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Posted

I wanted to have great damage, and a good defense to both melee and ranged taking into account the lower defenses from Field Operative once discovered (I believe it cuts it in half, like Stealth?).

 

I noticed that the benefit from Gun Drone is more to taunt things off of you so I slotted it for taunt in the end and the extra defense works for the build.

 

I noticed that the damage from Flamethrower and M30 are not great so I dropped them.  The recharge is high enough that there are plenty of other options available and I'm not a fan of having too many attack powers.  For me 4-6 attack powers are ideal.

 

I haven't tested if the damage from Trip Mine considers whether Adrenal Booster was running when you placed the mine or when it goes off.

 

Please let me know if you see any other alternative slotting possibilities.

 

 

Captain Killjoy 2- Blaster (Assault Rifle - Devices).mbd

Posted

Hi.  Welcome to the game and forums!  This is a classic combo and can be quite heavy hitting, however, you are gimping yourself in some areas.

  • Gun Drone - Best slotted for damage, not taunt.  Yes, it will taunt anyway and will help keep pesky melee foes off you, but its primary function is providing DPS for you.  Most other Blaster secondaries have melee powers, other ranged attacks, etc to add to your overall DPS.  Given /Dev has a lot of utility and "ambush" style powers... you don't use them that often on a team and doesn't contribute to your DPS.  But Gun Drone slotted for damage helps to fill that gap for you.  Additionally, with enough global recharge, you can have 2 gun drones out at once (and if a lot, when speed boosted, you can get 3 out).  ....Something to also consider for your build.
  • Flamethrower and M30 Grenade - AR is mostly lethal damage which is one of the most resisted damage types.  Having Fire damage mixed in helps increase your damage output.  Flamethrower will be used more and is more effective than Buckshot, and does 100% fire damage.  M30 Grenade helps with this as well and also does fire damage, but some do skip it because they hate the KB - but it's a great AOE.  It's great you have ignite which is also 100% fire damage, but foes generally run out of the burn patch, so you don't get full damage out of it, unless the mob is held/immob'd/locked in place somehow - it's great for AVs, though.  I would suggest having all three in your build.
  • Web grenade - don't need that much immob slotting.  Slots probably better used elsewhere.  The base duration is already pretty long and it recharges really fast.  I generally slot just a single Acc/Mez HO in it.  If you're looking for set bonuses, then try to find a damage set for the bonus instead of an immob set.  
  • Taser - big missed opportunity here.  It does really high damage and will stun.  Take it and slot it for damage.  If you take beanbag too, you can stun a boss, which removes them from the fight (ie 100% damage mitigation).  ...just something else to consider/think about.
  • Trip Mines (and Time Bomb that you skipped) are situational.  It's very hard to use these on a team that is rolling.  If you know spawn points of potential ambushes (like in TFs or some missions), you can set up your own ambushes with these and they do great!  These are better for soloing, and more difficult when teaming - but still doable and worth taking Trip Mines, at least.  They did make it so you can "toe-bomb" a foe with Trip mine, but it lowers your over all DPS, despite the high damage.  Still worth taking, but just wanted to let you know on practical uses vs. seeing it in the planner.  
  • Targeting Drone - you don't really need the +perception proc in it, unless you plan to PVP.  Targeting drone already gives you +perception and that covers all your PVE needs.  
  • 6 slotting purple sets in Full Auto & Sniper Rifle - unneeded.  The buff you get from that 6th slot is useless overall and you can use those 2 slots elsewhere, like some endmod IOs in Field Op to help your overall recovery (which is low for your output).  You could also potentially get rid of the more expensive Numinas and Miracle in Health and put those slots in Field Op for cheaper Perf Shifters Endmod, Endmod/Acc, and Endmod Rech - would probably also net you more recovery overall, as Field Op is that good.  ...something to tinker with.  But still don't need those 6th slots with purples either - so plenty of slots you can move around and play with.

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