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AR/TA Concept - R2


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This is kind of a tangential build. I never made an AR Blaster on the Live server as I loathed the hard-link to Devices for in-game performance. (Snipe+Targeting Drone). However, a returning player aware of my Steam Account did run an AR/Dev, and started pestering me about an optimized build. 

 

For something I never played.

 

Well. Okay then. By this time I had run up an AR/SR sentinel, and at first glance that wasn't going to be a useful port. I had, however, ran up an Archery/Tactical, of which other players had commented was more a Blaster Devices set than actual devices. So I figured the easiest way into an AR/Dev was to port my Arch/TA to AR/TA, and then port from AR/TA to AR/Dev. 

 

Which is where this comes from. Now, since I haven't played this, and probably won't ever play it, I'm not going to claim this is an optimized build. You do, however, get outright soft-caps to Ranged Defense as early as KHTF. (assuming scaling enhancements used instead of boosted enhancements)  You are within non-resisted debuff range of soft-caps to S/L on [Flash Arrow]. You do get [Upshot] coming back in a sub ~30s time-frame. 

 

With all Accolades up you can be pulling in ~40hp/s regen. 

 

So it looks solid, but I'm not sold on the endurance. Some of the Range Defense was reached using Numina's in [Eagle Eye]. However some powers, such as [Tough] and [Tactics] don't have a lot of endurance mitigation. So the Recovery/Toggle is 3.99 eps / 1.83 eps. I'm not entirely sure that with all toggles in-play that this is sustainable without using Support Hybrid Incarnate or Ageless Destiny Incarnate.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Tactical Arrow
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Burst -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg(7)
Level 1: Electrified Net Arrow -- GrvAnc-Hold%(A)
Level 2: Glue Arrow -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(7), Artl-Acc/Dam/Rech(9), Artl-Dam/Rech(9), Artl-Dam/End(11), Artl-Acc/Dam(11)
Level 4: Combat Jumping -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(13)
Level 6: M30 Grenade -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(13), OvrFrc-Dmg/End/Rech(15), OvrFrc-Acc/Dmg/End(15), OvrFrc-End/Rech(17), OvrFrc-Acc/Dmg(34)
Level 8: Super Speed -- BlsoftheZ-Travel/EndRdx(A)
Level 10: Upshot -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(21), GssSynFr--Rchg/EndRdx(21), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit(39)
Level 12: Ice Arrow -- BslGaz-EndRdx/Rchg/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(17), BslGaz-Rchg/Hold(19), BslGaz-Acc/Rchg(19)
Level 14: Kick -- FrcFdb-Rechg%(A)
Level 16: Flash Arrow -- SphIns-%ToHit(A), SphIns-Acc/EndRdx/Rchg(27), SphIns-ToHitDeb/EndRdx/Rchg(29), SphIns-Acc/Rchg(29), SphIns-Acc/ToHitDeb(31), SphIns-ToHitDeb(31)
Level 18: Sniper Rifle -- Apc-Dam%(A), Apc-Dmg/EndRdx(31), Apc-Acc/Rchg(33), Apc-Acc/Dmg/Rchg(33), Apc-Dmg/Rchg(33)
Level 20: Eagle Eye -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(34), NmnCnv-Heal/EndRdx/Rchg(34), NmnCnv-Heal/Rchg(36), NmnCnv-EndRdx/Rchg(36), NmnCnv-Heal/EndRdx(36)
Level 22: Flamethrower -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(23), Artl-Acc/Dam/Rech(23), Artl-Dam/Rech(25), Artl-Dam/End(25), Artl-Acc/Dam(37)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(39), Rct-ResDam%(39)
Level 26: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(27), ImpSki-Status(48)
Level 28: Ignite -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(40), Rgn-Acc/Dmg/Rchg(40), Rgn-Dmg/Rchg(40), Rgn-Dmg(42)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/EndRdx/Rchg(50)
Level 32: Full Auto -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Dmg/Rchg(43), SprBlsWrt-Acc/Dmg(45)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(45)
Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), BlsoftheZ-Travel/EndRdx(46), BlsoftheZ-ResKB(46)
Level 41: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit(48)
Level 44: ESD Arrow -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(48), BslGaz-Rchg/Hold(50), BslGaz-Acc/Rchg(50)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Agility -- Run-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
Level 1: Quick Form 
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(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Prv-Absorb%(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 50: Agility Radial Paragon 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
------------

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I did run up a version swapping [Eagle Eye] to Preemptive Optimization to boost the endurance recovery while keeping the ranged defense... but the top-level regen falls to ~30hp/s while the Recovery/Toggle reaches 4.83 eps / 1.78 eps. 

 

I'm not entirely sure loosing 10hp/s regen is worth absolutely making sure the attack rate can be sustained...

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Tactical Arrow
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Burst -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg(7)
Level 1: Electrified Net Arrow -- GrvAnc-Hold%(A)
Level 2: Glue Arrow -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(7), Artl-Acc/Dam/Rech(9), Artl-Dam/Rech(9), Artl-Dam/End(11), Artl-Acc/Dam(11)
Level 4: Combat Jumping -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(13)
Level 6: M30 Grenade -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(13), OvrFrc-Dmg/End/Rech(15), OvrFrc-Acc/Dmg/End(15), OvrFrc-End/Rech(17), OvrFrc-Acc/Dmg(34)
Level 8: Super Speed -- BlsoftheZ-Travel/EndRdx(A)
Level 10: Upshot -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(21), GssSynFr--Rchg/EndRdx(21), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit(39)
Level 12: Ice Arrow -- BslGaz-EndRdx/Rchg/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(17), BslGaz-Rchg/Hold(19), BslGaz-Acc/Rchg(19)
Level 14: Kick -- FrcFdb-Rechg%(A)
Level 16: Flash Arrow -- SphIns-%ToHit(A), SphIns-Acc/EndRdx/Rchg(27), SphIns-ToHitDeb/EndRdx/Rchg(29), SphIns-Acc/Rchg(29), SphIns-Acc/ToHitDeb(31), SphIns-ToHitDeb(31)
Level 18: Sniper Rifle -- Apc-Dam%(A), Apc-Dmg/EndRdx(31), Apc-Acc/Rchg(33), Apc-Acc/Dmg/Rchg(33), Apc-Dmg/Rchg(33)
Level 20: Eagle Eye -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(34), PreOptmz-EndMod/Acc/End(34), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/End(36), PreOptmz-Acc/Rech(36)
Level 22: Flamethrower -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(23), Artl-Acc/Dam/Rech(23), Artl-Dam/Rech(25), Artl-Dam/End(25), Artl-Acc/Dam(37)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(39), Rct-ResDam%(39)
Level 26: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(27)
Level 28: Ignite -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(40), Rgn-Acc/Dmg/Rchg(40), Rgn-Dmg/Rchg(40), Rgn-Dmg(42)
Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), ImpSki-Status(50)
Level 32: Full Auto -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Dmg/Rchg(43), SprBlsWrt-Acc/Dmg(45)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(45)
Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), BlsoftheZ-Travel/EndRdx(46), BlsoftheZ-ResKB(46)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48)
Level 44: ESD Arrow -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(48), BslGaz-Rchg/Hold(50), BslGaz-Acc/Rchg(50)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Agility -- Run-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
Level 1: Quick Form 
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(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Prv-Absorb%(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 50: Agility Radial Paragon 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
------------

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5 minutes ago, Falsey said:

Allow me to hijack your post and ask you how do you like AR so far? This is the only primary I haven't tried so far and I might give it a go!

Ergh.  Just don't do it. I have one, it works. It doesn't work well. The damage is pitiful. The snipe is long even when fast snipe. It's just sad. I tried to make it work - I did! But don't do it :(!

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21 minutes ago, Falsey said:

Allow me to hijack your post and ask you how do you like AR so far? This is the only primary I haven't tried so far and I might give it a go!

Well, again, caveat. The only AR I actually have any time-of-play in is the Sentinel Version, AR/Super-Reflexes. Assuming data tracking was accurate I racked up 2,331 hours on 112 logins with her. 

 

As far as Sentinel sets went, she wasn't exactly an AV killer. Then again the (damage output) Issues with Sentinels are fairly well documented. In comparison to the Baster version the Sentinel also lost a significant amount of AOE potential even as it gained relative Single Target potential through the (questionable) inherent and [Aim].

 

My AR/SR turned in a level 50 incarnate-enabled [Full Auto] recharge of ~30s, with the annihilation -resist proc in [Flamethrower] and either [Chain Fences] or [Fire Cages] (I ran both Electric and Fire mastery alt-builds because [Rehabilitating Circuit] was crazy useful in mothership raids)  I had little in-play problems with lining up groups for an [Aim] boosted meltdown. 

 

The Blaster version of [Full Auto] as based on this thread's build dials in a sub ~20s recharge time... while having the mass distract/slow of [Glue Arrow] and the hold of [ESD Arrow],  On paper? It looks solid. 

 

That being said, I don't know if there still is a buried Damage Bonus for Sniper Rifle that specifically ties it to Devices [Targeting Drone]. Powerhouse is running up a lot of minor changes the Live Devs never implemented, but I haven't been guilt-tripped into actually making an AR blaster myself. So my big beef with the set may have already been taken care of, and I just didn't notice. 

 

The other, well, point I'd make is that, well, last time I checked, character slots aren't really limited. The only real limitations are the in-game economy and the player's ability to sit down and play. My builds use a lot of ATO's, EO's, and Purples that could mean you need to run a metric ton of task forces to afford. Then again, my builds were predicated on the Sekrit Server economy which was completely overhauled to account for a drastically limited player-base. Homecoming's economy is different enough that whether or not you can afford to trick out a build can very well be a factor in whether or not you ultimately play a build. 

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