{"id":98,"date":"2005-04-04T09:33:32","date_gmt":"2005-04-04T15:33:32","guid":{"rendered":"http:\/\/hill-kleerup.org\/blog\/heroes\/wp\/2005\/04\/honeygun-natural-ardev-blaster\/"},"modified":"2005-04-04T09:33:32","modified_gmt":"2005-04-04T15:33:32","slug":"honeygun-natural-ardev-blaster","status":"publish","type":"post","link":"https:\/\/hill-kleerup.org\/blog\/heroes\/2005\/04\/honeygun-natural-ardev-blaster.html","title":{"rendered":"Honeygun &#8211; Natural AR\/DEV Blaster"},"content":{"rendered":"<p>This is the first of a series of posts I&#8217;ll be doing on my various alts.  The idea is to (a) garner discussion (&#8220;That trick will never work!&#8221;), and (b) possibly inform.  Be advised that, as guides, these posts are &#8220;informed to the point of where I know things now,&#8221; as opposed to Wisdom Handed Down from Level 50.  Let the reader beware.<br \/>\nIt&#8217;s only in the last couple of weeks that I&#8217;ve started seriously considering character planning.  Something I used to pooh-pooh a bit as something that only CoH geeks got into, I now realize that (within certain bounds of reason) it just makes good sense.<br \/>\nI track my characters using the <a href=\"http:\/\/joechott.com\/coh\/\">CoH Planner<\/a>.  There are a number of similar programs out there; this is the first one I found that worked, though the interface is a scosh idiosyncratic.  It&#8217;s remarkably powerful, though, if you want to have it calculate resistances and endurance drains for your powers as enhanced and toggled (which requires you do a fair amount of bookkeeping to note all your enhancements).  As a basic character mapper, though, it works just fine.  The stats below are from one of its export formats.<\/p>\n<hr width=75%>\nSo, let&#8217;s start with my current leading lady, <strong>Honeygun<\/strong>, specced to <strong>level 20<\/strong> (currently at 13):<\/p>\n<p><!--more--><\/p>\n<p class=\"block\">Archetype: <b>Blaster<\/b><br \/>\nPrimary Powers &#8211; Ranged : <b>Assault Rifle<\/b><br \/>\nSecondary Powers &#8211; Support : <b>Devices<\/b><br \/>\nHoneygun is a Natural-origin gun-toter.  A lot of folks pooh-pooh <b>Assault Rifle <\/b>as a primary power (what comics characters carry guns &#8212; aside from, say, no-names like the Punisher?), but I think it&#8217;s viscerally very effective.  Occasionally there&#8217;s audio confusion as to who is firing, me or the mobs, but it all works out.<br \/>\nNatural, though a fit for AR, does raise one problem. Clockworks are a Natural target (mission-wise and for DO drops), but Clockwork are resistant to Lethal damage, which is what the AR set throws out. Rrg.<br \/>\n<b>Devices <\/b>just fits, thematically, with AR.  And it&#8217;s a keen power set to boot.<\/p>\n<p class=\"block\">01 : Web Grenade immdur(01)  endred(13) <br \/>\n01 : Burst dam(01)  acc(3)  dam(5)  dam(9)  dam(11) <br \/>\n01 : Brawl dam(01)  <br \/>\n01 : Sprint runspd(01)<br \/>\nThese are the starter powers, and quite effective they are.  I&#8217;ve found <b>Web Grenade<\/b> to be a decent stand-off attack (&#8220;Get away! Get away!&#8221;), but it&#8217;s come into its own of late in dealing with higher-level baddies on a team &#8212; I run up (range is mediocre), WG them (twice, if it&#8217;s a boss), and then I can open up with my weapons without doing knockback out of the scrappers&#8217; melee range (and into the sight range of as-yet-unpulled baddies).  It also slows enemies, which, on the main enemies is always good, and for folks you&#8217;re trying to get away from (or ignore) is also handy.<br \/>\nI recently slotted this for EndRed, since it&#8217;s not cheap (and I was using them a lot as part of my chain).  Note that ImmDur does not have readily available DOs (they only start showing up in stores at lvl 25, Talos and Independence Port); you must rely on Training enhancements or drops.<br \/>\n<b>Burst<\/b>, as a power, is sometimes considered lightweight, but I find it handy from two aspects.  First, the number of rounds that hits is variable, which can push the damage higher or lower.  But it has a shorter recharge than Slug, and lower End cost.  More importantly, it does no knock-back, which makes it suitable for sniping\/pulling, and for not torquing off the scrappers and tanks.<\/p>\n<p class=\"block\">02 : Rest recred(02) <br \/>\n02 : Slug dam(02)  acc(3)  dam(5)  dam(9)  dam(11)<br \/>\nIf Burst is for sniping, <b>Slug <\/b>is for heavy hitting.  Good damage, and with knockback (which can be handy or irksome, depending on the application).  This is currently my most powerful attack.<\/p>\n<p class=\"block\">04 : Buck Shot dam(04)  acc(7)  dam(7)  dam(15)<br \/>\n<b>Buck Shot<\/b>&#8216;s dis-ads are several. It&#8217;s a weaker attack than Burst and Slug, it&#8217;s a cone so it can draw unwanted aggro from the various folks it hits, and it can do knockback which annoys the melee folk.<br \/>\nThe advantages are the flip side to this. The weaker damage it does it does to several foes (within the cone), and can knockback\/down a whole group.  It takes a bit of maneuvering to group the baddies together, but it&#8217;s a great weapon to use at the right time.<br \/>\nAt this point of the build, I had all the basic attacks to carry me for a while.  The next big block of levels is devoted to slotting them up and adding various peripheral powers.<\/p>\n<p class=\"block\">06 : Combat Jumping endred(06)<br \/>\n<b>Combat Jumping <\/b>is a power I use in most of my builds.  It not only makes getting around the map a lot easier (and with better control than Hurdle), but it adds a small (5%) Defense buff.  At the time, I was planning on HG taking Super Jump as her travel power.<br \/>\nIn retrospect, though, I wish I&#8217;d skipped it.  It took up an extra power slot I could have used later, and I&#8217;ve revised the travel plan, so it&#8217;s not as good as it could havfe been.  Though the Defense is always something good to have.<br \/>\nI dropped an EndRed into it just to reduce the overall Endurance burden I was beginning to create.  That, too, may have been an error; CJ is <i>really <\/i>cheap, Endurance-wise.  Better, probably, to put in a Jump or Defense enhancement.<\/p>\n<p class=\"block\">08 : Swift runspd(08)<br \/>\nAnother attempt to cut down on Endurance costs.  I kept forgetting to turn Sprint off in missions, which sucks a lot of Endurance.  <b>Swift <\/b>takes care of that, is always on, and is one of the prereq Fitness slots toward Stamina, the Endurance Mecca.<br \/>\nAs it turns out, that&#8217;s been a handy choice, both for those reasons and because it works so well in conjunction with the next power I got.<br \/>\nAs a note, having both Swift and Sprint on gives you a very nice proto-travel ability.  That is to come in handy, too.<\/p>\n<p class=\"block\">10 : Stealth defbuf(10)  endred(15)<br \/>\nUsually running as a duo, and with a non-aggro-magnet scrapper, as well as being the point person for pulling, HG was beginning to draw a lot of attention.  It took a page out of Boulder Dude&#8217;s book and took <b>Stealth<\/b>, which both makes me much less spottable (or only spottable a lot closer), but adds appreciably to my Defense.<br \/>\nAs a down side, it&#8217;s an Endurance sink (though the cost is comparable to Sprint).  It also slows you down something terrible, but Swift makes up for that (as well as Sprint, if you&#8217;re not in combat).  I try to leave this up inside a mission whenever possible.<\/p>\n<p class=\"block\">12 : Targeting Drone endred(12)  thtbuf(13)<br \/>\nI had been going to take this at 10, but the Defense thing was getting to be too much of a hassle.  <b>Targetting Drone<\/b> rocks, though, in bumping up your Accuracy.  I went from 85-90% accuracy (per HeroStats) to 98-99%.  Sweet.  I&#8217;m considering (assuming I get flush enough to buy some) dropping the Acc training on my firearms, now that I have this.<br \/>\nBiggest annoyance, aside from the Endurance drain (comparable to Stealth) is that the sound FX for the drone are enough to drive you mad, mad I tell you!  It&#8217;s only kind of annoying for other players (or so Margie tells me), but for me, it&#8217;s a constant irksome drone &#8212; and one that can easily mask the sound of glowies.  Rrg.<br \/>\nSecond biggest annoyance is that the ToHit Buff (not Accuracy, but ToHit Buff) is only available in DO form at Level 25 stores.  So far that&#8217;s not critical, but it would be nice to have.<br \/>\nThat all said, I wouldn&#8217;t <i>not <\/i>have it for the world. Pays for the whole secondary.<\/p>\n<hr width=75%>\nSo, that&#8217;s the level I&#8217;m currently at.  The immediate future I have planned?<br \/>\n*sigh*  So many powers, so few power-ups.  The following is still in the planning stage, so may change as advice and\/or experience dictates.  I&#8217;m still in the middle of trying to build up support powers, rather than focusing on my main mission (blowing the snot out of the bad guys).  And there&#8217;s no end in sight &#8230;<\/p>\n<p class=\"block\">14 : Hasten recred(14)  recred(17)  recred(17)  recred(19)  recred(19)<br \/>\n16 : Super Speed endred(16)<br \/>\nSo no new attacks here, but <b>Hasten <\/b>will bump up my fire rate substantially, which should accomplish much the same.  Plus it has a good Defense buff.<br \/>\nAnd it&#8217;s the pre-req to <b>Super Speed<\/b>.  I decided, around level 8, to move toward SS as my travel power, which meant (given the other needs) pushing it from the &#8220;standard&#8221; 14 to the not-unheard-of 16.  I think this will work well for HG,<\/p>\n<p class=\"block\">18 : Health hel(18)<br \/>\n20 : Stamina endrec(20)<br \/>\nMeanwhile, Endurance is a problem already, and too many of the above powers will just add to it.  So for 18-20 we drive toward <b>Stamina<\/b>, taking <b>Health <\/b>along the way (instead of Hurdle, since we have CJ already) to help with recovering from damage.<br \/>\nAnd from there?  Back to combat basics &#8212; <b>Sniper Rifle<\/b> and <b>Flamethrower <\/b>will both be available at that point (indeed, have been already), and <b>Cloaking Device<\/b> looks like a good replacement for Stealth (lower End, no movement penalty).<\/p>\n<hr width=75%>\n<i>Roads not travelled &#8230; powers not taken &#8230;<\/i><br \/>\n<b>M30 Grenade <\/b>looks like a AoE variation of Buck Shot (comparable but more smashing damage, longer range, a bit more End).  As such, I&#8217;d recommend one or the other but not both.  A lot of damage purists turn up their noses at <b>Beanbag<\/b>, but there&#8217;s nothing to sniff at about mez attacks (aren&#8217;t they just what most players curse the most?); I may actually go back and take this some day, if I have a free slot.<br \/>\nOn the Devices side, <b>Caltrops <\/b>is a skip I considered long and hard &#8212; again, mez attacks (slowing, in this case) are worth thinking about, and it would be a good stand-off.  That said, I think it functionally overlaps with Web Grenade, and I made my choice on that one.  <b>Taser <\/b>is another mezzing stand-off, but it&#8217;s lack of range limits its functionality in this case.  I&#8217;m still considering <b>Smoke Grenade<\/b> if I can free up a slot for it, but I think I have more important powers to take first (see above).<br \/>\nI&#8217;ll have gone into four power pools with all this, which is the max (and so also limits other avenues).  There&#8217;s not a lot else in the pools I&#8217;m that interested in (though Margie keeps hinting I should consider Grant Invisibility), so I should be able to focus for a while on the remaining combat powers for the time being.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This is the first of a series of posts I&#8217;ll be doing on my various alts. The idea is to (a) garner discussion (&#8220;That trick will never work!&#8221;), and (b) possibly inform. Be advised that, as guides, these posts are &#8220;informed to the point of where I know things now,&#8221; as opposed to Wisdom Handed &hellip; <a href=\"https:\/\/hill-kleerup.org\/blog\/heroes\/2005\/04\/honeygun-natural-ardev-blaster.html\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Honeygun &#8211; Natural AR\/DEV Blaster&#8221;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_seopress_titles_title":"","_seopress_titles_desc":"","_seopress_robots_index":"","_seopress_robots_follow":"","_seopress_robots_imageindex":"","_seopress_robots_snippet":"","_seopress_robots_primary_cat":"","_seopress_robots_breadcrumbs":"","_seopress_robots_freeze_modified_date":"","_seopress_robots_custom_modified_date":"","_seopress_robots_canonical":"","_seopress_social_fb_title":"","_seopress_social_fb_desc":"","_seopress_social_fb_img":"","_seopress_social_fb_img_attachment_id":0,"_seopress_social_fb_img_width":0,"_seopress_social_fb_img_height":0,"_seopress_social_twitter_title":"","_seopress_social_twitter_desc":"","_seopress_social_twitter_img":"","_seopress_social_twitter_img_attachment_id":0,"_seopress_social_twitter_img_width":0,"_seopress_social_twitter_img_height":0,"_seopress_redirections_value":"","_seopress_redirections_enabled":"","_seopress_redirections_enabled_regex":"","_seopress_redirections_logged_status":"","_seopress_redirections_param":"","_seopress_redirections_type":0,"_seopress_analysis_target_kw":"","footnotes":""},"categories":[6],"tags":[],"class_list":["post-98","post","type-post","status-publish","format-standard","hentry","category-character-design"],"_links":{"self":[{"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/posts\/98","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/comments?post=98"}],"version-history":[{"count":0,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/posts\/98\/revisions"}],"wp:attachment":[{"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/media?parent=98"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/categories?post=98"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/tags?post=98"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}