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Posts
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Dark/Sonic will keep you alive and the debuff of /sonic boosts your damage rather a lot so you don't get bogged down spending an hour grinding a lieutenant down. Once you hit the 20's and pick up aoe controls, easy mode turns on for soloing.
As for toggles, just put them on the most dangerous target and don't worry if the anchor goes down. By the time it does, the mob is usually all but wiped out and the debuffs don't vanish instantly. I tend to use them more to blunt alpha strikes. When solo it's even easier since you can tag a minion and proceed to ignore them until it's time to move on or even just drag them on into the next fight to debuff anything that gets into melee range. -
If you want to help a team steamroll large groups, it's difficult to beat /Sonic. There's also some very handy tools in there for when you find yourself soloing.
Kinetics is a wonderful set. Sonic/ also does very nice things, particularly when the team you're defending is heavy on defense. The sonic bubbles will soak up the hits that do slip through. Dark and Cold are both beautiful and can make AV fights a cakewalk with their debuffs.
But you may want to look into traps. You get a whole slew of toys to play with and it's not hard to get your recharge to the point that you can put a mortar down every other fight.
Personally, I'm rather a large fan of Dark/Sonic for the ease of keeping squishies alive but if you know you have a strong group waiting for you, something like Kinetics/Sonic will allow you to shatter the damage cap with a combination of Fulcrum Shift and enemies with their resists debuffed down 60% -
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Quote:It has been my experience while soloing that flash arrow slotted for to hit debuff offers rather a lot to my survivability. In addition to suppressing snipers perception bonus and making sure that group right around the corner won't jump me mid-fight, a defender's flash arrow seems to give me nearly as much defense as a defensive toggle would. Mixed with glue to slow the rate of incoming attacks, the early levels almost felt like cheating.My thoughts on TA:
I like this better as a Defender. Maybe I'm just allergic to Corruptors, but I when it comes to debuff sets, I strongly prefer the higher Defender values over Corruptors. And since the changes to Vigilance, the damage advantage of Corruptors just isn't as enticing as it once was.
Also, I found the weak offerings at start of TA are much more problematic on a Corruptor. TA doesn't bring a lot to the table in the early game, and TA Corruptors will be bringing a whole lot of nothing for quite some time compared to Defenders. That is the main reason that I started as a Corruptor, but around level 12 I re-rolled as a Defender. It's not fun when the only thing you can offer a team is a single target immobilize, a targeted AoE slow, and a silly, ineffective light-show. At least not when other Corruptors are throwing around things like Radiation Infection.
I think TA could still take some developer love, but for me only real problems with the set are Flash Arrow and the order of power progression. TA just needs some solid low-level AoE mitigation. I'd go for swapping Flash Arrow and Oil Slick, then buffing Flash Arrow to make it less laughable and worthy of a higher-tier power (actually it needs a buff just to make it less laughable as a low-tier power). Having Oil Slick early on would make TA pretty desirable for lower-level teams, offering good AoE mitigation and damage.
On the brighter side, I -really- like not being chained down with toggles. I'm a long-time vet of the original debuff sets (Rad, Dark, Storm), and it's feels pretty liberating to not worry about anchors and detoggling. It also feels pretty light on the blue bar which is a welcome change of pace. -
Quote:The OP seemed to be looking for pre-20's information. Suppressive fire is not available to defenders at the same time as ice arrow
The second half of the second sentence is just blatantly wrong. Swap ammo + supressive fire + ice arrow = win. Look ma, I hold bosses with no hands!
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By all means, take munitions mastery....when the devs decide that defenders and corruptors can have access to it. I wouldn't hold my breath for that, though. As it stands, your choices are dark mastery, psychic mastery, power mastery, and electricity mastery, and I go with dark for its ability to synchronize well with your hail of bullets. -
Why take the time to post to say you can't help?
Glue and Flash arrows will be key. Empty Clips is lackluster but it's the only early AoE option. Whether to take it or not depends on whether your playstyle can live with single target attacks til the 20's. Things should really take off once you can glue a group in place for oil and then jump in for Hail of Bullets using ammo swapped for fire damage to ignite the slick. I skipped Entangling arrow and Ice arrows performance has been underwhelming. As a defender the hold simply does not last very long and the powersets don't really give you much to stack with. Cryo beam from the munitions pool might fix that in higher levels but it's very skippable early on.
The pistol and dual wield powers actually chain pretty well. You can either go with just those two slotted for a little recharge for the early levels if you can get on teams regularly or pick up a third attack. Shouldn't need more than four for a gapless chain.
The redraw actually isn't bad. You generally fire a few arrows to start the fight and don't need to pull the bow out again til the next group. When going from bow to pistol, half the time the redraw animation seems to skip entirely. And for the record, even with redraw animations, the downside is entirely visual.
Quote:Weapon redraw has, for years, been considered one of the ultimate banes of players. Entire guides, including my own previous TA guide, dedicated entire diatribes on the vileness of redraw and how critical or worthwhile it was to avoid it whenever possible. The truth was only revealed a short few months ago, though.
There is no redraw penalty.
Let me repeat that. There is no redraw penalty. Every power has a set animation time, and that animation time is synchronized to the activation time (usually. there are odd cases of asynchronous animation/activation times, but they tend to be either bugs or deliberate timing variations "baked" into powers for specific reasons). In the cases where a power requires a weapon or item to be drawn (both literally, in the sense of animation, and figuratively, in the sense of pulling something out of a holder), the activation time factors in both the standard animation and the drawing animation. What this means is, with or without a weapon or item drawn, when you activate a power like this, the total time it takes before you can activate another power is always exactly the same. If a weapon attack took 2 seconds, you would be incapable of activating any other power for 2 seconds, regardless of whether or not the weapon itself was drawn when you started the attack or already in your hand.
Observant players will notice (or have noticed) slight pauses at the end of weapon attack animations (though many have been reduced or removed as of Issue 11, leaving only a few sets and specific powers remaining with the extra draw time added to already drawn weapon animations). Those pauses are there precisely for the purpose of equalizing the activation times for drawn and undrawn states of these powers.
So, feel perfectly free to combine TA with any powerset available to you. You are not compromising your ability in doing so. -
I leave for three years and this topic is still running. Truly strong indeed!
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It's not going to cap your defense but the damage reduction of /Dark is quite solid and is one of the only ways to fill the psi hole. A lot of the toggles also include -tohit which effectively boosts your defense and the Oppressive Gloom stun toggle combined with Cobra Strike will let you keep entire spawns stun locked while you focus on the boss and Death Shroud eats the minions. MA itself will give you all the ST damage and attack chain you'd ever want.
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I've actually gotten a lot of mileage out of MA/DA. Most of what comes into melee with me is quickly stun locked (bosses included) and the Death Shroud more than makes up for a lack of AoE in the primary.
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I thought Frost was running one on Liberty. That's where I'm running Pretty Strong, my favorite level 12 brute
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I'll be making a guide as Pretty Strong gets up in level. Just don't take the Pretty Cloak. You want everyone to see you craking noeses
[serious] Frost has got a good guide for a Dark/EA out there. The mace powers are a bit different but taking them to taste should serve you well [/serious] -
[ QUOTE ]
This is Madness!
Madness!?
This is Pretty !!
-stronged!!!-
Totally...
JJ
[/ QUOTE ]
Fixed! -
It's still funny because people still whine about sub-par sets that are actually quite fun to play. Laughing at min-max twink kiddies will never get old
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He has a screen shot but if he ever posted it the pretty would overload the internets right before the strong breaks it in half
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[ QUOTE ]
Willpower: ...The staple power here is Rise to the Challenge, which will make you regenerate HP very, very quickly... In PvE. This is not a PvP set.
[/ QUOTE ]
Unfortunatly stalkers do not have access to RttC or the other staple, Quick Recovery. RttC was replaced by Reconstruction due to the no agro aura powers for stalkers policy
Excellent guide. It's good to have a well written overview here for people getting into the archetype
Bah. Beaten to the punch. That'll learn me to stop writing posts five seconds at a time during long load screens -
I get knocked down and I get up again. You're never gonna keep me down...
A mastermind's pets leech your xp while summoned. Leave them home to get more experience for your team -
Powers that grant stealth will make it easier for the hostage to follow your team out
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Waking up a second mob is the most effective way to tell your team you're going to 'brb'