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| Freedom |
UP |
| Justice |
UP |
| Pinnacle |
UP |
| Virtue |
UP |
| Liberty |
UP |
| Guardian |
UP |
| Infinity |
UP |
| Protector |
UP |
| Victory |
UP |
| Champion |
UP |
| Triumph |
UP |
| Training Room |
UP |
Last Updated: 2008-05-17 06:35:02 EST
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Master of Cones (tm)! The I6 AR/NRG Blaster Guide |
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Written by CaptainIcyHot
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Master
of Cones (tm)! The I6 AR/NRG
Blaster Guide by Captain IcyHot
AR/NRG is the best AoE set in the game. Period. It takes time to
achieve uberness but once you are Master
of Cones (tm)!,
the world will stand up and take notice. The /NRG secondary utility
powers have great synergy with AR and /NRG adds devastating melee
attacks as well.
There are four requirements to be a true Master
of Cones (tm)!:
Buckshot
Flamethrower
Full Auto
Boost Range
Everything else is optional but these powers are the reason to be an
AR/NRG, AoE attack specialist.
There
is so much flexibility in AR/NRG that my personal build for Cobalt
Capybara has continually mutated throughout the game because of
experimentation and what was most useful for those levels. I highly
recommend that you plan on respecing into different builds as some
powers are very useful in the early game and not that great in the mid
to late game. Considering the frequency of “design
vision” changes, I
would guess that more free respecs would not be too unlikely.
Primary Power Set - Assault
Rifle
Burst (1)
Brawl Index: 3.00 Lethal
Endurance Cost: 5.202 pts.
Recharge Time: 4 sec.
Activation Time: 2 sec.
Range: 90
Features: 4 tick DoT (~2 sec.), -Def, +5% Accuracy
Burst
is a part of a great 1 - 2 punch with Buckshot. Later on you will be
focusing on AoE attacks and this becomes a “so-so”
attack. It is the
only single target attack in AR that doesn’t have KB so this
is your
pulling attack if you don’t have TP Foe. It is also great as
an
interrupter for pet droppers.
Master of Cones (tm)!
(MoC) 1 to 5 rating: 3
Recommended slotting: 1 ACC, 3 Dam, 1 Recharge
Slug (1)
Brawl Index: 4.56 Lethal
Endurance Cost: 8.67 pts.
Recharge Time: 9 sec.
Activation Time: 2 sec.
Range: 95
Features: Knockback, +5% Accuracy
This
IS your ranged single target attack. You will use this while waiting
for your mighty cones to recharge. A great attack throughout the entire
game. Do not use this to pull as the knockback element will alert the
entire group of mobs to your presence.
MoC rating: 5
Recommended slotting: 1 ACC, 3 Dam, 2 Recharge
Buckshot (2)
Brawl Index: 2.52 Lethal
Endurance Cost: 10.404 pts.
Recharge Time: 8 sec.
Activation Time: 2 sec.
Range: 40
Cone Degree: 30
Features: Cone, Knockback, +5% Accuracy
Your first cone and first step on the road to Master
of Cones (tm)!.
This is a short range, wide cone attack that will serve you well.
Ignore those concerned about knockback, cones are your calling.
MoC rating: 5
Recommended slotting: 1 ACC, 3 Dam, 2 Recharge
M30 Grenade (6)
Brawl Index: 2.49 (1.6683 Lethal, .8217 Smash)
Endurance Cost: 15.1725 pts.
Recharge Time: 17 sec.
Activation Time: 2 sec.
Range: 80
Features: Targeted AE, Knockback, +5% Accuracy
I
have used this power only on test and really didn’t like the
chaos it
created. This knocks stuff all over the place instead of away from me
like Buckshot. The MoC is against scatter so this gets a pass. However,
it’s an AoE that you can get early so it could be useful in
the
pre-Full Auto game. I plan on getting it at lvl 49 and slotting it with
KB for sheer silliness.
MoC rating: 2
Beanbag (8)
Brawl Index: 0.56 Smash
Endurance Cost: 10.404 pts.
Recharge Time: 20 sec.
Activation Time: 2
Range: 60
Features: Disorient (100% Mag 3), +5% Accuracy
A
must have attack for the solo blaster. Nothing flashy. Click and
disorient with token damage. For the Master of Cones, this is a later
pick.
MoC rating: 3
Recommended slotting: 2 ACC, 2-3 Disorient, 1-2 Recharge
Sniper Rifle (12)
Brawl Index: 7.68 Lethal
Endurance Cost: 15.606 pts.
Recharge Time: 13 sec.
Activation Time: 5 sec.
Range: 120
Features: Interruptible, Knockback, +25% Accuracy
Had
it. Used it at the beginning of a fight and then it sat unused until
the fighting was over. That irritated me so I respeced out of it. Once
I got Boost Range the fun returned. For the solo blaster, a very good
power to start off a fight. For the Master of Cones, loads of Boost
Range fun. Popping a mob that you have targeted and can’t
even see
anymore because of the distance is fun.
MoC rating: 3
Recommended slotting: 1 ACC, 3 Dam
Flamethrower (18)
Brawl Index: 5.3336 Fire
Endurance Cost: 21.675 pts.
Recharge Time: 20 sec.
Activation Time: 3 sec.*
Range: 40
Cone Degree: 45
Features: 8 tick DoT (~8 sec.), Cone, +30% Accuracy
Great
damage and get to mix Fire with your Lethal now. SLOOOOOOW DoT. So slow
that even though the minions that you hit with it are going to die,
they can still take you down with a couple of shots apiece. It leaves
you rooted for about 3 secs. I like to think of rooting like flipping
the bird to a bunch of bikers and then standing there defiantly as they
stampede toward you. Very brave but occasionally quite painful. This is
cone #2, a very wide cone and it’s the next step on your road
to
becoming Master of Cones (tm)!
MoC rating: 5
Recommended MoC slotting: 1 ACC, 3 Dam, 2 Recharge
Ignite (26)
Brawl Index: 6.666 Fire (.2222 per tic)
Endurance Cost: 5.202 pts.
Recharge Time: 4 sec.
Activation Time: 2 sec.*
Range: 30
Features: 30 tick DoT (~12 sec.), Small AoE Storm, +100% Accuracy
This
is a “storm” type of power similar to Burn. Set and
forget.
Unfortunately, it also has the fear element so mobs will run out of it
as soon as they can. With AR/NRG, you have no reliable way of keeping
them in your very small fire patch. The only way you can really take
advantage of this power by yourself is to use Air Superiority and chain
Knockdown + Ignite. If you regularly team with controllers or tackle
tons of AVs this can be a great power as well. The other problem with
Ignite is the very short range and the targeting recticle. Until you
get used to it, it can really cut into your DPS as you putz around with
targeting Ignite instead of using your other attacks. Since Ignite has
a bunch of situational uses it’s useful but...situational
since, soon
after you get it, you are firing your attacks from Guam via Boost Range.
On
the PvP front, the radius of your patch is too small to interrupt
stalker’s Hide power and other players just aren’t
going to be caught
in it unless they have burned through their Break Frees i.e. it is
useless in PvP.
Hmm...that’s a lot of text to say that Ignite is
a power that requires far too much work for most people to bother with
it. Oh well.
MoC rating: 2
Recommended MoC slotting: 3 Dam, 0-3 Recharge
Full Auto (32)
Brawl Index: 8.10 Lethal
Endurance Cost: 26.01 pts.
Recharge Time: 25 sec.
Activation Time: 6 sec.
Range: 80
Cone Degree: 10
Features: 18 tick DoT (~6 sec.), Cone, Critical Hit Chance, +35%
Accuracy
I
never experienced the glory of a fully slotted, Hastened, pre-ED FA
myself but it must have been unbelievable since it’s really
good now.
FA can be frustrating at first due to the very narrow cone. Once you
get the hang of it AND get Boost Range it’s
fan-freakin-tastic. You
will dream of long, narrow, straight hallways .
It roots you for 6 seconds and that can feel like an eternity but it is
still 1000% better than the “nukes”, especially
after ED. It is “just”
a big cone AoE with a quick recharge and no drawbacks but the rooting.
Sounds and is great! You are almost to the summit of Master
of Cones (tm)! goodness.
MoC rating: 5
Recommended MoC slotting: 3 Dam, 3 Recharge
Secondary Power Set - Energy
Manipulation
Power Thrust (1)
Brawl Index: 2.2222 (1.1111 Energy/1.1111 Smashing)
Endurance Cost: 6.936 pts.
Recharge Time: 6 sec.
Activation Time: 1 sec.
Range: 5
Features: Knockback
I
generally consider the 1st “no choice” power in a
secondary as a
freebie. This way I don’t get frustrated when they are often
crap.
Power Thrust is actually a nice power from lvl1 to lvl50. 100% KB on
all but resistant mobs. Great for making scary things go away or
playing KB soccer with your SG. 
MoC rating: 3
Recommended slotting: 1 ACC
Energy Punch (2)
Brawl Index: 5.4445 (2.6667 Energy/2.7778 Smashing)
Endurance Cost: 5.202 pts.
Recharge Time: 4 sec.
Activation Time: 1 sec.
Range: 5
Features: PvP Toggle Drop (100%)
Good
if you want to Blap a LOT or get in close to drop toggles. Since the
MoC is a floating weapons platform in PvP, this gets a pass. It is not
a bad attack and gets a lot of negative press but it just
doesn’t fit
into the MoC playstyle.
MoC rating: 1
Recommended slotting: 1 ACC, 3 Dam, 1 Recharge, 1 End Redux
Build Up (4)
Endurance Cost: 5.202 pts.
Recharge Time: 90 sec.
Activation Time: 1 sec.
Duration: 10 secs
Features: 62.5% to hit buff, 100% damage buff
You
chose NRG as a secondary, you take Build Up at lvl 4. Period. No other
set gets this kind of power this early. With ED, you should easily have
the slots to stick 3 Recharges in this one.
MoC rating: 5
Recommended slotting: 3 Recharge
Bone Smasher (10)
Brawl Index: 7.2223 (1.6667 Energy/5.5556 Smashing)
Endurance Cost: 8.67 pts.
Recharge Time: 8 sec.
Activation Time: 1 sec.
Range:
Cone Degree:
Dmg Composition:
Features: Disorient (50% Mag 3)
At
early levels, this attack makes you understand the insane mindset of
the Blapper. Once you get Bone Smasher you want to run into melee and
lay down some serious hurt. Go ahead. I personally like the run-by
method. Target a mob with Bone Smasher, Superspeed or Sprint up close
and jump past. You should go through the animation as you jump past and
are safely out of melee range. Once you get Full Auto, this is reserved
for the foolish mobs that get too close. Build Up + Teleport Foe + Bone
Smasher is also a great combo.
MoC rating: 5
Recommended slotting: 1 ACC, 3 Dam, 1-2 Recharge
Conserve Power (16)
Endurance Cost: 7.803 pts.
Recharge Time: 600 sec.
Activation Time: 1 sec.
Duration: 90 secs
Features: 50% endurance discount
At
lvl 35, the MoC is actually pretty end efficient. The
rooting/animations in FA and Flamethrower slows down your button
mashing but you are doing tons of damage to many mobs instead of
focusing on one. That said, Conserve Power is still too good to pass
up. In the early levels (pre-32), you are still doing enough frantic
button mashing that a 50% End discount is very appealing. 90 secs of
unlimited mayhem..good times. This is not a substitute for Stamina and
relying on a very slow recharging click power for your End needs sounds
pretty irritating to me. That said, get this at lvl 16 and you can live
without Stamina til 22.
MoC rating: 4
Recommended slotting: 3 Recharge
Stun (20)
Brawl Index: 0.6945 (0.4167 Smashing/0.2778 Energy)
Endurance Cost: 10.404 pts.
Recharge Time: 20 sec.
Activation Time: 2 sec.
Range:
Dmg Composition:
Features: Disorient (100% Mag 3)
It’s
a Melee attack that does token damage and won’t mez a boss by
itself.
Blah. Now the token... “Stun and Beanbag can be combined to
disorient a
Boss. Useful in the days before Total Focus.” There.
I’ve said it.
Let’s move on.
MoC rating: 1
Recommended slotting: 2 ACC, 1-3 Disorient
Power Boost (28)
Endurance Cost: 7.803 pts.
Recharge Time: 60 sec.
Activation Time: 1 sec.
Duration: 15 secs
Features:
~100% Boost to the following effects: Disorient Duration, Sleep
Duration, Confuse Duration, Fear Duration, Immobilize Duration, Hold
Duration, Knockback (Knock-Up) distance, Repel strength, Run speed, Fly
speed, Defense Buffs, Heal Accuracy Buffs, and Endurance Drain.
I
had this power for 7 levels and...well, I ran and flew a little faster
for 15 secs a pop. Some people love it and use it primarily to give
Total Focus a 20 sec disorient duration. The MoC was too focused on
damage to try to maximize disorient duration. This gets a pass.
MoC rating: 2
Recommended slotting: 3 Recharge
Boost Range (35)
Endurance Cost: 13.005 pts.
Recharge Time: 60 sec.
Activation Time: 1 sec.
Duration: 30 secs
Features: 75% Boost to the range of all powers
This
is the Holy Grail of the cone user and the reason to pair AR &
NRG.
It increases the range on EVERYTHING that has range. More range means
wider cones. Wider cones mean more mobs affected. More mobs affected
means more orange numbers for you and the adulation of all around you.
There is nothing finer than unloading on a large group of mobs with
Flamethrower, Full Auto, Buckshot and having the rest of the group go
“.....Wow”. Then doing that every group. You are
now truly the Master of Cones
(tm)!
Boost Range is also great with the Teleport pool. An /NRG Blaster with
TP and Boost Range is the fastest toon in the game.
BTW - This is “perma” with 3 recharges and what I
have on auto during a fight.
MoC rating: 16 
Recommended slotting: 3 Recharge
Total Focus (38)
Brawl Index: 9.8889 (2.7778 Smashing/7.1111 Energy)
Endurance Cost: 18.6405 pts.
Recharge Time: 20 sec.
Activation Time: 3 sec.
Range: 5
Features: Disorient (100% Mag 3, ~80% Mag 4)
The
MoC is a ranged AoE specialist. We avoid melee when possible. ...but
this is Total Focus. You must take it or I will mock you until you cry.
A HUGE melee attack with a boss level mez. Take it...take it now!
MoC rating: 5
Recommended slotting: 1 ACC, 3 Dam, 2 Recharge
Pool Power Comments
I
recommend the Concealment, Fitness, Flight with Speed or Teleport pools
for the MoC. Here are a few comments about all of the pools.
Concealment: Stealth
Stealth
is pretty much a necessity for a Blaster. I’ve had Grant
Invisibility
but didn’t care for the buff bot role. A Blaster is supposed
to blast.
I loved Phaseshift before but don’t care for it now that it
turns off
after 30 secs.
Fitness: Swift, Health, Stamina
It’s the
Fitness pool. Take what you want to get Stamina. It really
doesn’t
matter that much for a Blaster but Swift helps with cone positioning
when on the ground.
Flight: Hover, Air Superiority
Hover
is a terrific tool for positioning and avoiding melee in PvE and PvP.
Air Superiority is the only way an AR/NRG blaster can take full
advantage of Ignite without help from other players.
Leadership: None
Tactics
can be nice for +perception in PvP but the MoC doesn’t have
enough
pools to ever fit this in. If you really want +perception, go /Devices
or be an Ice/NRG PvP god.
Leaping: Combat Jumping, Super Jump, Acrobatics
I
don’t really recommend the Leaping pool for the MoC but
Combat
Jumping’s Immobilize protection is great for a Blaster. Being
immobilized for a toon that can create as much aggro as the MoC can be
very, very bad. Super Jump is the easiest, most versatile travel power
in the game. Acrobatic’s Knockback protection is pretty much
a
requirement for a true blapper...which the MoC is not.
Speed: Hasten, Superspeed, Whirlwind
Even
though Hasten is not perma anymore it is still a great power. SS +
Stealth is a terrific combo for a Blaster in PvE. Whirlwind has some
interesting uses for the AR blaster. The spinning animation of
Whirlwind cancels out the rooting effect of Flamethrower and Full Auto.
When I combined Hover and Whirlwind, if I turned on Hover first I would
get the funnel but I didn’t spin. I would root then. If I
were building
a primarily solo AR/NRG Blaster, I would definitely want Whirlwind.
Medicine: None
Honestly, I would rather stick 2 more recharge slots in Rest. A full
non-combat heal AND endurance recharge every 90 secs.
Presence: None
Nothing to see here, move along. This just isn’t a Blaster
pool and far too much work to get a fear power.
Teleport: Recall Friend, TP Foe, Teleport
Recall
Friend is the best power around for reducing the amount of time a group
waits at the mission door. TP Foe is a better pulling power than Burst
for an AR/NRG IMHO as our best single target attacks are melee.
Teleport and /NRG is the fastest travel power combo around.
Level 1-50 Walkthrough
Lvl 1-17 - Seeker of Cones
The
playstyle is blapperific. Shoot, shoot, shoot, blap, blap, shoot, blap,
shoot, shoot, etc. Any blaster with the /NRG secondary is part blapper
whether they like it or not. Bone Smasher and later Total Focus are
just too good to ignore. The problem is weapon primaries are worse than
nonweapon primaries as blappers due to weapon draw/put away animations
slowing them down.
Lvl 18-31 - Apprentice of Cones
About
1/2 cones and 1/2 blapper. You begin to learn how to set up your cones
and lead with Flamethrower + Buckshot most of the time.
Lvl 32-35 - Journeyman of Cones
Feel
the power of the Full Auto, my son. Here is where you practice with an
unforgiving cone. The length and width of Full Auto is so different
from the cones you’ve been using for 31 levels that it takes
a little
while to really master it. Then Boost Range comes in and messes it all
up. Boost Range is amazing, don’t get me wrong, but your
cones keep
fluctuating in length. It can easily throw you off.
Lvl 36-50 - Master of Cones
At
level 36, Boost Range gets two more slots, perma and is set on auto.
You have reached the pinnacle of cone mastery. Now all you have to look
forward to are Total Focus and APPs. 
Build Examples
I
group with the same 6 players 95% of the time. They include 2
controllers, 1 Empathy defender, 1 Tanker and 2 Ice Blasters. Aggro is
taunted, held, flopping on ice, holding heads, etc. Life is as good as
it can be for CoH’s biggest aggro magnet. These are builds
for THAT
team. You may need to modify them for your own needs.
Here is pretty much how I went through the early to mid game.
Level 1-31 Build
---------------------------------------------
Exported
from Ver: 1.6.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: CC-I6-Pre32
Level: 32
Archetype: Blaster
Primary: Assault Rifle
Secondary: Energy Manipulation
---------------------------------------------
01) --> Slug==> Acc(1)
Dmg(7)
Dmg(9)
Dmg(9)
Rechg(13)
01) --> Power Thrust==> Acc(1)
02) --> Buckshot==> Acc(2)
Dmg(3)
Dmg(3)
Dmg(5)
Rechg(5)
Rechg(29)
04) --> Build Up==> Rechg(4)
06) --> Burst==> Acc(6)
Dmg(7)
Dmg(15)
Dmg(27)
Rechg(27)
08) --> Swift==> Run(8)
10) --> Bone Smasher==> Acc(10)
Dmg(11)
Dmg(11)
Dmg(13)
Rechg(15)
12) --> Hasten==> Rechg(12)
14) --> Super Speed==> EndRdx(14)
16) --> Conserve Power==> Rechg(16)
Rechg(17)
Rechg(17)
18) --> Flamethrower==> Acc(18)
Dmg(19)
Dmg(19)
Dmg(21)
Rechg(21)
Rechg(29)
20) --> Health==> Heal(20)
22) --> Stamina==> EndRec(22)
EndRec(23)
EndRec(23)
24) --> Hover==> Fly(24)
Fly(25)
Fly(25)
26) --> Beanbag==> Acc(26)
Acc(31)
28) --> Stealth==> EndRdx(28)
30) --> Sniper Rifle==> Acc(30)
Dmg(31)
Dmg(31)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
32-50 Respec Build
This
is Cobalt Capybara’s current build. I wanted to maximize
Boost Range so
I went with the Teleport pool. It’s an easy switch back to
Speed if you
hate Teleport.
---------------------------------------------
Exported
from Ver: 1.6.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: CC-I6
Level: 50
Archetype: Blaster
Primary: Assault Rifle
Secondary: Energy Manipulation
---------------------------------------------
01) --> Slug==> Acc(1)
Dmg(7)
Dmg(9)
Dmg(9)
Rechg(13)
Rechg(15)
01) --> Power Thrust==> Acc(1)
02) --> Buckshot==> Acc(2)
Dmg(3)
Dmg(3)
Dmg(5)
Rechg(5)
Rechg(7)
04) --> Build Up==> Rechg(4)
Rechg(36)
Rechg(37)
06) --> Teleport Foe==> Acc(6)
Acc(27)
Range(27)
Range(29)
08) --> Swift==> Run(8)
10) --> Bone Smasher==> Acc(10)
Dmg(11)
Dmg(11)
Dmg(13)
Rechg(15)
Rechg(46)
12) --> Stealth==> EndRdx(12)
14) --> Teleport==> EndRdx(14)
Range(37)
Range(37)
Range(43)
16) --> Conserve Power==> Rechg(16)
Rechg(17)
Rechg(17)
18) --> Flamethrower==> Acc(18)
Dmg(19)
Dmg(19)
Dmg(21)
Rechg(21)
Rechg(29)
20) --> Health==> Heal(20)
22) --> Stamina==> EndRec(22)
EndRec(23)
EndRec(23)
24) --> Hover==> Fly(24)
Fly(25)
Fly(25)
26) --> Beanbag==> Acc(26)
Acc(31)
DisDur(46)
DisDur(46)
28) --> Recall Friend==> EndRdx(28)
30) --> Sniper Rifle==> Acc(30)
Dmg(31)
Dmg(31)
Dmg(34)
32) --> Full Auto==> Dmg(32)
Dmg(33)
Dmg(33)
Rechg(33)
Rechg(34)
Rechg(34)
35) --> Boost Range==> Rechg(35)
Rechg(36)
Rechg(36)
EndRdx(40)
38) --> Total Focus==> Acc(38)
Dmg(39)
Dmg(39)
Dmg(39)
Rechg(40)
Rechg(40)
41) --> Static Discharge==> Acc(41)
Dmg(42)
Dmg(42)
Dmg(42)
Rechg(43)
Rechg(43)
44) --> Charged Armor==> DmgRes(44)
DmgRes(45)
DmgRes(45)
EndRdx(45)
47) --> Shocking Bolt==> Acc(47)
Acc(48)
Hold(48)
Hold(48)
Rechg(50)
Rechg(50)
49) --> M30 Grenade==> Acc(49)
KB_Dist(50)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Tactics
Cones
A
well placed cone is a beautiful thing. A badly planned Full Auto that
hits one mob is heartwrenching. As you go through the game you will get
the feel for the width degrees of your cone. For AR, Flamethrower is
the widest and easiest to use effectively followed by closely by
Buckshot and a distant third in Full Auto.
Cones are an artform.
Spend a little time setting them up but don’t waste all day.
If it
feels like you’ve spent too long lining things up, you
probably have.
If you hit more than one or two mobs the cone has done it’s
job.
Since
Flamethrower and Buckshot have the same range they pair very well.
Target a mob on the far side of the group you wish to destroy. I try to
choose a mob that is stationary if possible. Get about 40 ft away (you
will get the feel for this after some practice), click Build Up and
Flamethrower, inch forward quickly until Flamethrower engages and queue
up Buckshot for a follow up.
When Full Auto is available, if the
set up is long and narrow I use FA. If it is short halls/caves or has
lots of obstructions I use Flamethrower + Buckshot. I have read many
times about ultimate attack chains with Flamethrower + Buckshot + Full
Auto in some combination. In my experience, there are very few times in
which Full Auto is maximized after the fighting really begins and aggro
from the other players causes the mobs to scatter.
Solo
The
MoC is not really set up to be a monster solo blaster. It does fine
once you have Boost Range since you get to unload a couple of times
before mobs can get to you.
If you want to be a strictly solo
blaster...pick a different primary/secondary combo. The strength of
AR/NRG is in the AoE cones. I consider myself a Damage support AT and
the king of the floating orange numbers. That said, if I were taking
the set and making a solo blaster I would take ALL the damaging melee
attacks in NRG and focus more on blapper tactics. Power Thrust, Energy
Punch, Bone Smasher and Total Focus. Shoot your AoE wad and prepare to
blap the bosses with NRG melee.
Whirlwind, as stated above, is
another power I would seriously recommend for the solo AR/NRG. The 6
secs of rooting in Full Auto can really be painful. Without the
rooting, you can fire, run around a corner and avoid a lot of the
ranged return fire while you wait for the 6 secs to be over. Teams can
get irritated with your swirling graphic/sound quickly so
don’t leave
it on all the time if you do join a PuG.
Hover/Fly is another
way to reduce the amount of damage from return fire. Ranged attacks
hurt a lot less than melee and often mobs will waste time trying to run
to you, climb on things, make a mosh pit under you, etc. instead of
firing.
PuGs
Expect from pick-up groups (PuGs) what you
expect from pick up games at your at the local outdoor court, Rec
center, etc. They can be great, they can be mediocre or they can be
filled with morons. The faceless, semi-anonymous nature of a MMORPG
doesn’t provide a lot of social pressure to play well with
others so
don’t expect anything from other players. Watch and see what
they ARE
doing, not what they should be doing.
Veteran players pay
attention to what other players are doing and what they can do. I
always spend my time waiting at a mission door looking at what powers
other players have by targeting them and selecting Info. This way I
have a better idea what to expect. For example, if an Empathy defender
has all his secondary attacks and almost none of his primary powers, I
will go stock up on green inspirations and not expect healing...and
shake my head.
The MoC does NOT alpha strike in a PuG unless
it is exceptional. That is an express ticket to a faceplant. I usually
do a couple single target attacks until the aggro is spread out among
the other players and then back up and use a cone or two. Also, instead
of targeting an entire group of mobs, I often will purposely target a
smaller number to keep the aggro manageable. If you are defeated, you
aren’t going to be contributing any more of your damage.
Control your
aggro. As your comfort with the other PuG members increases, I increase
the rate of my cones and my boldness in their use. Debt in missions is
gone before you know it but that doesn’t mean you should
stick around
if someone else's stupidity keeps getting you killed over and over.
Remember if you are frustrated or not having fun...quit the PuG and
join another.
Acknowledgments
Thanks
to all the authors of the AR and /NRG guides posted in the Guides
section. They have helped to shape much of the format and content in
this guide.
Thank you to the following people for their helpful comments:
NeonMan, Nocturne, Agent_Virgo, deadboy_champion, Fixit, KarmaCop,
CthulhuNinja, Arc_Salvo, Fury_Flechette, Dragonkat,
And thanks to the amazing SG with whom Cobalt Capybara has played 95%
of his career:
The Elemental Furries (now absorbed into Bob Johnson’s Cosmic
Avengers for base purposes).
From a deadboy_champion post:
Blaster:
Energy Manipulation: Bone Smasher (100% chance of dropping one toggle,
75% chance of dropping a second toggle 50% chance of dropping a third
toggle)
Blaster: Energy Manipulation: Energy Punch (100% chance of dropping one
toggle, 20% chance of dropping a second toggle)
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