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Excellent guide...as has been said many times before...
I have a TA/A Defender who just made it to level 10 but it has been slow going and the Hospital and I have become very well acquainted (Which when you are doing the Hollows missions is quite a hike...)
My build (so far) is not that different than that of Dancing Hawk...the only real differences are Flash Arrow and Combat Leaping...
My issue is that I just don't seem to be avoiding damage very much. Give me a mob of melee fighters, and I am usually able to clean them up. But any real ranged mobs (Gunners) just take me out before I can do much about taking out the group. I am very successful when I slot the right inspirations (Helath and Luck mainly) but running back to a contact after every large encounter is pretty tiresome.
Now I have read things before that have basically said that levels 8-15 are just hard with this type of build. And that The Hollows would be a nightmare...but just wondering if there is any advice to help make it easier.
My general combat sequence is this:
Flash Arrow; Pull someone if I can; Take out the pulled and repeat till I aggro the group.
Then Glue Arrow; Flash Arrow if it has worn off; and then just start Snap Shot/Aimed Shot/Entangling Arrow on the gunners (I know that the Entangling arrow doesn't do much, but it fills the rotation) then branch out to the melee fighters. But my problem is that none of these attacks do a ton of damage, and by the time I have taken out the gunner, the melee guys have fought through the glue and are on me. Or my "toe to toe" fight with the gunner has him doing more damage to me, than I am to him.
Thoughts? Tactics? Advice?
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You just hit 10th level, but I don't see you mention Blazing Arrow anywhere. This will your main damage-dealing attack for a long time, and if you didn't take it at 10th level, well, if you have a respec available, use it. Slot it up with damage and recharge as quickly as you can. When I gout Blazing Arrow, Whitebow definitely turned a corner.
As for gunners/other ranged attackers: keep them flashed, and put them in the Glue Arrow as much as possible, AND entangle them. Glue and Entangle slow down their attack rate.
Slot immobilization duration on entangling arrow, at least 2 slots.
Alternatively, entangle a gunner or two, then move out of their range. Let the melee types run toward you...entangle one or two if possible. Glue the rest as they get near. If you see the gunners get free of Entangling before you finish with the melee types, hit them with entangle again, move back out of range, etc.
Poison Gas Arrow also helps. Lay down Glue then PGA - at least a few (usually more than a few) mobs will start choking and not attack. Slot PGA with Sleep duration enhancements, at least 2. DO NOT attack the mobs that are choking/sleeping (i.e., no Fistful of Arrows that can hit the sleepers).
Playing a TA/A solo is a difficult dance, but it is also the most fun I have had so far in this game. Stick with it...once you hit level 22 and get SO enhancements...