Talionis

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  1. Quote:
    Originally Posted by hewhorocks View Post
    So we are agreed on this then: "Buff TA for Defenders!?"
    Buff all of them, its not like I see too many Trick Arrow Controllers either.
  2. Quote:
    Originally Posted by tarrantm View Post
    I'm not convinced. Fistfull of Arrows is piddly S/L damage; you will note that I didn't even include Frost Breath in my evaluation of Ice/ despite it doing considerably more damage than FoA. Explosive Arrow ends up decreasing your AOEDPS due to KB out of AOE coverage.

    Blizzard is only overkill if both Ice/Kins use it at the same time and if you read my initial post, I already stated that they are alternated.

    There is less gimping in the "as defensive as SD against S/L/E" Corr build than there is in a Elec/DS build (despite the 3 added slots in Boxing). In fact, it's a very team friendly build.
    Fistful of Arrows accepts Pro's. Proc's are a defenders friend. It animates fast and recharges fast.

    At least Fistful of Arrows doesn't take almost 4 seconds to animate like Frost Breath does. Heck, you could throw in Explosive Arrow for Archery too.

    With a good build you can get Rain of Arrows up about every 20-25 seconds. That's quick for the amount of damage it puts out.

    I haven't been able to get anyone to convince me that Ice is better AoE damage for Defenders than Kins.
  3. Quote:
    Originally Posted by Oedipus_Tex View Post
    Further, sometimes a power that seems okay on release turns out to be far worse or better than you initially pictured.
    I know that often times Dev's don't look at every possible combination. They look at the ones they think will be the best and the worst, but they do miss things.

    People often do not actually play the way the Dev's expect you to either. And you can sometimes self gimp yourself.

    Not all powersets are supposed to be good at the same things, but I have had a hard time figuring out what Trick Arrow is supposed to be good at.

    First off it has no buffes so clearly its not buffing

    Second it has some controls but the ones that seem worth playing are all on long recharges

    Third and what I presumed the set was good at was debuffing. But it is not the best at debuffing by any stretch and some of the powers that would seem key to debuffing are also on long recharges.

    Usually, powersets should be balanced on each other by getting something the things you don't have that other powersets do have. Trick Arrow has no buffs. I'm not sure what they got for not having those kinds of powers?
  4. Quote:
    Originally Posted by Westley View Post
    Aren't all nukes ranged?
    Most are PBAoE.
  5. Knight,

    I don't think it is a bad question. And if we knew the answer, we might better know how to communicate the need for the change to the Dev's.

    Trick Arrow feels weak compared to other sets. I've wondered what I'm doing wrong, thinking the Dev's must be right.

    What has caused the Trick Arrow to be nerfed and kept them from getting anything sustantial back?
  6. Trick Arrow has never appealled to me as a Controller secondary. But I think its interesting that the Control powers of Trick Arrow are actually stronger for Controllers than they are for Defenders.

    Controllers already have controls. Arguably Controllers need the controls to be less strong than the Defenders do. If the problem was balancing Trick Arrow for Controllers, I would've started by not upping the control value of the Trick Arrow powers for them.

    The only control for Trick Arrow that I see as working is Oil Slick, and its not up every spawn and does not light consistantly. It provides a team's worth of mitigation. Single target controls just don't help that much.

    The nerf bat is a terrible thing, almost always when the Dev's nerf something, they over nerf and the set becomes borderline unplayable. IE. Fire/X Tankers. They used to be godly, then they got nerfed to the point that they were almost unplayable. It took a ton of issues for them to finally boost the healing power to make Fire Tanks playable.

    I don't know what the Dev's saw that scared them. But I'm sure they overreacted to it. It's the history of Dev's especially in City of Heroes.
  7. Quote:
    Originally Posted by Miladys_Knight View Post
    TA had much better numbers in closed beta and was gutted just before release. You tell me why then.......
    That is a terrific question, I keep thinking I must be doing something wrong, because all my other Defenders are so much better.

    I can't imagine that Trick Arrow was better than Kin, Dark, Traps, or Rad.
  8. I'm not sure whether Dark and Traps have too much Control to be given to Controllers.

    Trick Arrow has a little bit of control and it hasn't proven to be too much benefit for Controllers.

    But, I too can't imagine either being more Controller Toons more powerful than Rad or Kin.

    Part of the problem with balancing is that when the Dev's moved the Trick Arrow 'control' powers a Controller secondary they made them better for those toons. I've never understood that. Not all Defender primaries have those types of powers, so it makes it harder to balance these between Archetypes.

    But we are now talking about the strongest Defender Primaries:

    Kinetics
    Radiation
    Dark
    Traps

    Trick Arrow isn't anywhere near these in value added to a team.
  9. I've heard that Scrappers might be better than Brutes because of damage caps and pet formulas. I guess the other big difference would be Epics, what powers are available in them. Is there any truth to that? What do people think? In a few months it won't matter which side I want to be on since I'll get Going Rogue.
  10. Here is one with Softcapped Smashing Lethal Defense. It just lost Initerial Reduction:

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  11. Quote:
    Originally Posted by CyrusDane View Post
    The only advice i have for you is patience... the end usage is a pain at times, but if you've taken the fitness pool when you hit 41 go with energy epic pool and take conserve power and physical perfection for sure. double slot conserve power with recharge rates, and slot physical perfection with 3 end mods. you hit the mid 40's your patience will pay off and you can run yer dark tank/scrap pretty much anyway you want (PvE). You'll still need to keep a few blues on hand though. One more thing... make sure you slot soul consumption, your end recharge power, with at least 1 attack rate and 2 end mods.
    my 50 dark/dark tank rocks for PvE.
    Dark Consumption isn't available for each secondary. And is Dark that much Endurance better than other tanks?
  12. Quote:
    Originally Posted by Dispari View Post
    If only someone did a comparison of the Defender primaries a few pages back.
    Some of those numbers are misleading for Trick Arrow too. Because a lot of the effects that add up to the totals can't be up at the same time.

    Oil Slick, EMP, Even Disruption Arrow have pretty good recharge times and so the effects aren't up necessarially for each mob.
  13. Quote:
    Originally Posted by Mezzosoprano View Post
    Do you have a proto Mid's build?
    This is where I would start, see below.

    43.6% Smashing Lethal Defense
    64.3% Resistance to Smashing Lethal
    Rain of Arrows Recharging at 19.3 Seconds without double stacked siphon speed, I'm fairly sure someone else can further reduce this.
    I have some proc's in the attacks.
    You could grab Flurry or Jump Kick for more Kinetic Combat sets to actually soft cap

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Talionis of War: Level 50 Natural Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Archery
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Transfusion -- (A)(39)
    Level 1: Snap Shot -- (A)
    Level 2: Repel -- (A)(7)(7)
    Level 4: Fistful of Arrows -- (A)(5)(9)(11)(11)(13)
    Level 6: Siphon Speed -- (A)(13)(15)(15)(17)
    Level 8: Combat Jumping -- (A)(9)(19)(19)
    Level 10: Boxing -- (A)(17)(21)(21)
    Level 12: Speed Boost -- (A)
    Level 14: Maneuvers -- (A)(23)(23)(25)
    Level 16: Hasten -- (A)(25)(27)
    Level 18: Tactics -- (A)(31)(31)(31)(33)(33)
    Level 20: Explosive Arrow -- (A)(27)(29)(29)(33)(34)
    Level 22: Tough -- (A)(36)(36)(36)(37)(39)
    Level 24: Weave -- (A)(37)(37)(39)
    Level 26: Transference -- (A)(40)(40)(42)
    Level 28: Inertial Reduction -- (A)
    Level 30: Kick -- (A)(40)(42)(42)
    Level 32: Fulcrum Shift -- (A)(34)(34)
    Level 35: Aim -- (A)(46)
    Level 38: Rain of Arrows -- (A)(43)(43)(43)(45)(45)
    Level 41: Mass Hypnosis -- (A)(45)(46)(46)
    Level 44: Mind Over Body -- (A)(48)(48)(48)(50)
    Level 47: World of Confusion -- (A)(50)(50)
    Level 49: Telekinesis -- (A)
    ------------
    Level 1: Brawl -- (A)(3)(3)(5)
    Level 1: Sprint -- (A)
    Level 2: Rest -- (A)
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 26% Defense(Smashing)
    • 26% Defense(Lethal)
    • 7.25% Defense(Fire)
    • 7.25% Defense(Cold)
    • 15.7% Defense(Energy)
    • 15.7% Defense(Negative)
    • 6% Defense(Psionic)
    • 17.9% Defense(Melee)
    • 14.1% Defense(Ranged)
    • 8.5% Defense(AoE)
    • 7.5% Enhancement(Range) (in PvP)
    • 2% Enhancement(RunSpeed)
    • 4% Enhancement(Sleep)
    • 42.5% Enhancement(RechargeTime)
    • 2% Enhancement(FlySpeed)
    • 2% Enhancement(JumpSpeed)
    • 31% Enhancement(Accuracy)
    • 2% Enhancement(JumpHeight)
    • 10% FlySpeed
    • 103 HP (10.1%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5% (in PvP)
    • MezResist(Held) 5% (in PvP)
    • MezResist(Immobilize) 16.6%
    • MezResist(Sleep) 5% (in PvP)
    • MezResist(Stun) 5% (in PvP)
    • MezResist(Terrorized) 5% (in PvP)
    • 20% Perception
    • 19% (0.32 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 10% ResEffect(FlySpeed)
    • 10% ResEffect(RechargeTime)
    • 10% ResEffect(RunSpeed)
    • 5.99% Resistance(Fire)
    • 5.99% Resistance(Cold)
    • 10% RunSpeed



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  14. Actually, its a numbers thing. I have a perfectly enjoyable, though not exactly easy time soloing my Trick Arrow/Dark. I have a little bit of masochist in me too and I like having to work harder to make something work for me. I have tons of little tricks that make the set work for me pretty well.

    It is when you start putting it on a team that people notice the buff and debuffs just don't add up to what they can be for other Defenders. Everyone always says that you put 8 Defenders on a team and they stun everybody. But Trick Arrow is the least stunning to a team.

    Yes, you don't have a heal and that is what people notice most. But if you start looking at the Debuff numbers you aren't even the best at that. Over time, even the scrubs that play in PUGs have noticed that the team moves better with a Trick Arrow, but they move even better with a Rad or a Traps or a Dark or a Kin or a Cold.

    Someone mentioned that Trick Arrow gets some controls to offset its lack of "buff". The two single target controls really don't bring that much mitigation to a team, so I don't feel like I'm missing much. I actually didn't take either power and I do fine solo. They are not a force multiplier like buffs and debuffs are.

    Even some of the set defining powers like Acid Arrow, are very hard to hit multiple targets because the AoE is so small. That doesn't help a big team as much as most of the other debuffs that other Defenders are running.

    Many people enjoy Trick Arrow the way it is because it is a challenge. This game really is not that hard and people like the badge of honor of playing a slightly more challenging Toon. But in the end, Trick Arrow is not balanced well against the other Defender Primaries. You really do bring less to a team than other Defenders.
  15. Quote:
    Originally Posted by MaxLongstreet View Post
    Deadweight, huh? Hmm...I like that! I've been meaning to rename my character; I'll have to see if that's available on Triumph. I'm also looking at 'Aggro Magnet' and 'Doctor Useless'.

    EDIT: I'm also considering 'Zero Shot', which I think works on a couple different levels.
    I love my TA/Dark, but I feel like Deadweight sometimes and people laugh. Seriously, the other night they were like I thought you were playing a Defender. Nobody plays Trick Arrow.
  16. I'm still betting on a Kinetic/Archery/Psychic as the Defender farmer. You'd slot for recharge, maybe throw a proc or two in Fistful of Arrows. You'd also need to slot for S/L defense and then run the S/L shields and farm smashing lethal damage dealers. You probably need to run 2 or 3 Defense toggles to get to this with perma hasten.

    Kinetics has:
    Fulcrem Shift is the biggest damage multiplier for Defenders.
    Transferance to fill your blue bar and you'd probably need to go stanima less to run the extra defensive toggle.
    Transfusion for when you do get hit

    Archery has:
    Rain of Arrrows is the biggest damage dealing power that can be up consistantly. I got this to recharge in mids at the 20 second range. Even more recharge is probably possible.
    Fistful of Arrows can probably mule a couple procs and still be good.

    Psychic Has:
    Mass Hypnosis which will let you fulcrem shift and transference and Transfuse without causing aggro.

    That's hard to beat, and probably what should be "built" to compare damage from other possible archetypes. Someone with more Mids experience than me could probably better answer the question.
  17. I was thinking that Choking Cloud would be good to create containment, especially for an Illusion primary, where it is difficult to create containment. But I don't have a Rad high enough to know for myself. Just like a lot of Dark Armor powers not fully slotted many of them look worthless, but there are usually ways to improve things.

    Reasons to Take Choking Cloud:

    1. Stack Holds since you already have 2 other PBAoE holds
    2. Create Containment for AoE attacks like Fireball or Fissure
    3. The -Defense from Rad should help your accuracy
    4. Sets like "Lock Down" -- Give +accuracy, reduce Endurance, and increase hold time, with the further chance to hold proc in there.
  18. Here is the data chunk:


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  19. I'm having a hard time figuring out what to prioritize. I'm trying to slot for Defense, especially Ranged and AoE, since Cloak of Fear will give Melee attackers a - ToHit. I've been trying to be mindful of Endurance. But I'm just not sure I'm getting a decent attack chain or doing a general good job.

    My first priority on this toon is to make a good survivable taunting tank to protect the team and himself, but I was hoping to eek out an attack chain as well. Any advice, even skipping powers or changing pools would be appreciated.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Talon Earthshaker: Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Dark Embrace -- (A)(3)(3)
    Level 1: Stone Fist -- (A)(9)(9)(11)
    Level 2: Murky Cloud -- (A)(5)(5)
    Level 4: Heavy Mallet -- (A)(13)(13)(15)(15)(42)
    Level 6: Obsidian Shield -- (A)(7)(7)
    Level 8: Dark Regeneration -- (A)(42)(43)(43)(43)(45)
    Level 10: Combat Jumping -- (A)(11)(46)
    Level 12: Hurdle -- (A)
    Level 14: Health -- (A)
    Level 16: Cloak of Darkness -- (A)(17)(17)
    Level 18: Death Shroud -- (A)(19)(19)(21)(21)(23)
    Level 20: Stamina -- (A)(23)(25)
    Level 22: Fault -- (A)(25)(27)(27)(29)(29)
    Level 24: Boxing -- (A)(46)(46)(50)
    Level 26: Oppressive Gloom -- (A)(31)(31)(31)(33)(33)
    Level 28: Tough -- (A)(33)(34)
    Level 30: Weave -- (A)(34)(34)
    Level 32: Maneuvers -- (A)(36)(36)
    Level 35: Tremor -- (A)(36)(37)(37)(37)(39)
    Level 38: Seismic Smash -- (A)(39)(39)(40)(40)(40)
    Level 41: Conserve Power -- (A)(42)
    Level 44: Physical Perfection -- (A)(45)(45)
    Level 47: Cloak of Fear -- (A)(48)(48)(48)(50)(50)
    Level 49: Soul Transfer -- (A)
    ------------
    Level 1: Brawl -- (A)
    Level 1: Sprint -- (A)
    Level 2: Rest -- (A)
    Level 1: Gauntlet
  20. Quote:
    Originally Posted by Dunkelzahn_NA View Post
    May I suggest Focus
    Taunt can help too.
  21. Quote:
    Originally Posted by wasabivirus View Post
    I do believe Frosticus made a comparison btw corrs and fenders and fenders came out on top. And no, scourge is not as reliable as you think it is.
    Whether Scourge is reliable or not, it is better than nothing. The extra endurance from Vigilence is really about nothing, it is actually nothing when you solo. Playstyle really doesn't change much solo to non-solo, you'll use all the same powers with the exception of the ally buffs. Endurance savings is practically nothing when you aren't solo and your team is doing ok. But then you have massive endurance when things go bad.

    Its that inconsistancy, that I think really hurts the Vigilence mechanic. When balanced the Vigilence mechanic doesn't have to be a world beater. I think its best to have a more consistant power that allows you to manage your endurance better.
  22. Quote:
    Originally Posted by Luminara View Post
    No. Even at the level of +Recharge I can give it, such as putting it in place of Dark Transfer with the Armageddon set and keeping my current level of global +Recharge (including down time, i'm less than 2s away from perma-Hasten), it would still only be available only once every 3-4 spawns. Plus it would require me to rework the build to fit in Dark Consumption (to compensate for the endurance crash) and Soul Drain (because even with Disruption and Acid, fully slotted Blackstar can't defeat -1 lieutenants), and then I'd have to throw away most of the IO sets I have now and refocus the build on Melee Defense.

    What slows me down is endurance management and recharge on OSA. My actual kill speed is excellent, in my opinion.

    Flash, OSA, Disruption, Acid on the boss if there is one, TT/NF/TT/NF/TT/NF, Apprentice Charm on OSTarget if it hasn't already been defeated (Posi's Blast procs in TT and NF usually take care of that for me), Disruption again (double-stacked at this point), TT/NF/repeat until everything is down, or until only the boss remains, at which time I switch to single-target attacks and finish it off. If there was no boss, I have to wait 5-20s (it depends on how the procs are treating me. sometimes they're stubborn and won't trigger often, sometimes they're firing off constantly and even lieutenants drop so fast that i have to stop and see if a GM is standing behind me with a big IWIN button) for OSA to recharge. If there was a boss, OSA is generally recharged by the time I'm finished, but I wait a few extra seconds for my blue bar to tick back to full.

    My kill speed is more dependent on the random number generator in control of proc triggers than anything else. TT and NF cycle almost seamlessly at the level of +Recharge I've got, so that's my attack chain any time I have more than one enemy in front of me. How frequently I get proc triggers is what determines how quickly I defeat a spawn. If I'm getting lucky, it can be as quick as 15s. If not, if I'm not seeing procs trigger and I miss my chance to light up OSA, it can take up to a minute. On average, I could run through that CoT scanner map (two floors, office map, 8-10 spawns per floor) in 12-13 minutes. On a good run, 9-10 minutes. A bad run could go up to 15 minutes.

    Blackstar would slow me down even in the best scenario.

    And if the forum eats this reply, I'm riding my moped to wherever they keep the servers and punching someone in the face.
    I have a Trick Arrow/Dark that I really like too. But I don't have pro's in the cones. I will really have to try that. I'm with you, I wish that OSA was up more often as its both a fun mechanic and a key source of extra damage.

    The nice thing about TA/Dark is it doesn't take too much to create survivable defense with it.
  23. Its a fun set. If they make it decent a lot more people will play it and enjoy it. Like you said it just needs a little love.
  24. Luminara, do you think it would help you, "farming" if you had the Dark Nuke?

    Parthenia: Level 50 Magic Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Dark Blast
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery
  25. I would say no to whatever idea you have here, since it has taken a while for you to suggestion to change from -perception (which it seemed you didn't know Flash Arrow already had) to a hold power.

    Flash Arrow is not supposed to generate aggro.
    There is already an AoE hold in the set.
    Trick Arrow is not a controller primary.
    Trick Arrow is not just a Defender power, and this would be too good for Controllers.

    I will offer that Trick Arrow should get a good solid look at because I think the set is underperforming. Here is Trickshooter's thread full of a lot of recommendations. You should look at this and possibly contribute to this thread: http://boards.cityofheroes.com/showt...=197316&page=9