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How 'bout that. The guide says you can only flirt with Garrus, but he does indeed have a final romance scene, though it's very... "romantic drama". The flirting scenes with him are pretty funny, though. Tali's too.
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I think you're kind of short on attacks in lower levels. At higher levels, you might find your ability to defeat enemies a little on the slow side with only Swipe, Focus, Eviscerate and Shockwave as reliable attacks. Taking Strike or Slash (or both, if you want) can probably fill it out a little better.
Also, I think you should take either Combat Jumping or Maneuvers, but not both. With your build, even suppressed Hide should put you at the defense soft cap for S/L/E/Fire/Cold, and neither power really offers enough to significantly improve the defense of the other types (okay, maybe Negative).
Your build also costs a lot of endurance even before turning on Assault, so I'd say you could probably drop it if you keep Maneuvers.
Energy Protection seems like a wasted choice if you're only going to use it for a Steadfast Unique. I'd recommend moving a slot to Tough and putting the Steadfast piece there, and take something else at 30. Maybe Hurdle, since it looks like you've decided to either go Travel power-less, or you're going to rely on Ninja Run. -
The heatclips are no big deal, I can't think of any enemy group that doesn't drop them as you fight them. I've only run out of them on a single weapon more than once. But then, I use my Tech powers and my teammates powers a lot more than my guns, except on bosses.
Each new crew member will suggest you add an upgrade for the Normandy, except a few that request special weapons or upgrades for themselves. The Med Bay Upgrade is not necessary unless you want to be a Renegrade, but don't want facial scars. I never took it because I always go Paragon anyway. -
Fly to the Local Cluster, and Scan and try to mine a few time on the planet Uranus. EDI is hilarious.
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Not too many enemies have shields or barriers, though. Only about 1 in 5 or so from experience so far, though I know from directing Jacob and Jack that biotics are lulz until they're down. I usually have myself (yay engineers!) and either Miranda, Mordin or Garrus remove shields and barriers first, then have the biotic users attack.
I know that must suck for biotics players, but for me it adds a little more strategy.
Scanning gets better when you update your ships scanner, but still is a little slow. But the new upgrade/inventory system that it comes with is so so so much better than the annoying assloads of ammo, armor and amps inventory junk in the first one. If I had to pick the most annoying part of the first game, it would have been the annoying inventory managing I had to do before, during, and after every mission. -
I'm having a lot of fun.
I stuck with my Engineer role from the first game, and I'm enjoying the changes to those abilities a lot. The Drone is very useful, and Incinerate and Cryowhatever are badass.
After seeing what happens with Ashley/Kaiden (sp?) last night, I haven't decided if I'm going to try to maintain my relationship with Liara or move on to Tali or Miranda. We'll see, I s'pose.
And Jacob is super hot. Unfortunately, it seems that in the future, only women can be gay. :/ -
I plan to start celebrating tomorrow once my copy of Mass Effect 2 (and the game guide I got, too) arrives.
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Do you have the +Recharge proc slotted?
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Wouldn't it be easier to just play an Illusion/Empathy Controller if you wanted to invisiheal?
You play a Stalker to make things dead, not to make them live. Now go stab something! -
Omega Maneuvers holds aggro pretty well and can't be killed (mag100 Untouchable at all times). Disruption Arrow could hold aggro with a taunting aura if it was at least made targettable.
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I don't get it.
Are you saying Castle said it should and he's going to fix it? Or are you just saying that it should and you want Castle to notice?
Because it's already in the Defender Issues list, which Arbiter Kim went through and forwarded the individual issues to the proper people. -
I had thought about it. It seems really cool, and would definitely be fun.
But given the current recharge time on Disruption Arrow, it could be incredibly overpowered. With just SOs you could almost have it out at all times, and with a little more recharge, you could even have two out for awhile. It would make you and your teammates very, very safe.
To balance that out, it would probably have to have it's recharge increased significantly, like double or more, and I'd hate to see that happen to a power that is already (annoyingly) a large part of what TA needs to function at a level close to the other sets.
Maybe if it were a very weak taunt, as in the taunt duration was shorter than the "activation period" of Disruption Arrow (5 seconds, I think), I could see it happening. And it would definitely not be enhanceable. Just something that would last long enough to turn the attention of enemies for a second or two. But even that might cost us the autohit nature of the power, and might keep it limited to 10 enemies (even Omega Maneuver only hits 10). -
As was said, the visual hasn't changed, but the sound used to be closer to a loud smacking sound. But at some point it started to cause a lot of problems. For many people, one of four things would tend to happen:
1) You went in to a sound loop crash
2) Your screen froze for a long time
3) Your screen froze for a long time, and then you crashed
4) It worked normal
This was all happening around the time that a lot of sounds were causing sound loop crashes, but Fulcrum Shift's was the worst offender.
A lot of people prefer the old sound, because they feel it sounded more "powerful" than the new sound, but I like the new sound a lot better. The old sound effect made it sound like every other power in the set, or pretty much like what it was: an AoE version of Siphon Power, which didn't seem that exciting to me when I first got it.
While the new sound doesn't really go well with the rest of the set, I like that it sounds more like what the power says it does: transfer energy from your opponent to you and your teammates. I wish they'd redo the whole set to fit a similar sound theme, while also beefing up the Fulcrum Shift one a little to sound more powerful than the rest of the set.
I also wish they'd redo the Dark powersets' sound effects. Those have always sounded goofy to me. Not to mention most of the graphics look like clumps of hair. -
It's possible to farm with a TA/A (I do), but you're going to need a lot of set bonuses. Either defense, recharge, or some combination of the two will be best.
Trick Arrows and Archery are built for AoE, and Archery is pretty good in that respect, but while Trick Arrows has fairly large AoEs, they're on lengthy recharges and the set is short on defensive debuffs (not defense debuffs, but debuffs that reduce incoming damage, such as -ToHit, -Damage, and -Recharge).
My build has lots of recharge and good recovery, so I alternate between spawns with either of these chains:
Oil Slick Arrow + Disruption Arrow + Aim + Rain of Arrows
PBU + EMP Arrow + Disruption Arrow + Aim + Rain of Arrows
And then Acid Arrow and Ice Arrow get mixed in there usually, and sometimes I don't use PBU because it's not back up yet, but those are basically how I go. When EMP Arrow isn't up, I use Flash Arrow, Glue Arrow, and Poison Gas Arrow to soften the alpha.
Here's my build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Trickshooter: Level 50 Technology Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Flash Arrow -- Cloud-ToHitDeb(A), Cloud-ToHitDeb/EndRdx/Rchg(5), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(31)
Level 1: Snap Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(48)
Level 2: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(48)
Level 4: Glue Arrow -- RechRdx-I(A), RechRdx-I(5)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Ice Arrow -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold(9), UbrkCons-Hold/Rchg(9), UbrkCons-Acc/Rchg(15), UbrkCons-Acc/Hold/Rchg(21)
Level 10: Blazing Arrow -- Apoc-Dmg(A), Apoc-Dmg/Rchg(11), Apoc-Acc/Dmg/Rchg(11), Apoc-Dmg/EndRdx(15), Apoc-Acc/Rchg(43)
Level 12: Acid Arrow -- HO:Lyso(A), HO:Lyso(13), Achilles-ResDeb%(13)
Level 14: Fly -- Srng-Fly(A), Srng-EndRdx/Fly(48)
Level 16: Fistful of Arrows -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rng(17), Posi-Acc/Dmg(17), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(37)
Level 18: Disruption Arrow -- RechRdx-I(A), RechRdx-I(19)
Level 20: Swift -- Flight-I(A)
Level 22: Health -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Rchg(36), Dct'dW-Heal(43), Mrcl-Rcvry+(43), Dct'dW-Heal/EndRdx(46)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 26: Oil Slick Arrow -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg(31), UndDef-DefDeb/Rchg(37)
Level 28: Ranged Shot -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(29), Mantic-Acc/ActRdx/Rng(29), Mantic-Dmg/ActRdx/Rchg(31), Mantic-Dmg/EndRdx/Rchg(37)
Level 30: Poison Gas Arrow -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(34), FtnHyp-Acc/Sleep/Rchg(40), FtnHyp-Sleep/EndRdx(40), FtnHyp-Plct%(46)
Level 32: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), HO:Endo(34), RechRdx-I(34)
Level 35: Stunning Shot -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(42), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(42)
Level 38: Rain of Arrows -- Ragnrk-Dmg(A), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Dmg/Rchg(40)
Level 41: Power Build Up -- RechRdx-I(A)
Level 44: Temp Invulnerability -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46), S'fstPrt-ResKB(50)
Level 47: Aim -- RechRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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Is it possible your level was changing at some point after entering or just before? Pets die as soon as your level drops below their level.
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Quote:I hope you're just saying you feel the set is fine for Controllers. It's unfair to dismiss the concerns of others here because your Plant/Trick Arrows Controller is "fine as is".You guys are doing it wrong, apparently.
My Plant/TA has so many different way to immobilize, hold, mez, and debuff enemies that it's hard NOT to be useful.
Primarily, it's a lock down beast with 2 ST holds, 2 Immobilize powers (plus Carrion Creepers), 2 AoE holds, and 2 Location AoE KD powers (Disruption Arrow and Oil Slick Arrow). Oh yeah, AND Seeds of Confusion! The only enemies who give me trouble to lock down are EBs and AVs, and even those I can immobilize.
THEN add in Trick Arrow's debuffs to Damage, Resistance, Movement Speed, and Recharge Speed.
There's no doubt in my mind that Trick Arrow is primarily a support set for weakening and incapacitating enemies rather than speeding up the rate at which they're killed, but that doesn't mean it's a useless set. And it DOES give burst AoE Damage with Oil Slick Arrow.
You're right. It can't solo as well as a Fire/Kin can, and it isn't game breaking. It's still plenty useful, though.
I think the set is fine as is.
For one, Trick Arrows exists as more than a Controller Secondary. Consider the Corruptor version for a moment. On a Defender, TA gets higher debuff values, but shorter controls. On a Controller, TA gets longer controls, but lower debuff values. On a Corruptor, TA gets lower debuff values AND shorter controls. No other set really suffers the same way TA does when ported like that, because no other set is as heavy on controls. Play the set on more than a Controller before you decide whether the set does or doesn't need even a small buff.
Second, Plant Control is one of the best control sets in the game. Dismissing everyone in here because your Plant Controller is very good at locking down enemies is silly.
Third, the damage caused by Oil Slick Arrow is by no means "burst damage". Yes, it's a lot, but it's over 15 seconds.
Fourth, nobody wants Trick Arrows to be "game breaking", and brushing aside all requests for buffs that way is also silly. People in this thread only want the set to perform competitively with the other buff/debuff sets, which it doesn't except maybe on Controllers.
But I guess there'll always be people that take others asking for buffs to a set as some sort of personal insult because they like it as is. They were there for War Mace, Electric Armor, Ice Melee, Claws, Dark Melee... -
I was going to say Liz, because Liz is awesome, but after you said what you plan to do with it, I'd say Juggertha would be a good choice. He does a lot of things made to look like covers (or OHOTMU pages).
I want to get another commission from Liz done soon, but waiting for the next paycheck. -
I got Darksiders today, and I'm enjoying it.
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Quote:Nope. Only affects the -Speed and Immobilize duration of Web Grenade.Hello capes. I'll be honest here.... I'm not a defender. I'm a mastermind. I thought you might be the ones to come to though.
Share and share alike right?
Anyway traps in theory has a ton of powers that could benefit from power boost. However traps are pets and psudo pets. I know they have fixed it to "rain" psudo pets get the effect of power boost. What about the pets from the traps set? FFG? Triage Beacon? Seeker Drones? caltrops?
If it works it would be amazingly powerful. -
Quote:I don't know where you read that, but that is definitely not what occurs. What Catwhoorg described is how debuff resistance works in this game.It was my understanding that resistance to effects is all or none - e.g. 85% of the time the debuff you mention doesn't happen at all, 15% of the time the full debuff is put into effect for the full duration... so over time you average a net effect of 6%, but it's inconsistent.
Isn't this how debuff resistances work in game? Otherwise cascade defense failure would happen much faster than it does (if one is softcapped and has def debuff resist), because being hit would mean you lose some defense.
I admit I've not sat in Cim with my %'s window open to verify this, but that's what I've read in guides. -
Unresistable effects are only unaffected by an entities rank or resistances they get through powers, but they aren't immune to level differences. So that big impact that Flash Arrow supposedly has against AVs goes away once they start to be higher than +0 (ie. Any AV in any of the 45+ TF/SFs).
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I do -1 because things die faster. Disruption Arrow, Aim, and then Rain of Arrows hits -1s pretty hard. I've gotten more purples since the new difficulty settings went in than ever before. The only downside is that all the other recipes are 49.