PDA

View Full Version : Fire/Dev Blaster Guide - L40 in 4 Weeks


Kruunch
08-20-2004, 03:26 PM
Just to convert the last hold outs over to the dark side of COH (maniacal cackle) here is an updated version of my original L30 in 2 weeks guide. This guide provides a Fire/Devices build and schedule through L41 and a levelling guide to achieve L41 in four weeks. It's based on 4 hours a day play time, 5 days a week (or 20 hours a week broken up anyway you want). Keep in mind that this build is geared directly for levelling fast (solo and group) and not particularly for missions and/or TFs, although by L32, you will have achieved a build that is suitable for any occasion, except maybe the AT pity parties that this build will engender ;)

I've found that most every build by and large works out the same in the end (i.e. an eng/eng Blaster is virtually the same as the next eng/eng Blaster at L50). The trick to character building in COH seems more to do with scheduling your powers and enhancements rather than what you actually pick (unless of course you're desperately trying to gimp yourself).

Build - Fire/Devices Blaster (* indicates notes at the bottom of this post)
============================

L1 - Web Grendade (accuracy), Flares (damage)*
L2 - Fireblast (dmg)
L3 - 2 slot Fireblast (dmg)
L4 - Fireball (dmg)
L5 - 2 slot Fireball (dmg)
L6 - Caltrops (slow)
L7 - 1 slot Caltrops (slow)*, 1 slot Fireball (dmg)
L8 - Flame Breath (dmg)
L9 - 2 Slot Flame Breath (dmg)
L10 - Targetting Drone (tohit buff)
L11 - 2 Slot Fireball (6 slots now (dmg))
L12 - Hasten (timer)
L13 - 1 Slot Fireblast (dmg), 1 slot Flame Breath (dmg)
L14 - Super Speed (end reduction)
L15 - 2 Slot Flame Breath (6 slots now (dmg))
L16 - Smoke Grenade (tohit debuff)
L17 - 2 slot Fire Blast (6 slots now (dmg))
L18 - Hurdle (jump)
L19 - 2 Slot Hasten (timer)
L20 - Health (health)
L21 - 2 Slot Hasten (timer)
L22 - Stamina (end recovery)
L23 - 2 slot Stamina (end rec)
L24 - Aim (timer)
L25 - 2 Slot Stamina (end rec)
L26 - Blaze (dmg)
L27 - 1 slot Stamina (end rec), 1 slot Hasten (timer)
L28 - Trip Mine (dmg)
L29 - 2 Slot Blaze (dmg)
L30 - Cloaking Device (end red)
L31 - 1 slot Smoke Grendade (tohit debuff), 2 slots Targ. Drone (tohit buff)
L32 - Inferno (dmg)
L33 - 2 slot Blaze (dmg), 1 slot Trip Mine (dmg)
L34 - 3 slot Trip Mine (1 dmg, 2 timers)
L35 - Blazing Bolt (dmg)
L36 - 1 slot Trip Mine (dmg), 2 slot Inferno (dmg)
L37 - 3 slot Inferno (2 dmg, 1 timer)
L38 - Hover (end red)
L39 - 3 slot Blazing Bolt (dmg)
L40 - 2 slot Blazing Bolt (1 interrupt timer, 1 dmg)
L41 - Flight (end red or flight speed to suit)

* You choose Flares because it's a great tool in the 1-20 levelling when it's damage isn't as minor comparatively. After 20th level you will use this rarely if ever. In the future, when Respec is available, I would respec out of Flares later (although I've found Flares actually useful later on as well). Rain of Fire is specifically counter productive to levelling this particular build. Caltrops (currently) 2 slotted provides just enough slowing to make 1-20 mobs stick together (even though they are trying to scatter). 1 slot they move too fast, and 3 slotted is a waste of a slot later on (as you hit the slow cap with 2 SOs ... also you use this much more rarely post 20th). I don't emphasize Hasten until around the time you're getting Stamina. Without Stamina, Hasten is good for a splurge and a bunch of down time (however it will allow you to take higher cons then you normally would by 1 con factor).

Levelling Guide
=======================
L1-8: Solo street stuff. It should take you about 3 hours to hit L8. I prefer Galaxy City as a starting point (better Tram placement and training location to parts of the zone) but either that or AP will suffice well enough. At L7 you will want to hit the Sewer Network and/or Kings Row).

L9-12: Perez Park. You are specifically looking for gaggles of blues and greens here. Why those? Because you will be able to 2-shot them with Flame Breath / Fireball combo. Then run like hell and pick off those stragglers. You will kill much faster then trying even cons or better (hence the XP will come in faster which is the whole point of this build). EXP Rate: 1 level per hour.

L13-20: Boomtown. Start at the front of the zone AOEing gaggles of Trolls. Proceed on to 5th Column in the middle of the zone in the 14-16 range. Then on to north Boomtown and The Lost. You will also see a lot of Clockwork here. The Lost go down much faster and tend to spawn in tighter packs (always a good thing for AOErs). Blues-Whites are best throughout your Boomtown experience (greens for L13-14 will work as well). EXP Rate: 1 level per 1.5 hours.

L21-25: Dark Astoria. Start at the right hand side of the zone (west end). Super speed around and 2-shot gaggles of blues-yellow cons and super speed on to the next pack. Don't worry about stragglers or LTs left standing as you will get experience when another group comes along and cleans up your mess. Use Smoke Grenade to keep safe while doing this. Don't use it to speed up the levelling a bit (but you will have to keep a much sharper eye on your health and situation). EXP Rate: 1 level per 2 hours.

L26-30: Terra Volta: Start at the right of the zone in and concentrate on packs of Sky Raider Captains (LTs). These give amazing XP compared to minions and you can 2-shot blue cons (whites and yellows with Aim). Stay way from Freak LTs and Bosses. In TV you will want to actually kill all of the packs, rather then 2-shotting and moving on (LTs are juicy XP so everyone is worth the time and effort). EXP Rate: 1 level per 1.5-2 hours.

L31-33: Founders Falls, front of zone (waterline docks left of zone in) 5th Cols. Vamps are no problem with Smoke Grenade (their mezzes still need to hit to stick) and those same Vamps scare most other soloers away so the area is pretty clear of people usually.

L34-35: In a trio group, the NW corner of Crey's Folly is the best XP hands down (Freaks). Solo, I would suggest COT Avenue in Founders Falls (red river sub-zone). It will *seem* slow (primarily because it's boring as hell) but it's actually great XP if you check it against your watch. You have two sides to choose from so one is usually not camped and each side can easily support a pair of soloers/groups.

L36-38: Abandoned Sewer Network (zone into Sewer Network at Steel Canyon, immediately turn right and go through closed door to Abandoned Sewers). You will be fighting Hydra spawns (mixed mins, LTs and Bosses).

L39-41: Peregrine Island docks. Be prepared for everyone to scream at you on your first couple of trips while you learn the ins and outs of the area

Bang 41. This assumes selling only at the end of a levelling session which means you will most likely have to farm for a couple of hours over the course of this build to pay for your DOs and SOs. This build also assumes that you are in DOs at L12 and SOs at L22. If you have an L30+ friend or character of your own, fund your Fire/Dev Blaster that way.

One of the neat perks of this build is that you can help friends power level like mad (and your Tanker/Controller/Defender friends will love you for this). You can also duo/trip with just about any combination of ATs for great XP. At various points in this build, grouping will be desireable over soloing for XP gain. Specifically in the mid 30s in Crey's Folly but at other points as well depending on how "balls to the walls" you like to play.

This guide was made and updated as of 8/20/04 (before Content Issue #2) and I will attempt to keep it updated as possible through the inevitable changes that are sure to come.

TheChef
08-23-2004, 08:55 AM
While I enjoy normal playing like any other (and I have a main Defender I really like to play), I am going to attempt the Krunch plan for L40 in 4 weeks (it might take me longer, 20 hours a week might be a bit much to ask of me...)

Colossus1
08-23-2004, 01:41 PM
It is flawed. Good luck.

Kariko
08-23-2004, 03:25 PM
Just thought I add a little.

Lvl 13 (even 14) is a bit iffy in Boomtown. Quite dangerous there, especially against multiple Lts, even the -1s.

Lvl 21 cannot 2-shots anything in DA.

Lvl 22 non-twinks probably won't have enough cash to 6 slot-SO-damage fire breath and fire ball.

QPCutlet
08-23-2004, 03:32 PM
Wow, level 40 with a fire device blaster, that's amazing!

Seriously though, I've heard of people hitting 50 in three, so hitting 40 in four isn't a big accomplishment and doing it as one of the easiest builds in the game doesn't say much.

TheChef
08-23-2004, 03:34 PM
[ QUOTE ]
It is flawed. Good luck.

[/ QUOTE ]

Care to back that up?

cookcoke
08-23-2004, 05:29 PM
Wow this same guide in the blaster forums got good responses. Over here people are alot meaner :-P.

Raven_Bloodrayne
08-23-2004, 07:08 PM
I would sure like to see him back it p too. Seems he has nothing to say though.

On another note, its not the point of making an accomplishment, its the point of just making it there. I have been following this guide for two days and at lvl 10 i must say its the most fun i've had in months with this game! HAving stared the game with a blaster then moving over to controller and defenders for the longest time and taking a FF defender and empathy defender up high i wanted the "no brainer" or " hulk smash!" Kind of thing where i don't have to put i lot of prain power in, its really relaxing after playing a controller or defender.

Anyway i have a question, is there anyway with this guide that i can slot up hasten a little sooner? And i switched when i got flares with fire blast, will that hamper anything?

BTW Krunch, best guide for fire/dev yet!!!!!

euVicious
08-23-2004, 07:58 PM
[ QUOTE ]

Seriously though, I've heard of people hitting 50 in three, so hitting 40 in four isn't a big accomplishment and doing it as one of the easiest builds in the game doesn't say much.

[/ QUOTE ]

i guess you didn't notice he said 20 hours a week. when you play 8-10 hours a day of course you'll hit 50 in three weeks. reading comprehension is your friend.

and if you try to tell me someone hit 50 in 60 hours i'm going to reach through your screen and strangle you. ;)

Kruunch
08-23-2004, 08:12 PM
[ QUOTE ]
I would sure like to see him back it p too. Seems he has nothing to say though.

On another note, its not the point of making an accomplishment, its the point of just making it there. I have been following this guide for two days and at lvl 10 i must say its the most fun i've had in months with this game! HAving stared the game with a blaster then moving over to controller and defenders for the longest time and taking a FF defender and empathy defender up high i wanted the "no brainer" or " hulk smash!" Kind of thing where i don't have to put i lot of prain power in, its really relaxing after playing a controller or defender.

Anyway i have a question, is there anyway with this guide that i can slot up hasten a little sooner? And i switched when i got flares with fire blast, will that hamper anything?

BTW Krunch, best guide for fire/dev yet!!!!!

[/ QUOTE ]

I don't generally care to slot up Hasten before getting Stamina. I just find that you end up out of Endurance really quickly. But definitely suit to taste. Flares or Fireblast first doesn't make a difference (you don't even have to take Flares if you want Stamina at 20 in stead of 22 ... I just found Flares convenient).

As for the levelling pace itself: I make no assertions that this is the fastest way to level a Fire/Dev Blaster or any AT build combo. I just posted a guide of what worked for me with this particular build. I think one of the nice perks of this build is that casual gamers can use it and realize higher level characters in a relatively short amount of time. The other nice perk of this build is that if you're group oriented, you will be pleasantly surprised (and so will your friends) at how fast you can mow through mobs. Their XP increases dramatically. The downside (as with most AOE Blasters) is that you will find soloing will produce a crap load more XP then even the best groups will (a few instances in the build aside). This will most likely change however with the impending SG nerf (at least at the 30+ levels).

cookcoke
08-24-2004, 11:50 PM
If anyone that is fire/non devices is using this guide for lvling a word of caution. DO NOT go tot terra volta lol. Just stay in DA as long as you can its your friend. Terra Volta solo will only bring death to non smoke nading blasters. Besides dropping orange minions in DA is worth mor xp then yellow liets.

FloorModel
08-25-2004, 01:14 PM
[ QUOTE ]
If anyone that is fire/non devices is using this guide for lvling a word of caution. DO NOT go tot terra volta lol. Just stay in DA as long as you can its your friend. Terra Volta solo will only bring death to non smoke nading blasters. Besides dropping orange minions in DA is worth mor xp then yellow liets.

[/ QUOTE ]

Well, yeah, generally a lot of stuff in this game is a great deal more difficult when the enemy can actually do things to you. I'm very interested in seeing how this guide will change after the smoke grenade fix.

Kruunch
08-25-2004, 03:20 PM
Heh me too!

Sternguard
08-28-2004, 03:52 PM
I have a Fire/Fire blaster which I have gotten to 28 and I really like him with my play style. However, I have noticed that having to take Stealth was a pain. So I have started a Fire/Dev blaster and have been enjoying it quite a lot. I decided to avoid Caltrops as I hear they stop being useful after awhile. I made 13 in two days, so that is good. I really like the Targetting drone. I'll probably go with Cloaking at 22, I will have Stamina already at 20 since I dropped Caltrops from the build

I'll let you all know how it goes.

Broken_CogV2
08-30-2004, 08:46 PM
Thanks; I've been wanting to try an Blaster (after all me Defenders and Controllers) - and when I saw your power devlopment outline an full - blown character concept just popped into my head, full blown, to fit... :eek:
Heh... Only time I leveled faster was back in Beta. So it's great fun for me - thanks again! :)

Godspent
09-07-2004, 10:12 PM
How will this build fit now that smoke grenade is pretty much useless?

[edit]
Oh and what other power pools would be great with this build?

Sternguard
09-11-2004, 01:47 PM
Dunno, as the smoke grenade ner....fix hasn't gone in yet. Reports are that this build will be greatly gimped after that fix is done. It'll just be another brutal XP grind build like all of the other AT's out there.

Kruunch
09-14-2004, 03:23 AM
Well like all Devices builds, this will be greatly effected by the SG fix.

However the "run n' gun" style of play this build is really good for will still be very applicable. You just won't have the total immunity you had before ;)

I highly suggest getting the Fighting pool for Tough and Weave. Slot them both heavily.

Malcos
09-14-2004, 05:30 PM
I love your build infact I might even try it myself. I was wondering if you have any ideas for an elec/dev build as well

Odin_Grey
09-15-2004, 08:25 AM
I've been using this build and hit 32 in about 2.5 weeks (I took that long because I kept screwing around with the new patch on the test server)

I have noticed a few things about it:

1. This build is GREAT for powerleveling your friends! I can easily get someone from 2 to 10 in a half hour in brickstown.

2. Post 31, if you fully slot Trip Mine, there is no reason for Smoke Grenade. I can take out entire groups of oranges by dropping a mine, running back and using the fire breath. That will bring luts down to about 1/4 or so XP so a quick fireball will either bring them down or far enough down for fireblast to finish them off.

3. The best way to use this build pre-SG nerf is by getting a friend to do it with you. When you team your xp does not get cut in half, it actually only lowers a little bit. If you can double your output then you will be easily getting 1.5X - 2X the normal XP.

4. Caltrops are a very usuful beginning tool, by dropping them then "convincing" the mob to run into them by throwing a fireball into the mob and running behind them, the baddies will always stick together long enough for a firebreath and another fireball to go off. Once you hit SOs tho, firebreath and fireball will take them down alone. I'd respec this out at 24.

5. Post-nerf the game will still not be as bad. Just because you won't be able to solo doesn't mean that you won't be able to gain MaD xP. If you get a controller or a defender to keep you alive, you should actually be able to take on harder stuff. With most defender powersets, they will be able to buff you up so you may even be able to take on higher cons in the amount of time it takes you to take on whites. So, in the long run, if you play your cards right, you will be making more xp.

6. Aim... What can I say about aim... It's a good power but you probably won't like it at first. I, personally, did not notice a difference in using it until I realised that I was dropping white luts with it, and bringing them down to 1/4 health without it. This is a great tool with your mine because your Targeting Drone will not effect it's accuracy.

7. There are a few power that I would repec out.
First being the 'trops (You DO call them trops don't you?)
Second being super speed (this power is HELL in Terra Volta) I would pick up superjumping and leave combat jumping on during battles for that extra defence boost for the post nerf grindage
Third being Flares (Because you need that extra power for the super jump pool) + that barely helps at all by the time your 24.
Fourth, Hurdle. If you are taking super jump, you should take swift (Or whatever the running speed one is) There's no use in stacking that little much to your jump
Fifth, Slot the hell out of your Smoke Grenade. Make sure to throw GREEN Acc Debuffs on it. Once we go post-patch, you will need that extra %. If you slot it well it should get the debuff to 13.32%. Where it was at -55% unslotted, it still is crappy... But it's better than 5.5% And because minion's chance to hit you is 50% as it is, that makes their chance to hit you only 36.68%.

8. Targeting Drone is your BEST friend. Name it, talk to it, create binds that call it out. This power alone will make your build. You can slot 6 dmgs with it instead of 5 dmg and 1 acc.
It almost makes up for a lack of build up.

9. 30+ may seem like endless grinding, but it really isnt. There are 2 great spots to go for this, if you get bored of one, just go to the other.
First of all, Creys Folley. CF is a GREAT source of XP, but at the same time a GREAT source of debt. Be careful when you tread around these areas, snipers are everywhere and can see past your stealth. For your 30-35 building, there is a good spot right at the entrance. Just head straight out of the entrance, hang an immediate left and the buildings to your direct right will be your new home. Get on the roof and start running the cat walks. You will encounter a LOT of bosses. Warhulks will be your new friends. Pre-Nerf you will be able to Solo these guys bring in about 650xp each at lvl 31. To take these guys down, use smoke, aim, trip mine, firebeath, fireball (all the minions and luts will fall now) drop some trops if you don't want him getting close (he won't hit you often with smoke) get WAY back and finish him off from afar (They blow up and drop you to about half life so be careful) A lot of times there are to of them and with the mine, and 2 shot combo both of their lives will be down below 1/4.

Second, there is bricks. Go after huge mobs 5th column. You will be looking for whites, yellows, oranges or if you are feeling saucy, reds. If all your slots are green SO damages, you can take reds easy. Do the same strategy as in creys, throw some smoke, drop a mine (will drop whites or yellows with just this) throw in a flame thrower (Bye bye oranges) then fireball (Reds are almost down) Then just pick off the rest with fireblast and blaze.
There will be some good bosses there to take on. Make to either have some defensive backup or use smoke grenade with them. To take down a boss easily, drop a mine AWAY from him, throw in a SG, maybe throw some trops behind the mine, then run up and drop another mine next to the boss, use flamethrower, fireball then run behind the first mine and lure him to it. This'll get him down to barely any health at all.

And finally, 10: As you can see from the top 9 or so, that I use on trip mine quite a bit. I, personally, slotted it with 5 DMGS and 1 ACC as soon as I could.
28-trip mine.
29- 2 slots trip mine(dmg)
30-Blaze.
31- 3 slots Trip Mine (2 DMG, 1 ACC)
This power will do almost as much damage as your 2 shot alone. The biggest problem with it is that your targeting drone has no effect on it. This is because in a way, it is a pet and not an attack. You will have to put an ACC or use Aim (Not sure if it helps it's acc, but it does seem to help it's DMG) before using it. Fully slotted with DMGS, I will take out oranges, but miss a few, with 5 DMGS, it will take out yellows and hit them all, with oranges it will leave them for easy picking with your fireblast.

Odin_Grey
09-15-2004, 08:25 AM
I've been using this build and hit 32 in about 2.5 weeks (I took that long because I kept screwing around with the new patch on the test server)

I have noticed a few things about it:

1. This build is GREAT for powerleveling your friends! I can easily get someone from 2 to 10 in a half hour in brickstown.

2. Post 31, if you fully slot Trip Mine, there is no reason for Smoke Grenade. I can take out entire groups of oranges by dropping a mine, running back and using the fire breath. That will bring luts down to about 1/4 or so XP so a quick fireball will either bring them down or far enough down for fireblast to finish them off.

3. The best way to use this build pre-SG nerf is by getting a friend to do it with you. When you team, your xp does not get cut in half, it actually only lowers a little bit. If you can double your output then you will be easily getting 1.5X - 2X the normal XP.

4. Caltrops are a very usuful beginning tool, by dropping them then "convincing" the mob to run into them by throwing a fireball then running behind the trops, the baddies will always stick together long enough for a firebreath and another fireball to go off. Once you hit SOs tho, firebreath and fireball will take them down alone. I'd respec this out at 24.

5. Post-nerf the build will not be so bad or "gimped". Just because you won't be able to solo doesn't mean that you won't be able to gain MaD xP. If you get a controller or a defender to keep you alive, you should actually be able to take on harder stuff. With most defender powersets, they will be able to buff you up so you may even be able to take on higher cons in the amount of time it takes you to take on whites. So, in the long run, if you play your cards right, you will be making more xp.

6. Aim... What can I say about aim... It's a good power but you probably won't like it at first. I, personally, did not notice a difference in using it until I realised that I was dropping white luts with it, and bringing them down to 1/4 health without it. This is a great tool with your mine because your Targeting Drone will not effect it's accuracy.

7. There are a few power that I would repec out.
First being the 'trops (You DO call them trops don't you?)
Second being super speed (this power is HELL in Terra Volta) I would pick up superjumping and leave combat jumping on during battles for that extra defence boost for the post nerf grindage
Third being Flares (Because you need that extra power for the super jump pool) + that barely helps at all by the time your 24.
Fourth, Hurdle. If you are taking super jump, you should take swift (Or whatever the running speed one is) There's no use in stacking that little much to your jump
Fifth, Slot the hell out of your Smoke Grenade. Make sure to throw GREEN Acc Debuffs on it. Once we go post-patch, you will need that extra %. If you slot it well it should get the debuff to 13.32%. Where it was at -55% unslotted, it still is crappy... But it's better than 5.5% And because minion's chance to hit you is 50% as it is, that makes their chance to hit you only 36.68%.

8. Targeting Drone is your BEST friend. Name it, talk to it, create binds that call it out. This power alone will make your build. You can slot 6 dmgs with it instead of 5 dmg and 1 acc.
It almost makes up for a lack of build up.

9. 30+ may seem like endless grinding, but it really isnt. There are 2 great spots to go for this, if you get bored of one, just go to the other.
First of all, Creys Folley. CF is a GREAT source of XP, but at the same time a GREAT source of debt. Be careful when you tread around these areas, snipers are everywhere and can see past your stealth. For your 30-35 building, there is a good spot right at the entrance. Just head straight out of the entrance, hang an immediate left and the buildings to your direct right will be your new home. Get on the roof and start running the cat walks. You will encounter a LOT of bosses. Warhulks will be your new friends. Pre-Nerf you will be able to Solo these guys bring in about 650xp each at lvl 31. To take these guys down, use smoke, aim, trip mine, firebeath, fireball (all the minions and luts will fall now) drop some trops if you don't want him getting close (he won't hit you often with smoke) get WAY back and finish him off from afar (They blow up and drop you to about half life so be careful) A lot of times there are to of them and with the mine, and 2 shot combo both of their lives will be down below 1/4.

Second, there is bricks. Go after huge mobs 5th column. You will be looking for whites, yellows, oranges or if you are feeling saucy, reds. If all your slots are green SO damages, you can take reds easy. Do the same strategy as in creys, throw some smoke, drop a mine (will drop whites or yellows with just this) throw in a flame thrower (Bye bye oranges) then fireball (Reds are almost down) Then just pick off the rest with fireblast and blaze.
There will be some good bosses there to take on. Make to either have some defensive backup or use smoke grenade with them. To take down a boss easily, drop a mine AWAY from him, throw in a SG, maybe throw some trops behind the mine, then run up and drop another mine next to the boss, use flamethrower, fireball then run behind the first mine and lure him to it. This'll get him down to barely any health at all.

And finally, 10: As you can see from the top 9 or so, that I use on trip mine quite a bit. I, personally, slotted it with 5 DMGS and 1 ACC as soon as I could.
28-trip mine.
29- 2 slots trip mine(dmg)
30-Blaze.
31- 3 slots Trip Mine (2 DMG, 1 ACC)
This power will do almost as much damage as your 2 shot alone. The biggest problem with it is that your targeting drone has no effect on it. This is because in a way, it is a pet and not an attack. You will have to put an ACC or use Aim (Not sure if it helps it's acc, but it does seem to help it's DMG) before using it. Fully slotted with DMGS, I will take out oranges, but miss a few, with 5 DMGS, it will take out yellows and hit them all, with oranges it will leave them for easy picking with your fireblast.

Kruunch
09-18-2004, 12:55 PM
How are you guys finding this build post Issue #2 release now?

Krush
09-18-2004, 01:32 PM
[ QUOTE ]

The biggest problem with it(tripmine) is that your targeting drone has no effect on it.


[/ QUOTE ]

Not true.

[ QUOTE ]

Fully slotted with DMGS, I will take out oranges...


[/ QUOTE ]

Shall I be polite and simply state the non-truth of this statement?
... or just call you outright liar?

fsckfsck
09-18-2004, 08:22 PM
Hey;

[ QUOTE ]
How are you guys finding this build post Issue #2 release now?

[/ QUOTE ]

Still very good. Solos well, plays in a team well. Note: my toon with this build is only lvl 15, so YMMV depending on level. It doesn't follow this build exactly, but it's a fire/devices build.

It's a little more challenging (as I think are all ATs) to play, you need to use tactics now that the mobs have a few more tricks up their sleeves, but I've still not died and that's got to be a plus.

QuinnBlackwatch
09-19-2004, 05:39 AM
[ QUOTE ]
I have a Fire/Fire blaster which I have gotten to 28 and I really like him with my play style. However, I have noticed that having to take Stealth was a pain. So I have started a Fire/Dev blaster and have been enjoying it quite a lot. I decided to avoid Caltrops as I hear they stop being useful after awhile. I made 13 in two days, so that is good. I really like the Targetting drone. I'll probably go with Cloaking at 22, I will have Stamina already at 20 since I dropped Caltrops from the build

I'll let you all know how it goes.

[/ QUOTE ]

how did you avoid taking caltrops? I mean at level 4 you have to take either taser or caltrops......


and about rain of fire, I use caltrops then rain of fire and finish off with fireball and-breath. This allows me to take on even con mobs. (btw duoing with a tanker is great, less downtime for damage)

Odin_Grey
09-19-2004, 09:05 AM
[ QUOTE ]
[ QUOTE ]

The biggest problem with it(tripmine) is that your targeting drone has no effect on it.


[/ QUOTE ]

Not true.



[/ QUOTE ]

Actually, it's very true. I've had to slot an ACC enhancement to counter this effect. The trip mines are considered a pet and do not get your current buff

[ QUOTE ]
[ QUOTE ]

Fully slotted with DMGS, I will take out oranges...


[/ QUOTE ]

Shall I be polite and simply state the non-truth of this statement?
... or just call you outright liar?

[/ QUOTE ]

Well if you do, then you are ignorant.

I have easily taken out entire groups of 5th column ORANGE cons with a fully slotted trip mine. With 5 DMGs I can still do it with the help of aim.


Please for the love of god, don't post things that you do not back up. Like on one of the other posts Krunch did on this guide, someone wrote "Good luck, the guide is flawed" and that was it. You arn't backing up what you said, just posting it like a smart *** and acting all smug about it.

Now if you were to say "I have a lvl 50 with trip mine that I can't take out oranges!" Then you would have proof. But at my current build which I STILL USE, I can take out Orange cons with Aim+Trip mine, and before I slotted an ACC, trip mine alone.

Kruunch
09-19-2004, 01:49 PM
[ QUOTE ]
[ QUOTE ]

The biggest problem with it(tripmine) is that your targeting drone has no effect on it.


[/ QUOTE ]

Not true.

[ QUOTE ]

Fully slotted with DMGS, I will take out oranges...


[/ QUOTE ]

Shall I be polite and simply state the non-truth of this statement?
... or just call you outright liar?

[/ QUOTE ]

Wrong on both counts.

TD doesn't effect TM.

I've taken out groups of purple cons with multiple TMs.

And your attitude is especially puzzling considering you obviously don't know what you're talking about.

Krush
09-19-2004, 02:08 PM
[ QUOTE ]

And your attitude is especially puzzling considering you obviously don't know what you're talking about.

[/ QUOTE ]

Ditto.
Run a test for yourself please.

Targetting Drone does affect TripMine.

[ QUOTE ]

I've taken out groups of purple cons with multiple TMs.


[/ QUOTE ]

Right MULTIPLE TripMines.
One TripMine will not one hit kill anything Orange or Purple.
Aim+Tripmine could, I wouldn't know:

AR/dev lvl 42

Krush
09-19-2004, 05:20 PM
First off, I want to apologize for my tone in my first post here. I was in a bad mood and I could have easily disagreed without the cheeky, arrogant name-calling.

Sincere apologies for that.

[ QUOTE ]

The trip mines are considered a pet and do not get your current buff


[/ QUOTE ]

[ QUOTE ]

I have easily taken out entire groups of 5th column ORANGE cons with a fully slotted trip mine. With 5 DMGs I can still do it with the help of aim.


[/ QUOTE ]

Is it obvious to anyone else that both of these statements cannot be true ??

I have never had anything slotted in tripmine but dmg enhancements. I know several other device blasters that slot 6 damage in their TripMines. None of us have a problem hitting. Occationally I missed 2 or 3 in a group and then notice I accidently toggled my TripMine off.

I don't understand your "TripMine is a pet" rational. It's an unlikely assumption leading to false conclusions. You said yourself that Aim works on TripMine. Are you saying that Aim would work with Turret too?

Aim(self buff) works with Tripmine, Rage(self buff) works with Tripmine, but does Targetting Drone(self buff) work with TripMine?

I have plenty of experience using TripMine with TG on and I can say that rarely ever miss, seldom enough that I'm sure I'm at the 95% acc cap against =lvl minions.

So today I ran around PI using TripMine on stuff with Targeting Drone off. Did I notice a huge difference? No, not with most groups. I was mostly using it on -1 to +1 lvl mins and it's pretty hard to tell if the difference between 75% and 95% accuracy when in both cases, most things in the radius end up getting hit.

Though after a couple dozen groups, there were a few that had some extremely unlikely ratios like 3/9 hit and 4/8 hit. Ratios like that would be expected after a couple dozen groups at 75% accuracy, but at 95% the chances are of that are astronomical.

I also stopped and asked a Fire/Dev blaster what his experience was with it and he replied that TG does not affect TripMine and thus had slotted his TripMine with 1 Acc and 5 dmg. So I told him about this thread on the boards and he was a helpful and curious fellow, so we ran around PI for a bit using TripMine and observing the results. Me with TG on and no acc slots, him with TG off and 1 acc slot.

So had your arguement been true: He would have had a better hit ratio than me because he had that one acc slot while I had only TG to affect my acc.

So what was the end result?
I'll just say that there is one more hero in Paragon City with his TripMine 6-slotted with dmg.

Odin_Grey
09-19-2004, 07:31 PM
It might have been just me, but while I was fully slotted I was missing quite often with or without targeting drone.

Hmm... I will have to revert back to the 5 slotted trip mine and try it out.

Cheekers
09-19-2004, 08:37 PM
I used the orginal build as a guide but did not follow it exactly to the letter. Still, my fire/dev reached 36 in 4 weeks although in that time I also leveled my AR/Dev blaster from 37 to 40, my kinetic defender from 17 to 22, and my BS/Regen Scrapper from 10 to 16 (year there was the Labor Day weekend in there). Oh, I had exactly one death between levels 10 and 36 - during my first level in Dark Astoria - because my DO enhancements were not up to snuff for that level of foe.

The man has a valid build. The only thing I can say I didn't find too cool was that everywhere I hunted, there were fire/dev's who obviously followed the exact same guide hunting, exactly the same way - hit and run - LOL!

After the lonely grind that was Boomtown (and a level or 2 in DA), I spent the rest of my 20's hunting duo in Terra Volta with an elec/elec blaster the same level as me. SG was not an issue as we would reduce large groups of Sky Raiders to nothing in about 4 seconds flat. (I even have screenies of the best places to hunt these guys) Because we knew the SG nerf was coming, we tried to restrict our diet to no more than white or yellow cons, minions or LT's and only an occasional boss when we got really bored.

Odin_Grey, I respectfully disagree with you about some of the powers you intend to respec out. Super Speed is still great esp when stacked with stealth or cloaking device, plus you already got Hasten. In Bricks, my AR/Dev used his SS plus Cloaking Device and Hurdle to zip back and forth on the lower east and south walls. You'll find very good spawns of 5th Column and Crey minions, LT's and Bosses there that are appropriate XP from 36 to 39 (all solo hunting BTW). Heck, even at 40 my AR/Dev still prefers to hunt that exact area when powerleveling friends. I'm soloing there now with my Fire/Dev. Without SS, you will get beaten to the spawns by over enthusiastic groups that also know it's a good place to hunt. Effectively cloaked I can SS right up to a group of 10 5th column minions, plant a tripmine and be on my way to the next group before the mine starts to go off.

Ditch hurdle? If you are going to get combat jumping, then yes. Otherwise, keep it as it is indispensable when running around a crowded hunting area like Brickstown and trying to beat other people to the spawn locations.

Caltrops still useful? I just asked this question the other day on the blaster forum. So far the answers are that yes, they still are useful all the way to 50 and they do keep some of the mobs from firing at you long enough for you to finish them off. I ran some survival tests on the training room server with and without caltrops on level 37 enemies and I think I will keep mine.

Ditch flares? You betcha!

Slot SG? I'm torn on whether or not to keep the darned thing! I ran my survival test on the test server today (at level 36) to see if I could function completely without SG against +1 and +2 minions. And I could.

Finally, I would like to add that I'm not an avid gamer or power gamer. I enable Godmode on every FPS I play. I use hints and cheats on most games. I play flight simulators with all the difficulty and crashability off. I'm a sucky gamer!

Anyone can follow Krunch's guide and make it to 40 in 4 weeks. Anyone.

Odin_Grey
09-19-2004, 10:37 PM
Ok... ran a few tests.

Your right when it came to the ACC, I put a DMG in and hit the same amount with TD on, did not try it with it off.

But a fully slotted TM can drop orange cons, I just did it for an hour straight. Every once in a while it will not completely hit a couple with its full force and they will stay up, so decided to drop the mine, run and hit fireball on the way. Works like a charm.

Also, when I did respec, I followed a whole different pattern.

First of all, I did keep the trops (mostly because I had to :-D)
I dropped SG, it's pointless now.
Dropped aim (The way I fight, they are down weather or not I use aim)
Dropped flares (Not gonna comment)
Dropped Blazing Bolt (see below)

I picked up:
Blaze (I had blazing bolt before and it did not coincide with my play style)
Combat Jumping (for the defence)
Superjump (Because its better than jump kick, and I hated ss)
Acrobatice (95% of the time I die, I'm on my back or held)
KEPT haste (perma haste baby :-D)
KEPT Superspeed (For it's complete invis with cloaking, took it over Smoke)

With this setup, I have a +ACC (TD), +DEF(Cloaking Device), +DEF (self res Knockback, minor holds[Acrobatics]), another +DEF (Combat Jumping), + Recharge (hasten) and a -ACC (SS. Countered by TD). The enemy has a -ACC(super speed)

At 35 I am getting either box or time bomb (Depends on how good time bomb is...) 38 = tough and 41 = weave if I get box.

This build is really suit for Post-Patch. I can take out the same stuff I was fighting earlier and not have to worry too much about my health with all my defences and stronger single target attacks.

Kruunch
09-20-2004, 02:27 PM
Hmmm unless they changed something between Targetting Drone and Trip Mine (slotted with dmg only) I always found that I hit with much more regularity with my Fireball then I did with Trip Mine (leading me to believe that the TD was the difference).

My TD is 3 slotted now for ToHit Buffs and I virtually never miss with any of my direct attacks. I do miss around 25-40% with my Trip Mines (depending the cons). I haven't done exhaustive tests on this, so take that for what you will.

And yes I agree with you that a single Trip Mine, even with Aim will not one shot an orange con minion. It is generally assumed that when people are saying they are taking out multiple higher con mobs with Trip Mine they do mean they are using more then one.

BTW I only have TM slotted with damage. It's miss ratio never really bothered me as I've always used Trip Mines as a softening up measure. Now with the SG changes, I think you will find TM becoming more important in this build.

Sorry if I've caused a gluttony of Fire/Dev Blasters ... it is a fun build :)

Cheekers
09-20-2004, 08:46 PM
Oh definitely Trip Mine. I can't use this for comparison because the COT Behemoth Overlords are 'moderately resistant' to fire damage, but my fire dev with 6-slotted fireball and fire breath at level 36 (37 as of tonight, yay!) took 2 complete cycles of each (i.e., ball, breath, ball, breath) with Aim to drop a level 35 Behemoth Overlord (conned white, LT) in FF. At that same level, my AR/Dev will drop an orange Behemoth with just tripmine and sniper rifle (plant mine at his feet, cue sniper, bang!). There is no return fire and I am gone before he hits the ground and at least 850 XP, IIRC. Any lower LT's or minions around are usually also dropped by the tripmine alone.

I am considering Blazing Bolt for this and a couple of other reasons. There is a good change they will nerf AoE's and good single-target damage never hurts. Also, a sniper attack gives you advance range on a boss or you could modify my above attack: plant tripmine at boss' feet immediately cue sniper and SS away - let him come to you and face the rest of your fire attacks on the way in. Finally, I saw the usefulness of a sniper attack while doing the cape mission with my AR/Dev. It seems that many of us AoE blasters have forgotten the long lost art of pulling targets one at a time to thin out a crowd. I still do this with my kin/rad defender so I'm not rusty at all and can reliably separate minions from large groups. With snipe, you prolly will take out the minion, but if you pick your target carefully and back up quickly, you can get away with not aggroing the rest of the mobs - most of the time. So in an indoor mission crawling with mobs like that, I can see the benefit and tactical advantage of a sniper attack. I suspect we will be needing blazing bolt more and more if the current trends continue. Too bad it has no knockback tho ...

Cheekers
09-20-2004, 08:53 PM
[ QUOTE ]
One TripMine will not one hit kill anything Orange or Purple.
Aim+Tripmine could, I wouldn't know

[/ QUOTE ]

I think I might have taken out a group of level 39 5th Column minions in Brickstown with just 1 tripmine when I was level 37 (they conned orange; I had 6 level 40 SO's in it tho) as an AR/Dev. I'm not 100% sure but I recall bragging to a friend on the SG channel when I realized that I could do it ...

Wee_Jock
09-21-2004, 12:26 AM
[ QUOTE ]
Sorry if I've caused a gluttony of Fire/Dev Blasters ... it is a fun build :)

[/ QUOTE ]
I'm fairly new to the game, and a definite "casual" player due to travelling for work. I started a Fire/Dev char after the update 2, and have found it to be a lot of fun.
I can't say I've been concentrating on leveling as fast as possible. I've done a lot of missions, and duo'd quite a lot. I've givien up on solo missions after getting a red con boss and multiple OJ LT's, and a tonne of yellow minions, in the final room of one. I did finally complete it, after dying many times, by buying 6 heal's and 2 damages. Even then it was very close.

Currently I'm level 13, almost 14, really looking forward to my travel power next level, especially the little bit of stealth that comes with Super Speed.

So far, this build is definitely not a boss killer, which makes missions hard. I didn't take Flares, so that may make a difference at this level, but I'm happy to work along without it so far.

One thing that surprised me is that this build requires very good tactics, and is not the uber powerful build people seemed to beleive. When I get it all set up right, it's truly impressive. When I mess it up, I can die very, very quickly.
Looking forward to the new powers later, like TM and so on.

Also, with issue 2, the Hollows is also a good place to hunt, as an alternative to Perez, maybe starting a level earlier, and finishing a level earlier.

Biggest problem so far has been a group that was also hunting in Perez, using a similar tactic to mine, but with a high level friend herding the mobs, and them leaving the bosses and LT's standing. A lot of the time, between us, there seemed to be nothing standing except LT's and Bosses, so finding the gaggles was difficult.

:cool:Marsian on Victory

Cheekers
09-21-2004, 01:16 PM
[ QUOTE ]
So far, this build is definitely not a boss killer, which makes missions hard.

[/ QUOTE ]

You are correct there. I don't believe I've killed a single red boss with my fire/dev and my last mission was at level 10. This is a hit-and-run build that pretty much exploits the fact that large groups of killable minions are sitting around and tightly huddled in hazard zones, just waiting to give you XP. It's a build that's designed to level quickly and whether or not that's fun is up to you. Essentially, you strike quickly and leave behind whatever you did not kill outright.

Also, and I say this with all due respect to Krunch, just because you do reach 40 with this build, it does not mean you are a bad a.s.s. - you MIGHT be, but we'll probably never know because the efficiency of this template does not require much in the way of skill. However, for those who want to experience more of the game zones that you are paying for, this is a quick way to do it. My advice is don't forget to roll other AT's to play with and share this build with others by inviting a tank, defender or controller to reap some of that XP and keep you company. At the later levels, in the abandoned sewers, a controller or tank might really come in handy as the hydra tend to wander around and are hard to AoE.

scottpolhill
09-24-2004, 02:46 PM
is this build good for a cross between mishing and hunting?
since it is hard to kill red bosses couldnt you lvl on hunting then come back? because i ran from DAOC because of the reliance of sitting on one spot killing mob after mob waiting to lvl to the next spot. i would like to be able to do missions too because they are fun :)

Wee_Jock
09-25-2004, 06:58 AM
Duo'ing in missions is fun and works well. Solo is no problem except for the red and oj bosses you now get sometimes. Yellows and OJ's cause me a lot of downtime and kiting. Reds cause me death when solo, and need lots of health inspirations and kiting.
Basically, you can do missions, but you are not the fastest at it, as you'll get quite a lot of downtime fighting the higher cons (white and yellow minions in most of my missins, plus the big guys). Some missions I've leveled once or twice before coming back, but then the mission xp is pretty lame. I do them for the fun and challenge when I get tired of street hunting.
Street hunting is very good and very fast.

Currently level 15, and hunting boomtown. Knowing where to hunt is definitely the key. In boomtown, the 5th column are wonderful. With practice, you can set up so that the firebreath cone and fireball take out all of the minions. Trolls and hellions or whatever they are, are a pain, because they wander about and don't pack together neatly.
** Knowing the range and shape of your firebreath cone is very important **

It's a lot more fun now that I have superspeed finally. The extra few seconds to get into position really helps.

Biggest problem for me with this build is a feeling of wanting to "clean up" and not leave stray mobs or bosses. When I force myself to do this, it works much better and faster.
Got a bit bored with it, and started playing a tanker boss killer, almost the exact opposite. It's more fun at the moment, but I'll get back to the Fire/AR blaster.

Merry_Mint
11-21-2004, 03:05 PM
In the original post it says there are 1.5 levels per hour at 13-20 range. Heh, funny thing is, I was in a 5-man TF, 14-16, for 5 hours, and got 1 level. :mad:

Robo_the_Clown
11-21-2004, 03:36 PM
Just another reason why Positron is the worst TF in the world.

Ballz
11-25-2004, 09:45 AM
Ok, Ive got a level 26 fire/dev blaster that ive been casually playing for about 2 months. I spend over 87 hours a week in front of a computer for work and stuff, so I get plenty of opportunities to play.
My build is:
Fire Blast (1dam,1acc,1end,1rec)
Fire Ball (2dam,1acc,1end)
Fire Breath (2dam,1acc,1end)
Blaze (2dam,1acc,1rec) (will be 3dam,2acc,1rec)
Blazing Bolt (none)(will be 3dam,1acc,1rec)
Web Grenade
Caltrops
Cloaking Device
Assault (i know, i know...)
Hasten (3rec) (will be 5rec)
SuperSpeed (2speed)
Swift (2speed) (respecing to hurdle @ 34)
Health (3health)
Stamina (1end+) (will be 4end+)
Recall Friend

At the moment I can two hit kill minions at my level with snipe and blaze(blaze does 30% more dam. than snipe atm), plus with my cloaking device, even Fire Blast pulls without aggoing mobs.
If I use snipe, blaze, and 2 fireblasts and get burn off of one of them, I can take out a lieut. at my level as well.
I did not take smoke grenade because I heard it had been made a little useless since the last patch.
I plan to take timebomb at level 28, but I dont know if I should get smoke grenade still or other handy powers.
I only team for task forces or trials.
(or to power level a friend)
*all enhancements are SOs at or above my level*
Any suggestions?

Matt_B
11-25-2004, 05:07 PM
[ QUOTE ]
L21-25: Dark Astoria. Start at the right hand side of the zone (west end). Super speed around and 2-shot gaggles of blues-yellow cons and super speed on to the next pack. Don't worry about stragglers or LTs left standing as you will get experience when another group comes along and cleans up your mess.

[/ QUOTE ]

Heh, I'm all power efficient leveling but I sure as heck won't be the one to clean up someone else's messes and give them risk-free XP. I completely understand why a fire blaster has to take this approach but I still think this type of attitude ("someone else will clean up your mess and you will get the XP") amusing. If I see a mob with less than full health, I just move along because I know what's up and won't be party to it.

ColdSnapps
11-25-2004, 11:34 PM
Everyone must understand that this guide was written pre-Issue #2, when Smoke Grenade was still invincibility and Fire Blasters were capable of different things. It's not really practical to "hope someone else cleans up your mess" these days, particularly in deserted zones like DA.

Gemini_II
12-08-2004, 05:34 AM
Level 36 Fire/Dev here.

FireBlast (3 slots)
FireBall (6 slots)
FireBreath (6 slots)
Blaze (6 slots)
Inferno (3 slots)

Web Gren (b/c I have to)
Caltrops (don't use them anymore really 2 Slow SOs)
Targeting Drone (3 ToHit buffs, 1 End Redux)
Cloaking Device (the best 1 End Redux)
Smoke Grenade (still useful, see below 1 ToHit Debuff)
Trip Mine (5 dmg, 1 acc)

Hasten, SS
CJ, SJ, Acro (defense + status affect res)
Hurdle, Swift, Stamina

The AoE Fire Blaster is most effective as a Stealth build. This means that SS, Cloaking Device and Smoke are your best friends. SS+Cloak = complete invisibility to everything except Drones, Snipers, some Werewolves and some Rularuu (sp?). Hitting them with a SG means complete invisibility to *everything* that I've run up against. Snipers are the most difficult to get enough to to drop a SG on them. The secret is approaching them from the rear.

2 things about Trip Mine that I've noticed (pre-issue 3); one, variable damage to same targets and two, TD doesn't seem to help.
- When using TM against Behemoth Masters (white - orange) I see that damage varies. I can eliminate a Orange Lt with a TM and a FireBall sometimes, mostly its TM + Fireball (to get rid of all the yellow minions...just to be sure) + * on the Lt. If I face an Behemoth Overlord, I use TM+FireBall+Blaze and its pretty much 100% effective. The best is when the TM causes a knockdown, since that means free attacks, and Blaze requires up close and personal range.

TD is not supposed to aid with the TM from everything I've ever read on these boards. Perhaps I'm wrong, but its in the guides on accuracy and damage. I can vouch for 1 Acc, 5 Dmg TM (one) taking out yellow minions. Orange minions, I don't think so, but I don't think its impossible since I know that yellows go down pretty easily. When going up against orange Agents (minions) in Brickstown, its hard to determine how close it is, since I usually follow up with a fireball anything that is higher that white to me. I think that the timing of the fireball makes a BIG difference too. Sometimes, if I fire off the fireball too soon, its like the mob has increased defenses and takes no damage from the TM...

Blaze is the boss killer you are all looking for. 6 slotted with damage, its best used in combination with FireBlast to finish off what TM doesn't. --> If you think about it, the Fire build cannot not make effective use of Blazing Bolt unless you use it close up. We dont' WANT to pull, we want to GROUP, this is our design specialty.

SS+Cloak up to your target, SG them, lay down your mine, back up and fire off a fireball just as the TM trips. Anything still alive receives the Blaze --> Fireblast. Many times, I do a Firebreath instead of Fireball after the TM and its about the same except the animation and DoT makes a difference. If the target is knocked down, its actually better for Lts/Bosses as it does more damage.

I don't use Inferno, because its rarely worth it. Why should I knock off most/all of my toggles, reduce my endurance to near zero, risk leaving some baddies around when I can easily dispose of groups with my TM+Fireball combo?

I really do not fear any minion up to orange. Reds make me nervous, but if there isn't a Lt/Boss around I usually try it and be pleasantly surprised. Purps aren't terrible if you do your setup properly......just make sure that bosses and Lts are not around and you have room to do some kiting.

My Fire/Dev does almost exclusively missions since I think farming is worthless and boring. There are a lot of story arcs in the 30s and plenty of badges to be had. I don't have to depend on anyone to have fun, and if my friends are on we group. I don't even look at exp/min because I'm not a level [censored]...I'm paying for entertainment, and this build is very entertaining once you get into your 30s.

Gemini_II
12-09-2004, 08:21 AM
Respec'ed last night just to tweak it a little. Level 36 --

Fire Blast (5 damage)
Fire Ball (6 damage)
Fire Breath (6 damage)
Blaze (6 damage)
Inferno (1 damage)

Web Gren (empty)
Caltrops (1 Slow)
Targeting Drone (5 ToHit Buffs, 1 End Redux)
Cloak (1 End Redux)
Smoke Gren (1 ToHit Debuff, 1 Acc)
Trip Mine (1 Acc, 5 Dmg) <-- I tried this with 2/4 Acc/Dmg, 1/5 Acc/Dmg and 0/6 Acc/Dmg <-- with 2 Acc, I almost never missed anything (including purple Lts). With 1 Acc I hit just about everything with occasional misses. With 6 Dmg, I missed like 1/3 of the targets/time. Since this often occured on the Behemoth Overlords (ranging from orange to purple) that I was testing on in FF, I was kinda upset. Running over to Mark IV and swapping out an Acc for the 6th dmg made all the difference. Smoke+TM+Fireball+Firebreath+Blaze did the job and I didn't have any pesky Fire/Air Thorns still around to make my life more difficult

Smoke is still effective, since its the final ingredient to complete invisibility (against everything). If you get a sniper's attention, you can drop a SG on him/her and then retreat for awhile. Come back in 15 seconds, and their short-term memory loss kicks in. I really don't use it any differently than I did back in Boomtown, pre-issue #2. I use it to make them miss more, and to get myself closer without drawing aggro.....only thing is, now I have cloak and trip mine to make the battle more favorable for me.

I did use caltrops on the Respec Trial, since it was nice for slowing down the incoming Freaks. Enough time for us to put a big dent in their initial rush, and then the trip mines I laid usually got those tanks down to a sliver :) :) :)

But, even against bosses, I still don't use caltrops very often. Maybe I should? They do seem to be effective at slowing down the rush...perhaps I should invest more heavily in slotting them.....

ThermalTech
12-11-2004, 08:30 PM
hmm..ok i was gonna follow this guide to a "T"..but just realized its pretty old..

I've followed it exactly..and now i'm lvl10..

anything i should do differently from what the guide says?

Gemini_II
12-14-2004, 10:58 AM
[ QUOTE ]
hmm..ok i was gonna follow this guide to a "T"..but just realized its pretty old..

I've followed it exactly..and now i'm lvl10..

anything i should do differently from what the guide says?

[/ QUOTE ]

Without knowing the results of the 3rd issue, we'll just go with what we are running today (12/14/04). After two respecs trying to tweak this build.......

1. FireBlast/Web grenade (never get flares)
2. FireBall
3. - slot fireball x2 (3)
4. Caltrops (you'll find these helpful occasionally)
5. - slot fireball x2 (5)
6. Hasten (for slotting purposes)
7. - slot fireball x1 (6), hasten x1 (2)

8. Firebreath (as soon as you get this power, go out and practice with it. Nothing is more pathetic than a Fire/Dev that can't figure out how to get the most mobs with their firebreath and waste it -- tip, find a group, profile them so they have the least width (from the side for a group of 5th column in boomtown for example) and target the enemy furthest away from you (so you burn everyone between you and them)

9. - slot firebreath x2 (3)
10. Targeting Drone
11. - slot firebreath x2 (5)
12. Hurdle (vertical movement will be your biggest gripe, but you'll get over it. Hurdle lessens the pain)
13. - slot firebreath x1 (6), TD x1 (2)

14. Super Speed --> here it is...you need super speed, not because of the travel (worst of the travel powers IMHO), but because of the slight stealth. This allows you to get close enough to line up the firebreath, and then the fireball and also to get away quickly from fights (you're all squishy). Your attack cycle is thus; Firebreath --> Fireball --> Fireblast stragglers or run away

15. - slot TD x1 (3), Hasten x1 (3)
16. Smoke Grenade --> ToHit debuff bug is gone, but it does give you increased stealth and slight ToHit Debuff on targets (and you are still squishy). Attack cycle; Smoke --> Firebreath --> Fireball --> Fireblast stragglers or run

17. - slot Smoke x1 (2), TD x1 (4)
18. Swift --> I say swift because when your endurance runs out, you better be faster than your opponent if you hope to run away (health seems to have a neglible affect)

19. - slot Hasten x2 (5)
20. Stamina --> Thank God we made it here finally!
21. - slot Stamina x2 (3)
22. Blaze (yay, we get another attack finally!)
23. - slot Stamina x2 (5)
24. Cloaking Device --> 5% defence, low end drain, SS+Cloak = invisible to all except snipers and Rikti drones, some Illusionists (and Rularuu, but that's later)
25. - slot Stamina x1 (6), Hasten x1 (6)
26. Combat Jumping --> more defense, and you'll be tired of your vertically challenged build to this point
27. - slot Blaze x2 (3)
28. Trip Mine --> oh glory be! My favorite new toy! You'll love this for at least 10 levels......
29. - slot Trip Mine x2 (3); New Attack sequence -- SS+Cloak up to mob, lay down TM --> back away and hesitate for just a second, then Fireball or firebreath. Anything left standing gets other AoE + Blaze + FireBlast (enjoy!)

30. Super Jump --> Wheeeeeeeee, trip mine + SJ = less bordom
31. - slot TM x3 (6) --> 1 Acc, 5 Dmg for best results. By everything I've seen, TM is not affected by your Targeting Drone.
32. Inferno --> You could go for Blazing Bolt here, but it seems like everyone likes to go farming with a tanker and get mass kills using their new final primary power (we call it our "blow up"). Really, 4 trip mines are better because they don't knock off your toggles nor drain your endurance. This is a personal choice on style. I find that you can use Blazing bolt to add flavor to your style, by using it to drag bosses into mine fields+caltrops and reduce your risk.

33. - slot Inferno/Blazing Bolt x3 (4)
34. - slot TD x1 (5), Inferno/Blazing Bolt x2 (6) -or- Smoke x1 (3), TD x2 (6) --> if you are hunting higher level mobs, you may want the TD x2 + Smoke to get more hits and less return damage. However, the blasters' motto of, "Mitigate return fire by killing all your targets with an alpha strike" might be better served by slotting Inferno/Blazing Bolt (personally, I took the TDx2+Smokex1)

35. Acrobatics
36. - slot Blaze x3 (6) --> this is your shot to finish off Lts and drive down the HP on bosses
37. - slot Fireblast x3 (4)
38. - Take whatever you didn't take at 32 Inferno/Blazing Bolt
39. Max out TD, get Smoke to 3 slots, Fireblast to 6 slots, and/or new attack with remaining.
40. Same as #39
41. Boxing
42. Get Smoke to 5 slots
43. - slot --> TD should have 6, FireBlast should have 6, Inferno 6, Blazing Bolt 6, Smoke 5, Caltrops 3 --> fill in the gaps
44. Tough
45. - slot Tough x3 (4)
46. - slot Tough x2 (6), Smoke x1 (6)
47. Weave
48. - slot Weave x3 (4)
49. Rain of Fire --> just for fun
50. - slot Weave x2 (6), RoF x1 (2)

Fireblast (6 dmg)
Fireball (6 dmg)
Firebreath (6 dmg)
Blaze (6 dmg)
Inferno (6 dmg)
Blazing Bolt (6 dmg)
Rain of Fire (2 dmg)

Web Grenade (1 hold)
Caltrops (3 slow)
Targeting Drone (1 End Redux, 5 ToHit Buffs)
Smoke (1 Acc, 1 End Redux, 4 ToHit Debuffs)
Cloak (1 End Redux)
Trip Mine (1 Acc, 5 Dmg)

Hasten (6 Increase Attack Rate)
Super Speed (1 End Redux)

Swift (1 Run)
Hurdle (1 Jump)
Stamina (6 End Rechg)

Combat Jumping (1 End Redux)
Super Jump (1 End Redux)
Acrobatics (1 End Redux)

Boxing (1 Acc)
Tough (1 End Redux, 5 Def Buffs)
Weave (1 End Redux, 5 Def Buffs)

That should do you. In the later levels, you can switch out a couple of things, because you have to be the one that determines what you need the most. If you find you are constantly getting hit, you may want to build defenses. But, from my experience, Trip Mine + Fireball will kill all minions less than red (grey - orange) and Blaze with Fireblast will supply the rest of your clean up work. Tough bosses (orange+) will require some time (setting up a trip mine field properly), but with practice and Blazing Bolt you should be able to avoid a lot of danger. This build, IMHO, needs to be based upon STEALTH, and with SS+Cloak+Smoke, you have it. Most missions can be done with a minimal of risk, and you can just run around killing the minions and Lts. When you do find you need to kill a boss or AV, you have the tools, it just takes longer to set up. This class really can do really really well (as of issue #2) solo or in a group. In fact, when I SK my friends in my SG, they are amazed at my efficiency. Rarely do I need any assistance, but if you can find a good Tank with Invul/* that can round up a whole map....well, you are the perfect machine for dealing with that. Lay out 6-8 mines in a predesignated area, run far away, but in sight of the mines, have the tank round everyone up and haul them back to the mine field, and then run in and do an inferno (trip mine + inferno = everyone everyone everyone everyone dead)

If you want to throw in Time Bomb and/or Auto Turret, that is also up to you, but I find that using your 3 primary AoEs (Fireball, FireBreath, Trip Mine) and your 3 single target attacks (Fireblast, Blaze, Blazing Bolt), you are ready for just about anything and don't need to waste your time on anything else. Like Grandma Gemini used to say, "If you're going to do something, do it right!"

Good luck, and don't get discouraged in the mid-20s....it gets better, honestly.

Churchill_NA
12-14-2004, 12:14 PM
TY for the guide Krunch, my Fire/Tech blaster is a better hero becasue of you :)

Akrapovic
01-12-2005, 09:52 AM
Just curious, now that FF is not quite what it was in the original guide due to SG nerf, where does a low-30s fire/dev farm now?

Ghuyter
01-13-2005, 07:15 AM
[ QUOTE ]
L13-20: Boomtown . Start at the front of the zone AOEing gaggles of Trolls. Proceed on to 5th Column in the middle of the zone in the 14-16 range. Then on to north Boomtown and The Lost. You will also see a lot of Clockwork here. The Lost go down much faster and tend to spawn in tighter packs (always a good thing for AOErs). Blues-Whites are best throughout your Boomtown experience (greens for L13-14 will work as well). EXP Rate: 1 level per 1.5 hours.

[/ QUOTE ]
[ QUOTE ]
In the original post it says there are 1.5 levels per hour at 13-20 range. Heh, funny thing is, I was in a 5-man TF, 14-16, for 5 hours, and got 1 level.

[/ QUOTE ]

the original post says 1.5 levels per hour in boomtown not on a tf.
[ QUOTE ]
Keep in mind that this build is geared directly for levelling fast (solo and group) and not particularly for missions and/or TFs, although by L32, you will have achieved a build that is suitable for any occasion, except maybe the AT pity parties that this build will engender

[/ QUOTE ]

MisterTall
02-09-2005, 11:24 PM
Does Issue 3 affect this builds effacacy at all?

Pollution
04-11-2005, 01:58 PM
YES, quite a bit I can tell you....try nowhere NEAR the speed as before.

Mzryth
06-05-2005, 11:51 AM
Could soemone bring this build up to date for me i have been searchig the forums and can only find this Fire/dev guild. THank you

Arklight
06-06-2005, 02:15 AM
I agree, a new up to date build, from the perspective of if I had to do it all again this is the way I'd build a Fire-Dev blaster now.

Thank you.

Knavery
06-15-2005, 06:09 AM
If anyone is still reading this, I have created a fire/dev build based on Krunch's template. I am relatively new to the game and have no idea what the nerfs were in the last year. My current build is:

L1 - Web Grendade (accuracy), Flares (damage)*
L2 - Fireblast (dmg)
L3 - 2 slot Fireblast (dmg)
L4 - Fireball (dmg)
L5 - 2 slot Fireball (dmg)
L6 - Caltrops (slow)
L7 - 1 slot Caltrops (slow)*, 1 slot Fireball (dmg)
L8 - Flame Breath (dmg)
L9 - 2 Slot Flame Breath (dmg)
L10 - Targetting Drone (tohit buff)
L11 - 2 Slot Fireball (6 slots now (dmg)

Now, above it is stated not to take flare. Well, that has helped me immensely up to this point, and while it may not be good in later levels, I'm sure it will work until around 15.

I am thinking however that I should have gotten 'Hasten' as it is stated on lower page five. Instead, I am level 11 now and still don't have it. I will HAVE to get it at 12. I don't need 'Hurdle'. I'll just go with the SS at 14.

Mr_Link
06-16-2005, 11:44 AM
Im level 12 with my fire/device blaster. I have the same basic build as you have posted in your guide. I have had major problems since level 8. I am constantly dieing. I can't really kill any large mobs. If I do I will die. Its also been taking me much longer than your guide says it will. I don't play as much as your guide says but Ive had this character much more than 8 weeks.

TheCrazyCapybara
07-02-2005, 10:40 PM
[ QUOTE ]
Im level 12 with my fire/device blaster. I have the same basic build as you have posted in your guide. I have had major problems since level 8. I am constantly dieing. I can't really kill any large mobs. If I do I will die. Its also been taking me much longer than your guide says it will. I don't play as much as your guide says but Ive had this character much more than 8 weeks.

[/ QUOTE ]
Whenever reading a guide, check the date. Lots of info in this guide has expired. This was wrote in August. Some powers have been nerfed. I am warning anyone who wants to try this build today.

Just_Joe
07-03-2005, 07:15 AM
heres my fire/dev/fire blaster can use this as is

Exported from version 1.5A of CoH Planner
http://joechott.com/coh

Archetype: Blaster
Primary Powers - Ranged : Fire Blast
Secondary Powers - Support : Devices

01 : Web Grenade immdur(01)
01 : Fireblast dam(01) dam(3) dam(3) dam(5) dam(5) dam(7)
02 : Fireball dam(02) dam(7) dam(9) dam(9) dam(11) dam(11)
04 : Caltrops slw(04) slw(13) slw(50)
06 : Hasten recred(06) recred(13) recred(15) recred(15) recred(17) recred(17)
08 : Fire Breath dam(08) dam(19) dam(19) dam(21) dam(21) dam(23)
10 : Targeting Drone thtbuf(10) thtbuf(23) thtbuf(25) thtbuf(25) thtbuf(46)
12 : Aim recred(12) recred(27) recred(27)
14 : Super Speed runspd(14)
16 : Hurdle jmp(16)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(31) endrec(31) endrec(33) endrec(33) endrec(33)
22 : Blaze dam(22) dam(34) dam(34) dam(34) dam(36) dam(36)
24 : Hover fltspd(24) fltspd(29) fltspd(29) fltspd(31)
26 : Blazing Bolt dam(26) dam(36) dam(37) dam(37) dam(37) dam(39)
28 : Trip Mine dam(28) dam(39) dam(39) dam(40) dam(40) dam(40)
30 : Recall Friend inttim(30)
32 : Inferno dam(32) dam(42) dam(42) dam(42) dam(43) dam(43)
35 : Cloaking Device defbuf(35)
38 : Auto Turret acc(38) dam(43) dam(45) dam(45) dam(45)
41 : Bonfire kbkdis(41) kbkdis(48) recred(50)
44 : Char hlddur(44) hlddur(46) hlddur(46)
47 : Rise of the Phoenix recred(47) recred(48) disdur(48)
49 : Teleport Foe acc(49) inttim(50)

-------------------------------------------

01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)

Sir_Payens
07-31-2005, 02:01 PM
I can tell you that with minor modifications, the levelling portion of this guide is still 90% accurate to date for just about ANY Fire/* blaster. In fact, I'd say it goes a bit faster for any Fire/* blaster with access to Aim+BU.

Check my updated levelling advice HERE. (http://boards.cityofheroes.com/showflat.php?Cat=&Board=Blaster&Number=3391755&For um=,All_Forums,&Words=&Searchpage=0&Limit=25&Main= 3387641&Search=true&where=&Name=64412&daterange=&n ewerval=&newertype=&olderval=&oldertype=&bodyprev= #Post3391755)

Healthier
08-02-2005, 08:11 PM
this guide works great! 7 hours of play time and im lvl 8. thats faster than i did with my 50emp/rad when i was this level!

Gelidite
08-31-2005, 01:53 PM
Just wondering if there are any changes to this guide with I5...

Conspiracy_R_Us
01-22-2007, 12:41 PM
Wow I'm rolling one of these up right away! Can't wait to get Smoke Grenade slotted up!

Linea_Alba
01-22-2007, 04:38 PM
This is an Issue 1 guide, 2 years old, can we lock this thread as to not steer people the wrong direction.

I will assume it was accidentally resurrected, by the above poster.

Thanks.