Trick Arrow: GP's Guide for Defenders


Blueeyed

 

Posted

Since there is a fair amount of confusion—and a great lack of information—regarding the Trick Arrow set, I've decided to put my testing to good use and compile the information here. Please note that all data is a product of my own testing; all information is as accurate as I could make it, but if there are any mistakes please do point them out.

I should point out that this is written from the point of view of a Trick Arrow Defender. Numbers and observations may be different for our Controller cousins.

All testing was done using even-con minions. Durations and effects will vary based on whether your targets are higher or lower level than your character.

I am only concerning myself with the Trick Arrow primary set. Most secondaries are already covered well in other guides, and the ones that aren't (Archery and Sonic) fall into the category of "I haven't had enough experience with these to write on the subject."

Lastly, please be aware that this is not a "how to build your character" guide. There is no one right way to do things in City of Heroes, and what works for one person may not work for another. What this is intended to do is shed some light on the Trick Arrow set, based on hard numbers and personal observations.


Trick Arrow: The Hard Numbers


Entangling Arrow

Effects: Immobilize, -fly (long description mentions that it halts jumping as well)
Area: Single target
Duration: 5 seconds
Recharge: 19 seconds


Flash Arrow

Effects: Perception debuff, accuracy debuff
Area: Large area, centered on target
Duration: 60 seconds
Recharge: 18 seconds
Accuracy Debuff Value: ~8%

Notes: There is an accuracy check on this power; it can (and does) miss. The to-hit roll is made separately for each target in the area of effect.

The graphic goes away when the target takes damage, but the accuracy debuff still lasts the entire duration even though the graphic is no longer present.

This power cannot be self-stacked by the same Defender.


Glue Arrow

Effects: Movement speed debuff, recharge debuff
Area: Large area, centered on target
Duration: 30 seconds/60 seconds
Recharge: 2 minutes
Movement Speed Debuff Value: -unknown-
Recharge Debuff Value: -unknown-

Notes: The duration bears some explanation. When you cast Glue Arrow, the area effect glue remains for 30 seconds, and is stationary. In other words, if the target you cast it on leaves the radius, the glue splotch remains in its original location. If the original target dies before the 30 seconds is over, the glue goes away and nobody entering the original area will be slowed. However, those who were already affected by the glue will remain slowed for up to 60 seconds from when you cast Glue Arrow.

With Hasten and six recharge enhancements (SOs 3 levels above me) I was able to get the recharge down to pretty near 30 seconds. Currently, with Hasten and six recharge SOs 2 levels below me, the recharge is 36 seconds.

Unlike other "slow" powers, Glue Arrow does not prevent flight or jumping. Additionally, if your target is in the air when you cast the power, it will not activate.


Ice Arrow

Effects: Hold, recharge debuff
Area: Single target
Duration: 10 seconds
Recharge: 20 seconds
Recharge Debuff Value: -unknown-

Notes: With 5 recharge enhancements (SOs 2 levels below me) I was able to just about perma-hold an even-con minion. There was less than a second between holds during which he could move.

The recharge debuff seems to last only as long as the hold; there is no graphical indicator to show otherwise.


Poison Gas Arrow

Effects: Damage debuff, minor chance to hold
Area: Medium area, centered on target
Duration: 20 seconds
Recharge: 45 seconds
Damage Debuff Value: ~31%

Notes: Show your work! Damage dropped from 69.22 to 47.59 (same enemy, same attack) after applying Poison Gas Arrow.


Acid Arrow

Effects: Damage resist debuff, defense debuff, minor damage over time
Area: Very small area, centered on target
Duration: 20 seconds
Recharge: 20 seconds
Damage Resist Debuff Value: 20%
Defense Debuff Value: -unknown-

Notes: There is an accuracy check on this power; it can (and does) miss. The to-hit roll is made separately for each target in the area of effect. The area on this is such that if you get more than two or three enemies in it, you've succeeded wildly.

Show your work! Damage done by Snap Shot went from 39.24 to 47.09 after applying Acid Arrow. (It went up further to 54.94 when combined with Disruption Arrow; yes, that's 40%)


Disruption Arrow

Effects: Damage resist debuff
Area: Large area, centered on ground target
Duration: 30 seconds
Recharge: 2 minutes
Damage Resist Debuff Value: 20%

Notes: Show your work! Damage done by Snap Shot went from 39.24 to 47.09 after applying Disruption Arrow. (It went up further to 54.94 when combined with Acid Arrow; yes, that's 40%)


Oil Slick Arrow

Effects: Persistent knockdown, movement speed debuff, defense debuff
Area: Large area, centered on ground target
Duration: 30 seconds
Recharge: 3 minutes
Movement Speed Debuff Valule: -unknown-
Defense Debuff Value: -unknown-

Notes: If a fire attack is used on the Oil Slick (which shows up as a targetable enemy), there is a chance of igniting the Oil Slick. If ignited, it does minor but rapid damage over time to enemies on the Oil Slick. Reportedly, energy attacks can also ignite the Oil Slick.

From my (limited) observations so far, this seems to do less knockdown than Ice Slick.


EMP Arrow

*** These are the numbers from Radiation Emission's EM Pulse ***
*** I am using these numbers as I do not yet have EMP Arrow ***
*** If the powers differ in some way, please let me know ***

Effects: Hold
Area: Huge area, centered on target
Duration: 26 seconds
Recharge: 5 minutes


Trick Arrow: The Personal Observations

Everything from here on is strictly my opinion and should be treated as such.

As of this writing (9/26/05), I am hoping this guide has cause to undergo serious revision. I say this because, though it is a fun set, it plays less like a Defender and more like a Blaster who mixed up his primary and secondary power sets. The specifics of why are beyond the scope of this post; rest assured that I will be sharing my opinions on the subject (backed up by the data here) with the game developers very shortly.


 

Posted

Good job chief. I am going to run my own tests on Poison Gas arrow though. I think 30% is too high. I will show my work too


 

Posted

Thanks. Needed this info for my mind/ta. Will help me decide how to spend my next few powers.

RagManX


"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2

The economy is not broken. The players are

 

Posted

Clarification on Flash Arrow

The 8% number I listed as the debuff value is a result of my testing vs. an even-con minion, and is the end-result difference of how often I was hit (comparing two series of 500 attacks).

Assuming the formula provided—and my subsequent math—are correct, the base accuracy debuff would appear to be somewhere between 10 and 20 percent (meaning an even-con minion will hit 5-10% less often with an unslotted Flash Arrow applied than without).


 

Posted

Im 1.5 levels away from EMP Arrow - and curious as to how this works. I have used EM Pulse on my 50 Rad Defender and it was amazingly powerful.

Is EMP Arrow exactly the same as Rad's EM Pulse? With 2 hols, 2 accuracys, and 2 recharges and perma hasten it could be used every 2 hours easily - and literally hold (even after I5 nerfs) everything in a PBAoE range around me for like 1 minute.

EMP Arrow seems to be the same thing - but its targetable - which makes it even nicer...Im hoping the duration, etc is the same...anyone know 1st hand?


 

Posted

Yeah, it's extremely powerful and has a huge area. I have mine 6 slotted with 4 recharge and two holds and can use it almost every fight with perma-hasten. I use it for a panic button mostly. But every once in a while, when the team is just churning through mobs and my oil slick/disruption combo isn't up yet, I'll lead with it. Especially fun with Freaks. Can occasionally hold bosses in one shot.


 

Posted

Does Flash arrow hold villians for double controller damage like Blind and Flash in the Illusion set does?


 

Posted

[ QUOTE ]
Does Flash arrow hold villians for double controller damage like Blind and Flash in the Illusion set does?

[/ QUOTE ]
Flash Arrow is not a hold, so no. All it does is debuff accuracy and perception.


 

Posted

I would be interested in seeing side-by-side numbers for other powersets compared to Trick Arrow.


 

Posted

Additional information regarding Oil Slick submitted by Bandeeto. He reports that _Castle_ provided this response about its defense debuff via PM:

[ QUOTE ]
_Castle_: It still has a -DEF component. It's 2.5% base, modified by the NPC AT table (which I can't really access at the moment)

[/ QUOTE ]


 

Posted

Good to see some hard numbers on the set everybody loves to hate.
I'm also glad that I'm not the only one who sees it as a potentially very useful set once a few minor adjustments are made.


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Posted

[ QUOTE ]
Entangling Arrow
Effects: Immobilize, -fly (long description mentions that it halts jumping as well)
Area: Single target
Duration: 5 seconds
Recharge: 19 seconds

[/ QUOTE ]
I think this needs to be corrected.

I don't know the exact values, but I know I can perma-Immob an even con with Entangling Arrow which has no Enhancements at all (it did have an Immob TO, but that went red at least 2 levels ago).


Head of TRICK, the all Trick Arrow and Traps SG
Part of the
Repeat Offenders

Still waiting for his Official BackAlleyBrawler No-Prize

 

Posted

The correct recharge for that power is 4 seconds, which would make it permable even early in the game.


 

Posted

Just did a quick timing session on the few powers I do have that don't have any Rech enhancements:

Flash Arrow - 15 Second recharge
Entangling Arrow - 18 Second duration/4 Second recharge
Ice Arrow - 18 Second recharge


Head of TRICK, the all Trick Arrow and Traps SG
Part of the
Repeat Offenders

Still waiting for his Official BackAlleyBrawler No-Prize

 

Posted

[ QUOTE ]
[ QUOTE ]
Entangling Arrow
Effects: Immobilize, -fly (long description mentions that it halts jumping as well)
Area: Single target
Duration: 5 seconds
Recharge: 19 seconds

[/ QUOTE ]
I think this needs to be corrected.

I don't know the exact values, but I know I can perma-Immob an even con with Entangling Arrow which has no Enhancements at all (it did have an Immob TO, but that went red at least 2 levels ago).

[/ QUOTE ]
Yep, I accidentally inverted the numbers on this one. The post is long past the point of being editable; when I'm given cause to make version 2 I'll correct this.