Broken Arrows Guide to Trick Arrows/Archery V1.1


Blueeyed

 

Posted

Broken Arrow’s Guide to Trick Arrows/Archery

Disclaimer
This guide is my observations in playing (to date) 47 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. This lack of personal protection is not unique only to this set of Defender powers and you can work around this easily plus even offset most of it with your Pool and 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 arrow will increase the group’s damage output by around 20% making it well worthwhile. I did not take this power till much later in my build and regret it a little. While this is useful when soloing, I find that usually Acid Arrow will suffice and use Disruption Arrow more when grouping. Slotting = Recharges (number depends on how often you use)

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). The Special vs. Robots equals damage, but I prefer slotting this arrow for general use and ignoring that function of it. 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 40’s. 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 it’s animation so slow that I respec’ed 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
BrokenArrow – Level 47 Trick/Archery Defender
Ms Manners – Level 44 Kinetics/ Psychic 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

 

Posted

Thanks for an awesome Post. I have TA with my Earth CTRLr and love it. It gives me double individual CTRL powers, gives me slow which is usually a DEF trait not a CTRL and more, more, more. TR is such a CTRL like power versus the other DEF power sets.

I always team and never solo. I have one Fire Based attack as an Earth CTRL and hope that power works in setting oil slick off. But then again... Being on a team may make this a mute point.


 

Posted

[ QUOTE ]
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

[/ QUOTE ]

I find that Hurdle is a better match for the Leaping Pool than Swift. With Hurdle your Combat Jumping will be noticably faster and farther than without.


 

Posted

Good guide, thanks! My $0.02...

As a pure defender who takes all primary powers and tried a Trick Arrow defender "to see if it could be done," this is a fantastic set for increasing damage output by your group (via enemy debuffs, rather than ally buffs, as with Kinetics), and is at the same time the most controller-y of all the defenses.

I have to recommend Flash arrow merely because of the noticeable toHit debuff is enforces on enemies (currently double-slotted for this, though I might do more if it makes a difference), but the -Perception seems to be nearly as good as Stealth. I have walked right up to even-con (and higher) mobs after a flash arrow and have them totally ignore me. Since I have the Medicine pool (I caved to the constant, "Oh, you're not a healer, um, kthxbai"), I can walk up to melee comrades and heal without being noticed, and even rez without interruption.

Until I got oil slick (whose praises I will sing with you), most of my early tactics consisted of Flash, Glue, Poison Gas, all of which are fast executes. If you're careful and mobs are grouped, find that center one as fast as you can and Acid Arrow them for maximum splatter. By this time, the mobs are mostly missing my group, and hitting for less damage if they don't miss. Shoot the wonderful Disruption arrow (walls, ground, anywhere works), and watch your group decimate the mobs. Entangle or Freeze any strays if need be. This was mostly my plan from teens to late twenties, when I got the Oil Slick arrow.

It's still the main plan if we're moving rapidly until I get the Slick to come up more quickly. There are few things more satisfying that springing that on a group and setting it alight. Add injury to insult, and get that Disruption Arrow in there too and watch those little numbers of damage increase. Get a good acid splatter, watch them increase further. Takes a surprisingly large chunk out of trapped mobs while your damage dealers clean up quickly.

Biggest challenge with some of these tools is timing, especially if you're playing with knockback-heavy blasters. That great oil slick you've laid down that's burning nicely is useless if that Energy AoE blast, ice rain, fire rain, or storm scatters baddies to the winds. Either get the plan down ahead of time with your team, or adjust your timing to compensate. Quick acid arrows before targets are ungrouped helps. Locking mobs down with entangle or ice in a group can also work, if you're quick (Hasten is a boon to this set in particular). Otherwise, save those AoEs of yours for when you can use them and help focus on single targets like Bosses and AV's. Acid arrows, flash arrows, and ice arrows will have a noticeable effect, as will the disruption arrows; see if they don't, when you're helping take down a Freakshow Tank Swiper.

In parties where Tanks are herding and any knockback happening is pushing enemies back into the group rather than out of, you are gold. I've also duo-ed spectacularly with good Scrappers. The combination lockdowns and immobilizations you can do coupled with the debuffs = one happy Scrapper as you keep them from being overrun and making every punch/kick/slice the Scrapper dishes out count 40% more (yes, that number I did check, combo Acid Arrow and Disruption meant my previous 10 point snapshot was doing 14 instead -- handy decimals). No, you've no healing, but damage? What damage is she taking, exactly?

Again, thanks for your breakdown and insight.


 

Posted

Just curious as to why you decided to six slot some things with a single enhancement. Perhaps you felt it was completely uncessesary to slot for anything else, so you were willing to get that tiny bit of extra damage? Just curious, like I said, not really critiquing as I dont have a ta/arch defender.


 

Posted

This guide was written before the release of ED on the live servers. At that point, it was good practice to slot four or five of the same enhancement.

Now, it's not.


 

Posted

Well, I'd like to give this a shot, but I'm wondering how I'll do solo? If anyone plays this A/TA could you PM me with your thoughts on a levelling build and slotting?


 

Posted

Anyone have a good TA/A build they could post? This is a great guide, and I'd like to see an I7 build.


 

Posted

do a search for luminara for a guide about archery both def and blasters.


 

Posted

Found it! Thanks so much.


 

Posted

Great guide, will come in handy for my currently level 25 TA/A


 

Posted

A year later, and now hes 29. =(