Broken Arrows Guide to Trick Arrows/Archery
Thanks for posting this, I found it helpful with my Archer.
Tygyr Tygyr Burning Bright
Some additions:
Disruption Arrow is a very large AoE debuff. While Acid Arrow also debuffs -Def, Disruption Arrow will get the entire spawn, easily, while AA only gets a few. I wouldn't skip it in most cases.
Ice Arrow is not very impressive as a single-target Hold. The long activation 3-4 seconds) then results in a relatively short hold effect. I think I'l respec out of it for Stunning Arrow.. that may have a longer recharge, but it'll also have a longer duration, which means I get more effect out of the animation time.
Aimed Shot is a very endurance-inefficient attack, much worse than Snap Shot or Blazing Arrow. I'd skip it unless you really need the extra single-target attack and don't much care about Endurance usage.
EMP Arrow's "special vs robots" should be like EMP from Rad, which does Moderate damage to robots. Theoretically the base damage isn't bad, but since it'll be unslotted, it doesn't amount to much.
I will take the Leadership Pool... with the base accuracy bonus of most Archery attacks, and Tactics, I will be able to skip slotting for Accuracy on the attacks. I'll replace the Stealth by using Flash Arrow, which with an Acc and Tactics should hit dependably enough.
Yea, Disruption Arrow is one of the best powers in the entire set. Targettable AoE damage increaser....20% pretty much. With a few recharges and perma hasten is available each fight. Stacked on top of Oil Slick - it adds quite a bit more damage. #2 in the set IMHO
I have looked into Disruption Arrow and took it for my level 47 power. I have to agree that it is worthwhile and I will update the guide to refelect this change.
Check out one of my most recent arcs:
457506 - A Very Special Episode - An abandoned TV, a missing kid's TV show host and more
416951 - The Ms. Manners Task Force - More wacky villains, Wannabes. things in poor taste
or one of my other arcs including two 2010 Player's Choice Winners and an2009 Official AE Awards Nominee for Best Original Story
Another good guide -- and only 1 of 2 for Trick Arrow!
Couple of "false dichotomies" you bring up that I want to address, though. Disclaimer: I play strongly defensively and take few blasting powers with this set and focus on taking all primaries in general when I play a defender. For those wanting more diversification, these "take this vs take that" questions are more important.
Flash Arrow vs Poison Gas Arrow : Flash arrows aren't damage mitigaters, but a toHit debuff. Rather than hitting for less damage, mobs are hitting less period. It has other advantages over PGA:
1) It doesn't invite aggro, so you can fire it off without the mobs attacking. It's loud and bright and startling, so you'll want to warn your teammates that it doesn't actually aggro, as I've had trigger happy pals rush into battle thinking it began.
2) The mobs affected will remain blinded for 60 seconds after a successful hit without the need to stay in an AoE. Wherever they wander, they will still be under its effects, whereas if they rush out of the gas cloud, their damage is no longer reduced.
3) Perception debuff. It's nearly as good as stealth, and enemies will rarely notice you if you take no hostile action. Healing teammates and even rezzing them can be done without being noticed (I have the Medicine pool, so this is something I do).
Ice Arrow vs Entangle Arrow: Ice Arrow is a full hold, whereas Entangle is an immobilization. Entangled enemies can (and do) still attack you with ranged weapons if they have them, and even melee if you're close to them. Should a runner manage to get through your front line and into the squishy zone and in your face, you're going to want them frozen and held, not immobilized, especially if retreat isn't a viable option. Kinetics or Dark Defenders playing with you can also use that troll-cicle you just froze into a battery for their drain-heals. Yes, it's slower, although with Hasten and recharges slotted, you can actually perma-hold a mob. With multiple applications of the defense-eating Acid Arrow, even bosses become vulnerable to freezes, and lieutenants become unwilling frozen art easily.
Acid Arrow vs Disruption Arrow: Others have already mentioned this, so I won't elaborate other than to say Acid Arrow + Disruption Arrow = 40% more damage done to mobs. The former eats defense, the latter damage resistance (which is a subset of defense). With reasonable recharge time with appropriate slotting and very good duration, this arrow will quickly become a favorite. More damage-dealing for everybody! Oh, and the Sleep Duration slots I *think* are for those who react badly to the gas, increasing their debilitaion, but I'm not sure.
EMP Arrow: Just got this, so still seeing what it can do. The Special vs Robots seems to mean that the robots take actual damage from this arrow, in addition to stun and endurance drain. Still confirming this.
The Trick Arrow set seems to benefit more than any other defender set by stacking. Each of the debuffs affects a different aspect of a mob's defenses. Acid and Disruption mean you're doing more damage, Flash and Gas mean they're doing less. Glue and Oil mean they're going nowhere fast, and Ice and Entangle mean you've got physical control over where individual mobs are caught up.
Having taken all powers in this primary, I can't say that I'd trade any of them. When used in conjunction with each other the net effect on the overall battle is phenomenal; a kinetics defender friend calls it "the ol' flash-n-glue." Start with aggro-free flash to debuff their tohit, glue to debuff their movement, gas to debuff their damage, acid arrow to debuff defense, and then disruption to debuff their damage resistance and allow the party to chew up and spit out this mass of grouped, sticky, slowed, blinded, poisoned, vulnerable baddies.
And in your late 20's? You get to burn them to a crisp and laugh as they fall repeatedly on their behinds.
It's good to be a Trick Arrow defender.
Actually Possibility; you're a bit off...
The reason she mentions Flash Arrow as Mitigation is that since you *are* getting hit less; you are thus taking less damage.
Acid Arrow actually does -Res *and* -Def; Disruption is only -Res. Both great powers.
Just wanted to clear that up.
(level 36 Bots/TA mastermind >.>; Hey; it works!)
I think I'm getting some guide versions mixed up here. There's another thread with this guide and author, but separate comments and additional expressed preferences, which this version is -- suddenly? -- missing. My comment above was posted to a guide that expressed some preferences for the powers. That doesn't seem to be the case anymore. It's entirely possible that I slipped into a parallel dimension briefly and mis-posted.
Mistformssquirrel, my point was based on an apparent preference for the gas arrow over the flash arrow (which, again, seems to have been in That Other Universe). My feeling was that getting hit for less damage was less preferable to not getting hit *at all*. Both are great mitigators, indeed, especially used in conjunction. Less hitting, and when they do, less damage. Sign me up!
Your point about the acid arrow, though, is appreciated. I didn't mean to make an oversight about acid arrow's dual role. I admit I forget about that aspect when I see mostly the purple shieldy things animation on afflicted mobs. I believe the Disruption Arrow is the superior -res debuff. I might not be remembering correctly, but the acid arrow was somewhere in the 10% increased damage range and disruption arrow 30%. I'm not a number monkey, so I can't say for sure. Back when my snapshot was doing an even 10 points of damage, I think that's what it worked out to be when I applied one and then the other. But again, the powers synergize so well with each other -- all of the TA powers do -- that skipping any to me seems like missing out, which was my overall point.
P.S. I hope I didn't leave my house keys in that other dimension.
Broken Arrows Guide to Trick Arrows/Archery
Disclaimer
This guide is my observations in playing (to date) 44 levels as a Trick Arrows/Archery Defender and is subject to by personal views, experiences and biases. In other words your mileage may vary.
Overview
Trick Arrows with a secondary of Archery is a flexible, viable and fun build to play. You can be an asset to any group adding control with numerous Slow, Debuff, Hold, Immobilization, Endurance Drain and Knockdown powers while also contributing a nice amount of damage at the same time. This build has one of the best if not the best AoE attacks around post I5 with the Oil slick/Blazing Arrow Combo. The only downside is that you have no powers that are directly helpful to your survival such as healing or a shield. Though this is not unique only to this set of Defender powers and you can work around this easily plus offset it with your Epic power choices.
Powers
Trick Arrows (all powers are Ranged)
Entangling Arrow Single Foe Immobilization, -Fly. Your basic immobilization. Great for catching single runners or better yet flyers with quick recharge. This is especially good for preventing Hover bots, Rikti Drones and the like from flying out of your burning oil slick. Slotting = 1 Accuracy
Flash Arrow Target AoE, foe Visibility -Accuracy. This is not a power I currently have though I have used it on the test server. I would say this is not as useful as Poison Gas, which is why I have that power instead.
Glue Arrow Location AoE, Foe Speed Recharge. Nice early power to slow down attackers with quite a large area of effect and a reasonable recharge time. I consider it a must have and one I still use often. Slotting = 1 Recharge
Ice Arrow Single Foe Hold, -Speed, - Recharge. This power has the added benefit stopping the offender from attacking you while they are held and slowing them after they are free. However, Ice Arrow has a much slower recharge than entangling arrow so you need to weigh this factor as I do not feel you need more than one single foe hold.
Poison Gas Arrow Location AoE, Foe Damage. A very nice damage debuff that affects a large area. I normally use this power when grouping and filling the controller role rather than when soloing. Because of that I chose to take it as a later level power. Slotting = Slow (not sure why the heck it takes Slows!)
Acid Arrow Minor Damage DoT Foe, -Resistance All Defense. A great power that is good for both grouping and soloing. I have leaned toward the resistance side because I always follow up lighting my oil slick with one of these babies to help keep them in the slick and increase its damage. The damage Acid Arrow does itself is incidental and not worth slotting for IMO. Slotting = 1 Acc, 3 Dam Resist, 2 Def Debuff
Disruption Arrow Location AoE, Foe -Resistance All. This is the one arrow in the set I have yet to try though I assume it affects a larger area than Acid Arrow. However the fact that Acid Arrow also does minor damage, lowers resistance PLUS defenses made it an easy choice over this power.
Oil Slick Arrow Location AoE, Foe Knockdown Speed Defense +Special. Ahhh, Oil Slick how I love you. This is THE power of the set and one you will use all the time. Hitting the tab key after you place the slick should target you on the slick itself. You then need to blast it with some fire-based power like Blazing Arrow. Your group members can target it to so make sure they know to be careful to destroy it with a untested non-fire source (some Sonic and Energy powers also work). The slick setting ablaze is not a guarantee, but does work most of the time (at least when there are not big server lag issues). This power affects a very large area, much larger than Burn, and not only does it not have a fear effect; it actually does an awesome job of keeping foes in it. Slotting = 4 Damage, 2 Recharge (I am considering 3/3, but on the fence)
EMP Arrow PBAoE, Foe Hold, Special vs. Robots, -Self Recovery. This arrow can easily turn the tide when the chips are down. It stuns just about everyone and drains most if not all end of even bosses. Because of this arrow you should always have a couple of catch a breaths handy since once you fire it you will not recover end for a bit (though it does not take a lot to fire it off). I cant speak to the Special vs. Robots since it seems to not affect them any different than any other villain. Slotting 1 Acc, 2 Recharge, 1 Hold, 2 End Drain
Archery (all damage is Lethal unless otherwise stated)
Snap Shot Minor Damage, Very Quick Recharge. Nothing special here, just your basic quick minor damage attack. Good for finishing off baddies that are a sliver of damage from defeat. Slotting = 1 Accuracy
Aimed Shot Moderate Damage, Moderate Recharge. A nice, reasonable damage attack that you will use throughout your heroing career. Slotting = 1 Accuracy, 5 Damage
Fistful of Arrows Cone, Moderate Damage, Moderate Recharge. A very nice sized cone attack with decent damage. I find the range on this attack just too short and had to add a range enhancement to make it more useful. Slotting = 1 Accuracy, 4 Damage, 1 Range
Blazing Arrow High Damage, Minor DoT (Fire), Slow Recharge. This is a great attack with the added benefit of being able to light your oil slick. A must have. Slotting = 1 Accuracy, 5 Damage
Aim Self, + Accuracy + Damage. Though I do not currently have this power, it is one I have used with other characters and one that I plan on getting in my 40s. More accuracy is always a good thing, but the reason I have yet to take it is that defenses needed to come first. Normal slotting is 3-4 Recharges.
Exploding Arrow Targeted AoE Foe, Moderate Damage (Smash + Lethal), Knockback, Slow Recharge. The animation on this power is IMO very misleading as the damage it does is really not all that great. Still any AoE damage is always a nice thing and with the Knockback you can strategically knock foes back into your flaming oil slick! Slotting = 1 Accuracy, 4 Damage, 1 Knockback
Ranged Shot Sniper, Extreme Damage, Very Slow Recharge. While this is the one of only two extreme damage powers in the Archery set I found its animation so slow that I respeced it out. While I am sure it is a bread and butter power for Blasters, it has limited use for use Defenders. I may get this power at 47 or 49. If you do take it, slotting would be 1 Accuracy, and 5 Damage.
Stunning Shot Minor Damage (Smash), Disorient. This power would no doubt be very useful for Archery Blasters, but it is nothing special for us Defenders and IMO not needed.
Rain of Arrows Location AoE, Extreme Damage, DoT, Slow Recharge. An AoE that affects a large area has awesome damage and a pretty reasonable recharge. Get this power at 38 and slot it ASAP! Since this is my only extreme damage AoE I went with all damage for slotting. One accuracy and five damage slotting would be reasonable too. Slotting = 6 Damage
Pool Powers
Fitness
Swift Self +Speed. I chose this over Hurdle because of my inclusion of Combat Jumping in this build. Besides, flexibility in movement is a plus. Slotting 1 Run Speed
Health Self +Regeneration Resist(Sleep). Slotting 3 Increase Healing. I plan to fully slot this power before I reach 50.
Stamina Self +Recovery. An obvious must and, a power that obviously needs to be fully slotted. Slotting = 6 Increase Endurance Recovery
Speed
Hasten Self +Recharge. Most Defender builds benefit from Hasten and Trick Arrows/Archery is no exception. As long as you are aware of when it is going to fire off, you can get away with not fully slotting this power. Slotting = 5 Recharge Reduction
Concealment
Stealth Self Stealth +Defense. Besides that fact that you will need as much defense as you can get your hands on, this power is also useful in helping you get that first surprise attack off without being noticed. Slotting 1 Enhance Defense Buffs
Leaping
Combat Jumping Self + Jump + Defense Resist(Immobilization0. More defenses, more maneuverability and no more being immobilized, sweet dude. Slotting 1 Enhance Defense Buffs
Super Jump Self Long Jump. My travel power of choice due to the fact of the various defense benefits offered by the other powers in the set. Slotting 1 Increase Jump
Acrobatics Self Resist(Knockback and Hold). You need to have only one battle with a Banished Pantheon Shaman or a Nemesis Lieutenant to be convinced of the need for this power. In short, time getting up from being knocked down equals time not fighting. Slotting 1 Reduce Endurance Cost
Epic Powers
Of the four choices Defenders have I felt that the Power Mastery set offered the best powers to round out the Trick Arrows/Archery build.
Power Mastery
Power Build Up Self +Damage +Accuracy +Special. As all Epic powers you pick should, PBU fills a shortfall the Trick Arrows/Archery has, namely the lack of a Build Up type power. In addition to the damage increase you need, it is ready made for the Trick Arrows set in that it boosts all secondary power effects as well. Slotting = 5 Recharges (soon to be 6)
Temporary Invulnerability Self +Resist (Smashing and Lethal). Do I even need to explain this one? We are a squishy class, right and anything that makes us less so is most definitely a very good thing. Slotting 1 Enhance Damage Resistance (will be fully slotted ASAP)
Summary
A Trick Arrows/Archery Defender can fill many roles making it enjoyable to play in all level ranges whether soloing it or on a team. I expect to see many more around in the near future.
Miss Tilt Level 50 Electric/Energy Manipulation Blaster
Skidrow - Level 50 Martial Arts/Regen Scrapper
Ms Manners Level 44 Kinetics/ Psychic Defender
BrokenArrow Level 44 Trick/Archery Defender
So Sue Me Level 41 Fire/Energy Tank
Kid Tilt Level 39 Invul/Stone Tank
And many more .
Check out one of my most recent arcs:
457506 - A Very Special Episode - An abandoned TV, a missing kid's TV show host and more
416951 - The Ms. Manners Task Force - More wacky villains, Wannabes. things in poor taste
or one of my other arcs including two 2010 Player's Choice Winners and an2009 Official AE Awards Nominee for Best Original Story