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Devices help


Shortmaxx211

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I haven't ran a /devices blaster in a hot minute and therefore am not sure about placement for slots in Gun drone with its recent buffs. What do you guys recommend for slots and IOs? Also, I paired it with Archery as I missed RoA and heard this was a bad combo recently. Why is it considered bad synergy?

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I dont have any experience with gun drone as I didnt take it.  Even with the buffs Im not a fan of noncontrollable pets like gun drone or voltaic sentinel.  I believe though it uses pet buff sets like Edict of the Master.  Both Edict and Blood Mandate have some defense bonuses so they are probably your best bet.  Blood Mandate has a defense buff without 6 slotting gun drone, so if your not going to 6 slot it then go with that.  Overall pet sets dont seem to do much for a blaster.

 

As for Devices overall I think it works great with Archery as one of my mains is an Archery/Device blaster (the other is Fire/Rad).  I would like to see Time Bomb changed to something else, preferably something like a Sticky Grenade that does a targeted aoe damage and is useful in group situations.  Overall the set has some nice buffs, is great for sneaking through tfs, and is good for soloing.  Targeting Drone is basically permanent Aim, though without the damage buff, and allows you to maximize your Ranged Shot (+hit will buff its damage).  Field Operative combined with SS makes you invisible, and Trip Mine allows you to lay down a massive stack of explosives and one shot every elite boss in the game.  I did the entire Maria Jenkins arc and the only EB that game me issues was Nightstar, because she is always flying.  Otherwise just keep stacking trip mines till you have like 15-20 of them stacked around a corner, then pull the EB to you and watch him blow up when he comes around the corner. 

 

Otherwise the set has some nice cc abilities that will slow enemies down and Taser is nice damage and has a stun.  With the right Epic set the build is a monster.  I chose Fire Mastery and it makes a bunch of tf maps fantastic.  Caves become your friend if you take Bonfire, as you can drop it and stand in the middle or behind it and just pick off mobs at your leisure.  The knockback sends them all over the place and many of them wont even get a shot off before you kill them.  It makes the first two maps on ITF alot of fun.  The set also has a hold, armor, a resistance debuff, and a rez so its a very nice mastery set.

 

Here is the link to my build.  Keep in mind I tend to build blasters with a certain amount of survivability, which is why i take Aid Self on many of them including this one.  I find that combined with the incarnate Barrier ability it allows me to heal up fairly easily if the team doesnt have a healer or they arent close to me.  You could copy my build and sub out the healing pool for Gun Drone and either Stunning Shot or Smoke Grenade.  Either of those you could use without slotting if you wanted to 6 slot Gun Drone.  Depending on how much you want to spend you could also sub out Positrons Blast for Ragnarok to get some more recharge.  Overall though I have been very happy with the build.

 

http://www.cohplanner.com/mids/download.php?uc=1505&c=676&a=1352&f=HEX&dc=78DA65D45B5352511407F07DE0108A20DE106FC4250D453840F5DE74F521694CAB5786813370660C18C0997C2A9BFA1295A88DA5364D2F5D3F459A69D343A9F5DEE51B9C16FC17979133A3BF73966BEDBDD73EFB18BB7BD9FA7A6AE9BC906C97E613C562FC22FD2EA985B6D8422951D272594197E5BA96CE9492855CB168A6C77ECE89CF26B26935A55C2824336A61D1590BCF2DE4F3B94249994AA4D26AA928AC33B9DCBC32AD26F25A366DAB3EC4D49496D4B2AAA5FA349757D594BD9695520BC58C96EFB992D792CAD5F9C41D351EAB0EBC38409307E8C7256A976E12CB4454168632BB02E555D8B606FDCFE0BD46AD1043889D24241E4F7AC3F56FE18977EC7B68F9C07E844EDA11238F67F422E6264C3C9E2968A8C63A43AC02BBC26C0406A27089AACC5C6BAEF4E6A71ECAD0BA0203AB30C43D85D7F0FC8068E7DAF6758C67DD803DCFD917B06F139EDE8295A577706DC76323729EC0FEA7EC321C28C3E00A74D1826DBC07B651ACC54D31BB84F1EC3724D4CDC2A13918BE09A3B7A46A4DF4369E7D54D5CD6BE9DE468F433B70E433BBCBEFEE0B0CEEC187442FE635F47A3887F5B3F70907AFD71146CC47EB75729D731231CF314F51CE20D70DF2BB7E440CF35A87BF633F3C3FA0F7803D648F60E827E7D5CFB22E5C3C4765FBDC3C9E5BC8985782A306D6C8CA3064821B34AC0FB546DF2FAE3D600F61F0086E52EE18E78EEDD11970D159D867BF41FF57F88A5EEE38E78EEFE2BC4C6CB33B7C7E3FC19734EE24F734C93D6D514CE1BD55CEA0F77018462B9B4E73F4D3DE469023220E9C8311B9E95BD5E9125EB9F6A9EA7AA0E5AF919648B42572B62572AE2532DD129991EBFF2184548DB477D5BF7BFD5AA09EAFFFB65026F72185D0FFDFE698177DFF698E8D23EF5F2366908E9DDD09D6D147F00EACFB1AF79D8EC6FD546FE3FE3F8B4EEB56

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I have several device toons. 

 

What I can tell you PRE PATCH.. Gun Drone would pull TONS of aggro that even if you waited and tried to build up aggro before dropping a Gun Drone it would just not survive.  It would last seconds.  
The ONLY time Gun Drone worked well PRE PATCH was being a Hover Blaster. Being a Hover Blaster I did not see or realize the aggro issue of Gun Drone because I was just too high up.  

But once I created a DP Device, oh boy.. Noticed it in seconds.. 

 

That being said.. 

 

You will have no issues with Archery Device as a Range Cap Hover Blaster..  If you don't want Hover then you have to buy and max out the Jet Pack to 5 hours and keep on top of it. You should also buy the more expensive Jet Pack for that "OH CARP" I forgot to renew the jet pack and it expired mid mission.  You go to your backup Jet Pack and then rebuy after mission. 

I will post my AR Device you can just swap out AR for Archery and IO the powers that are missing to cap out Range Defense. 

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Burst -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(7), Thn-Dmg/EndRdx(9), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29)
Level 1: Toxic Web Grenade -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(50)
Level 2: Slug -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31)
Level 4: Buckshot -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(9), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dmg/EndRdx(31)
Level 6: Kick -- Acc-I(A)
Level 8: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21)
Level 10: Targeting Drone -- GssSynFr--ToHit/Rchg/EndRdx(A), GssSynFr--ToHit(13), GssSynFr--ToHit/Rchg(13), GssSynFr--Rchg/EndRdx(15), GssSynFr--ToHit/EndRdx(15), GssSynFr--Build%(17)
Level 12: M30 Grenade -- OvrFrc-Dam/KB(A), SprDfnBrr-Acc/Dmg(17), SprDfnBrr-Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(21), SprDfnBrr-Acc/Dmg/EndRdx(33)
Level 14: Caltrops -- Rgn-Knock%(A), PstBls-Dam%(33)
Level 16: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(50)
Level 18: Flamethrower -- Rgn-Dmg(A), Rgn-Dmg/Rchg(25), Rgn-Acc/Dmg/Rchg(25), Rgn-Acc/Rchg(27), Rgn-Dmg/EndRdx(43)
Level 20: Hover -- LucoftheG-Def/Rchg+(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Field Operative -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(36), NmnCnv-Regen/Rcvry+(39)
Level 26: Ignite -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(50), PstBls-Dmg/Rchg(36), PstBls-Dmg/Rng(36), PstBls-Dam%(46)
Level 28: Sniper Rifle -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Acc/ActRdx/Rng(37), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(43)
Level 30: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A)
Level 32: Full Auto -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(48)
Level 35: Weave -- LucoftheG-Def/Rchg+(A)
Level 38: Gun Drone -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A)
Level 44: Summon Spiderlings -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-Dmg/EndRdx(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(46), ExpRnf-+Res(Pets)(46)
Level 47: Web Envelope -- GrvAnc-Hold%(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance 
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Mrc-Heal(23)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 4: Ninja Run 
Level 50: Agility Radial Paragon 
Level 50: Ageless Core Epiphany 
Level 1: Quick Form 
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

 

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Here are the things you need to know.

Gun drone with Expedient Reinforcement set improves the gun drone resistances and helps with ranged def if you are stacking that.

Field Operative will support Fly (with an end IO) Assault (1 end IO) and Tactics (Adjusted targeting To hit/End, To hit/end/rech) Targeting drone (same Enhancers as Tactics)  and still allow you to go mental with the attacks.

Field Operative and a Stealth IO in Sprint gives you 65feet of stealth. You don't need to take super speed. This makes you invis to "Most" mobs. Obviously not KoA or anyone with good +per.

Taser. Fantastic short range damage and quick firing. Also Energy damage. More damage than most prinary skills.

Trip mine Great AoE take it and go toe bombing.

Time bomb..garbage.

 

 

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4 hours ago, Chelsea Rorec said:

Here are the things you need to know.

Gun drone with Expedient Reinforcement set improves the gun drone resistances and helps with ranged def if you are stacking that.

Field Operative will support Fly (with an end IO) Assault (1 end IO) and Tactics (Adjusted targeting To hit/End, To hit/end/rech) Targeting drone (same Enhancers as Tactics)  and still allow you to go mental with the attacks.

Field Operative and a Stealth IO in Sprint gives you 65feet of stealth. You don't need to take super speed. This makes you invis to "Most" mobs. Obviously not KoA or anyone with good +per.

Taser. Fantastic short range damage and quick firing. Also Energy damage. More damage than most prinary skills.

Trip mine Great AoE take it and go toe bombing.

Time bomb..garbage.

 

 

I hadn't thought of putting a stealth IO in Sprint, it's an interesting idea.  That would allow me to drop as and get either Assault for a bit more damage or Teleport for team utility.  I wish they would just make Hasten an inherited power like the fitness pool was.  It's pretty much a mandatory ability for any toon, and that would free up a power pool.  Particularly since they are adding and tweaking different pools.

Edited by dragonhawk777
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18 hours ago, dragonhawk777 said:

I hadn't thought of putting a stealth IO in Sprint, it's an interesting idea.  That would allow me to drop as and get either Assault for a bit more damage or Teleport for team utility.  I wish they would just make Hasten an inherited power like the fitness pool was.  It's pretty much a mandatory ability for any toon, and that would free up a power pool.  Particularly since they are adding and tweaking different pools.

I have AR/Dev and Archery/Dev and i've always taken Fly,combat jumping,Hasten,assault,tactics and munitions mastery.

FO supports all those and CJ is +def and immob resist and adds better control to fly and you get the immob res when on the ground. Plus you don't get the weird Fly sliding with CJ.

Dev needs Hasten.

Assault/Tactics is good for the extra +To hit/+dmg but also is a mule for +Dmg bonuses from sets.

Munitions masters is a good set. Body Armour means you don't have to take tough for the +Def IO's so saves you a power slot.

Cryo freeze ray great hold.

LRM some people don't like it but when you fire that first then your primary main blaster AoE stuff dies.

Surveillance is a debuff.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.2.19
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Devices
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Aimed Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
Level 1: Toxic Web Grenade -- Acc-I(A)
Level 2: Fistful of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(11)
Level 4: Taser -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17)
Level 6: Blazing Arrow -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(17), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(19), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(21)
Level 8: Fly -- EndRdx-I(A)
Level 10: Targeting Drone -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(23), GssSynFr--Build%(23)
Level 12: Explosive Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(25), Artl-Dam/Rech(25), Artl-Acc/Dam/Rech(27), Artl-Acc/Rech/Rng(27), Artl-End/Rech/Rng(29)
Level 14: Aim -- AdjTrg-ToHit/Rchg(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 18: Ranged Shot -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(31), ExcCnt-Dmg/ActRdx(33), ExcCnt-Dmg/Rng(33), ExcCnt-Dmg/Rchg(33), ExcCnt-Stun%(34)
Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), PwrTrns-EndMod(34), PwrTrns-+Heal(34), Pnc-Heal/+End(36), NmnCnv-Regen/Rcvry+(36), NmnCnv-Heal(36)
Level 22: Combat Jumping -- Krm-ResKB(A)
Level 24: Caltrops -- TmpRdn-Dmg/Slow(A)
Level 26: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A)
Level 28: Trip Mine -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(39), SprBlsWrt-Rchg/Dmg%(39)
Level 30: Assault -- EndRdx-I(A)
Level 32: Rain of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Dam/Rech(40), Artl-Acc/Dam/Rech(40), Artl-Acc/Rech/Rng(40), Artl-End/Rech/Rng(42)
Level 35: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(42)
Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(42), ExpRnf-Dmg/EndRdx(43), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-EndRdx/Dmg/Rchg(43), ExpRnf-+Res(Pets)(45)
Level 41: Body Armor -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), Ags-Psi/Status(46), ImpSki-Status(50)
Level 44: Cryo Freeze Ray -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(46), BslGaz-Acc/EndRdx/Rchg/Hold(46)
Level 47: LRM Rocket -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 49: Surveillance -- Acc-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), PwrTrns-EndMod(29), PwrTrns-+Heal(31)
Level 18: Quick Form
------------

 

 

 

Edited by Chelsea Rorec
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On 3/9/2021 at 5:53 AM, Chelsea Rorec said:

I have AR/Dev and Archery/Dev and i've always taken Fly,combat jumping,Hasten,assault,tactics and munitions mastery.

FO supports all those and CJ is +def and immob resist and adds better control to fly and you get the immob res when on the ground. Plus you don't get the weird Fly sliding with CJ.

Dev needs Hasten.

Assault/Tactics is good for the extra +To hit/+dmg but also is a mule for +Dmg bonuses from sets.

Munitions masters is a good set. Body Armour means you don't have to take tough for the +Def IO's so saves you a power slot.

Cryo freeze ray great hold.

LRM some people don't like it but when you fire that first then your primary main blaster AoE stuff dies.

Surveillance is a debuff.

 

  Reveal hidden contents

This Hero build was built using Mids Reborn 3.0.2.19
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Devices
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Aimed Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
Level 1: Toxic Web Grenade -- Acc-I(A)
Level 2: Fistful of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(11)
Level 4: Taser -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17)
Level 6: Blazing Arrow -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(17), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(19), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(21)
Level 8: Fly -- EndRdx-I(A)
Level 10: Targeting Drone -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(23), GssSynFr--Build%(23)
Level 12: Explosive Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(25), Artl-Dam/Rech(25), Artl-Acc/Dam/Rech(27), Artl-Acc/Rech/Rng(27), Artl-End/Rech/Rng(29)
Level 14: Aim -- AdjTrg-ToHit/Rchg(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 18: Ranged Shot -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(31), ExcCnt-Dmg/ActRdx(33), ExcCnt-Dmg/Rng(33), ExcCnt-Dmg/Rchg(33), ExcCnt-Stun%(34)
Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), PwrTrns-EndMod(34), PwrTrns-+Heal(34), Pnc-Heal/+End(36), NmnCnv-Regen/Rcvry+(36), NmnCnv-Heal(36)
Level 22: Combat Jumping -- Krm-ResKB(A)
Level 24: Caltrops -- TmpRdn-Dmg/Slow(A)
Level 26: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A)
Level 28: Trip Mine -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(39), SprBlsWrt-Rchg/Dmg%(39)
Level 30: Assault -- EndRdx-I(A)
Level 32: Rain of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Dam/Rech(40), Artl-Acc/Dam/Rech(40), Artl-Acc/Rech/Rng(40), Artl-End/Rech/Rng(42)
Level 35: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(42)
Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(42), ExpRnf-Dmg/EndRdx(43), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-EndRdx/Dmg/Rchg(43), ExpRnf-+Res(Pets)(45)
Level 41: Body Armor -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), Ags-Psi/Status(46), ImpSki-Status(50)
Level 44: Cryo Freeze Ray -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(46), BslGaz-Acc/EndRdx/Rchg/Hold(46)
Level 47: LRM Rocket -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 49: Surveillance -- Acc-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), PwrTrns-EndMod(29), PwrTrns-+Heal(31)
Level 18: Quick Form
------------

 

 

 

Most of my blasters have flight for a travel power, but for my Archery/Dev blaster I went with super jump.  It was more of a concept thing as the character is supposed to be more of an infiltrator who is an expert archer.  So more of a Hawk Eye with Batmans sneaking abilities.  I have found that with the various cc abilities in both Dev and Flame Mastery I can make sj get me around most maps and stay out of danger.  Tight cave maps negate sj but Bonfire generally takes care of any mobs in those situations.  Thankfully none of the devs remembered to give bosses resistance to knockback like they did for other mez powers.  EBs and AVs seem to be the only ones immune to the knockback effect.

 

I do agree Hasten is a must.  I have yet to find a power set in any class that does not benefit from Hasten.  In my opinion the guys on Homecoming should make Hasten an inherited power like they did with the Fitness pool.  I dont know of a single player who doesnt have it on all their toons.  In its place you could put an ability like Speed Charge and have it do the same thing as Shield Charge does but just make the AoE knockdown effect a single target knockdown.  You can even use the same animations as Shield Charge uses.

 

My one wish the devs here would do for Devices is dump Time Bomb and replace it with a targeted AoE ability.  Call it Sticky Bomb, and give it the same range as Taser, then we would have a more group friendly ability.  Trip Mine is ok but I find only sparatic use for it if Im toe bombing as packs of mobs just die so fast to groups.  Solo its fantastic and allows me to one shot EBs with a stack of Trip Mines.  I would just like something that you can work into a rotation easier, like you can with Taser.

 

I did think about taking Munitions with my archery/dev but I found that Flame Mastery gives me more benefits.  You get armor that offers smash, lethal, fire and cold resistance, a hold, a fantastic cc if your earthbound, and a self rez.  I think my Beam/Time blaster might have munitions on it but not positive.  For this toon I would say the decision factor came down to that Bonfire beats Sleep Grenade by a mile in the cc department, and a self rez seemed a bit more useful than dealing with the animation swap from going to and from Archery and LRM.  Munitions though would have been my second choice for my archer though.

 

It should also be noted though that I have three different jet pack abilites on this toon so I can fly around if needed.

Edited by dragonhawk777
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On 3/10/2021 at 5:14 PM, dragonhawk777 said:

  For this toon I would say the decision factor came down to that Bonfire beats Sleep Grenade by a mile in the cc department, and a self rez seemed a bit more useful than dealing with the animation swap from going to and from Archery and LRM. 

 

Yeah i don't rate Sleep Grenade much and have never taken it.

Cyro freeze ray is good tho and is good for keeping an npc in Ignite.

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