead of Bow. 

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I loved AR/Nrg back during live. It was able to snipe/pull Nightstar while standing on the edge of the tennis court in BAF (300' something range with Sting of the Manticore IO set + Boost Range + Cardiac/Intuition Alpha). Nowadays, it would probably have some decent mitigation with Sudden Acceleration KB-KD IO in Buckshot and M30. Also the upcoming Targeted AoE IO set has a damage proc (Bombardment, currently on Beta). It will help make Full Auto and Flamethrower become better proc monsters.

 

I had an AR/Devices as well. It was ok. Built for recharge, Burnout, and Ageless Destiny. At times, it was able to have 4 Gun Drones flying around. Though two of the GD only overlapped for about 10 seconds.

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AR/energy is good for gimmicks.  AR is better with /devices, which is the best blaster secondary out there.  T-Drone + Field Operative are the two best toggles blasters get, period.  The rest is just delicious gravy (immob, smoke, taser, trip mine).  So much more functionality, survivability, etc. with /Dev.

 

Energy is too click-intensive, too many pre-click things.  Slows your mojo down.  Sometimes you just want to pew-pew-pew, not click-pew-click-pew-click-pew.

 

Unless you are going to PvP /energy is meh.

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