Trick Arrow Debuffs......


Accualt

 

Posted

Which ones are worth it? The button-mashing damage dealers sure don't know, and I am beginning to become skeptical about their effectiveness. Flash arrow rocks, I know that, but other than that....someone please let me know if poison gas, acid, or disruption arrow is worth it.


 

Posted

Running an [censored] Eden trial at [censored].

Oh...

Alright, Flash Arrow is equal to Smoke Grenade, maybe a whole 2.5% better. It's still a lot of your damage mitigation, a good 40% of it, so take this power and slot it. Doesn't stack, but it misses often enough that you'll want to fire it pretty often.

Poison Gas is the other 40% of your damage mitigation. Any enemies inside the area will be have their damage debuffed by a factor of .3. Against enemies with no resistance to the damage they produce, that's roughly equal to -30% dmg, or 30% resistance. It also comes with a very low chance to sleep. Do not slot for that sleep duration. I've seen it happen a whole 1 time.

Acid and Disruption are your team damage boosters. Each of them increases damage done to the enemy by 20%. That makes them great when used in combination, although the range on Acid isn't great. However, Disruption's recharge is HORRIBLE. If you take it, be sure you can slot it heavily.

Oil Slick provides the last bit of damage mitigation by knockdown. It's also decent damage, if you can hit the [censored] thing.

Glue Arrow's your best "oh [censored]" power. It provides a lot of -recharge for everything in the area, and tends to keep them in (roughly) one spot. But it takes a lot of recharge slotting to have up even every other fight.

Ice Arrow is a Defender hold. As such, it suuuucks. But it's the best you'll get, so take it if you can spare the power slots.

Entangling's the only real skip-worthy power, in that -fly and a short immobolize is about as useless for Defenders as it is for Blasters, and at least Web Grenade has -recharge and -movement speed. However, you *need* it for PvP, since no other power, including Glue Arrow, has -fly, so enemies with Hover will completely bypass your long recharge abilities.

Basically, every power (with the exclusion of Entangling for those who don't plan to PvP) is a good power in Trick Arrow. In fact, you'll WANT all of them (except Entangling, if you don't PvP).

The reason people like myself complain is that, with all of them, you're basically doing the same as my Stormer does with Freezing Rain and Hurricane.


 

Posted

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The reason people like myself complain is that, with all of them, you're basically doing the same as my Stormer does with Freezing Rain and Hurricane.

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YEah, if you total up all the debuffs in Trick arrow and any other defender debuff set and they are roughly equal as far as damage prevention goes... the only thing is the other sets do it in fewer powers and so they have more tools besides debuffing.


 

Posted

Trick Arrow has other tricks aside from Debuffing too.

A Stormie with a TA def would be very nice indeed. Hurricane and Snowstorm/Glue Arrow to group them all together, then Freezing Rain and Disruption Arrow and Acid Arrow for a whopping 70% resistance debuff and like a ... 60% (?) defense debuff, then Lightning Storm and Oil Slick for the killiness. With a break free or two (or an Empath or Sonic), I bet that duo/trio could eat 8-person spawns for tea.

And there's always the option of a Tornado or an EMP Arrow for when things go wrong.


 

Posted

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Running an [censored] Eden trial at [censored].

Oh...

Alright, Flash Arrow is equal to Smoke Grenade, maybe a whole 2.5% better. It's still a lot of your damage mitigation, a good 40% of it, so take this power and slot it. Doesn't stack, but it misses often enough that you'll want to fire it pretty often.


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Didn't _castle_ it's exactly the same as fire controller smoke? Ignoreing the fact that it has almost twice the activication time.

Activation time is a real bottleneck for anyone using slow working trick arrows. If you are using all those helpful arrows where is the time to blast. I have a hard enough time finding time to reposition myself with all the activation times on my /trick arrow MM.

And if it was my primary.. wow.. it would feel weird not taking haste with 3 recharge in it. I get a lot from that recharge for some powers like glue pretty bad in a hotspot with it as my secondary. If it was my main job I'd label it as necessary I'd think.

Also some powers could benefit a lot from direct comparisons.. like web grenade vs the trick arrow immoblise. Almost the same except there is no -recharge in the trick arrow defender immoblise. TA immoblise 2.17 activation time it says. Web grenade? 1.37. (2.17 isn't a bad activation time for the trick arrow set though)

Really.. it doesn't seem like a bad set in the powers it's just a few powers that are obviously overshadowed, activation times, and recharges that need a look at it seems to me.


 

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Trick Arrow has other tricks aside from Debuffing too.

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Not in comparision to other defender sets. A immoblize, a single target hold, and a AoE hold? Blah!


 

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Trick Arrow has other tricks aside from Debuffing too.

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Not in comparision to other defender sets. A immoblize, a single target hold, and a AoE hold? Blah!

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Subdue/Electric Mastery - Electric Fence;
Tesla Cage/Petrifying Gaze/Psychic Mastery - Dominate;
Radiation Emission/Psychic Mastery - Telekinesis.

Not exactly unique tricks either

Oh, and they work better for a Controller too! :/


Sgt Liberty - 50 Martial Arts / Super Reflexes
Verdigris Eagle - 50 Archery / Energy Manipulation
Stormeye - 50 Storm Summoning / Electric Blast

 

Posted

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Didn't _castle_ it's exactly the same as fire controller smoke? Ignoreing the fact that it has almost twice the activication time.

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I believe he said something along the lines of : It is functionally the same power as Controller/Smoke and works identically to that power in terms of effect.

I assume that means the powers have the same base value, and when a Controller is using /TA, they effectively work the same. When in a Defender's hands, though, Flash Arrow should work a whole 25% (of a *very* small base value) better.


 

Posted

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Alright, Flash Arrow is equal to Smoke Grenade, maybe a whole 2.5% better. It's still a lot of your damage mitigation, a good 40% of it, so take this power and slot it. Doesn't stack, but it misses often enough that you'll want to fire it pretty often.

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I've got to disagree here. Unless you're fighting -1s or less, you'll barely even notice the debuff


 

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I've got to disagree here. Unless you're fighting -1s or less, you'll barely even notice the debuff

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Quite true. Flash Arrow is far from Darkest Night or Hurricane. In fact, it doesn't seem to compare favorably to the tohit debuff on Twilight Grasp.

But TA/A doesn't get Twilight Grasp. So, while Flash Arrow's quite pathetic, even unnoticable, compared to anything outside of a Blaster secondary, it's still the best you get here, and as such, worth taking.

After all, what's your alternative? Ranged Shot?


 

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Trick Arrow has other tricks aside from Debuffing too.

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Not in comparision to other defender sets. A immoblize, a single target hold, and a AoE hold? Blah!

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Subdue/Electric Mastery - Electric Fence;
Tesla Cage/Petrifying Gaze/Psychic Mastery - Dominate;
Radiation Emission/Psychic Mastery - Telekinesis.

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Huh? What do those have to do with TA's bag of tricks, other then the fact that any defender, including TA can get them?


 

Posted

To answer your questions Lucifus:

Disruption is worth it. It has a long recast but a large debuff radius. You can pair it with a burning Oil Slick nicely. Oil and Disruption Arrow have the same recharge.

Acid Arrow, yes get it. The recharge isn't too bad. I have 1 recharge, 2 Acc in it now. I'll probably put 1 more recharge. I put Acid on the bosses or any groups I see. Stacking Acid and Disruption arrows is a nice tactic. Acid needs to hit to be effective and has a small radius.

Poison Gas arrow. I don't use it as often as I problably should. I mostly concentrate on Oil, Glue, Disrupt, Acid, Flash, Ice and Emp arrows. I do use Poison gas occasionally on bosses and always on AVs.


 

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Oil and Disruption Arrow have the same recharge.

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I haven't played my TA defender in a long time, but the recharge on Disruption was 2 minutes, and Oil Slick was 3. Did that change?

Also, I'd defitely use Poison Gas Arrow whenever it's available. It knocks about 31% off of incoming damage from enemies affected by it (which is WAY more damage mitigation than Flash Arrow will ever do).

Oil Slick is great fun, but there are...issues...with igniting it. There are multiple points of failure. The knockdown field is nice, though.


 

Posted

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Which ones are worth it? The button-mashing damage dealers sure don't know, and I am beginning to become skeptical about their effectiveness. Flash arrow rocks, I know that, but other than that....someone please let me know if poison gas, acid, or disruption arrow is worth it.

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I recently fixed the Sleep portion of Poison Gas Arrow for all AT's, and fixed the fact that it was single target instead of AoE for Masterminds and Controllers. So, that one may be a bit better than folks are reporting in I7.


 

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Which ones are worth it? The button-mashing damage dealers sure don't know, and I am beginning to become skeptical about their effectiveness. Flash arrow rocks, I know that, but other than that....someone please let me know if poison gas, acid, or disruption arrow is worth it.

[/ QUOTE ]

I recently fixed the Sleep portion of Poison Gas Arrow for all AT's, and fixed the fact that it was single target instead of AoE for Masterminds and Controllers. So, that one may be a bit better than folks are reporting in I7.

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:O

FIX OILSLICK TOO!

when ignited your pets run away. my fire imps are useless when they ignite oil slick and run away then refuse to ever step where the ignited slick was


 

Posted

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I recently fixed the Sleep portion of Poison Gas Arrow for all AT's, and fixed the fact that it was single target instead of AoE for Masterminds and Controllers. So, that one may be a bit better than folks are reporting in I7.

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Any help for TA is greatly appreciated, Castle. May I ask what you changed about the Sleep portion? Was there a misplaced decimal in its chance to take effect? If so, what are the approximate chances of it working?

(Seeing it take effect about six times over many levels left me a bit dubious about the Sleep effect. I still think we'd be better off losing the sleep chance in favor of a moderate -Regen in this power.)


The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.

 

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Which ones are worth it? The button-mashing damage dealers sure don't know, and I am beginning to become skeptical about their effectiveness. Flash arrow rocks, I know that, but other than that....someone please let me know if poison gas, acid, or disruption arrow is worth it.

[/ QUOTE ]

I recently fixed the Sleep portion of Poison Gas Arrow for all AT's, and fixed the fact that it was single target instead of AoE for Masterminds and Controllers. So, that one may be a bit better than folks are reporting in I7.

[/ QUOTE ]

:O

FIX OILSLICK TOO!

when ignited your pets run away. my fire imps are useless when they ignite oil slick and run away then refuse to ever step where the ignited slick was

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Agreed. When the oil slick target is there, my Singularity humps it like mad... and when it's gone and the slick is on fire, pets avoid the area like the plague. Or maybe this some sort of a "feature" introduced in preparation for the Valentines day wierdness...


 

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when ignited your pets run away. my fire imps are useless when they ignite oil slick and run away then refuse to ever step where the ignited slick was

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Have you tried immobilizing them?
...oh, wait.

Hey Devs, add that to the quality of life issues again: the ability to Immob and KB, pets and bank-robbery NPCs. ...Every Kin and FF would take Repulsion auras if it let them bounce the MM's pet the hell out of doorways.

Any MM's here btw? Yeah, why don't more of you guys take Team Teleport, huh??
It should be a required power for all of you


 

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I haven't played my TA defender in a long time, but the recharge on Disruption was 2 minutes, and Oil Slick was 3. Did that change?

Also, I'd defitely use Poison Gas Arrow whenever it's available. It knocks about 31% off of incoming damage from enemies affected by it (which is WAY more damage mitigation than Flash Arrow will ever do).

Oil Slick is great fun, but there are...issues...with igniting it. There are multiple points of failure. The knockdown field is nice, though.

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Bleah, what was I thinking. You're correct. Disruption and Glue have the same recharge. Oil's recharge is longer.

I normally concentrate on increasing the damage output of the team which is probably why I don't use Poison Gas Arrow much. I usually pick shooting another acid arrow over poison gas. I do use poison on AVs but I haven't met too many so far (just Vandal and Maestro). I'll also use poison if acid hasn't recharged yet. I haven't been in a group where poison gas would have made a huge difference, either we don't need it or 30 percent isn't enough to save anyone.

I love Oil Slick but I agree it has issues. Hitting it with blazing but not having it ignite is annoying. Having controller pets destroy it without igniting it is also annoying. When Oil Slick does light up, it's really nice (once you have 3 damage enchancers in it).


 

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Which ones are worth it? The button-mashing damage dealers sure don't know, and I am beginning to become skeptical about their effectiveness. Flash arrow rocks, I know that, but other than that....someone please let me know if poison gas, acid, or disruption arrow is worth it.

[/ QUOTE ]

I recently fixed the Sleep portion of Poison Gas Arrow for all AT's, and fixed the fact that it was single target instead of AoE for Masterminds and Controllers. So, that one may be a bit better than folks are reporting in I7.

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I appreciate the attention that was given in fixing this problem, but I would think that the sleep component would be counterproductive. Assuming mobs are slept, you would just continue attacking them (or more likely, your teammates would do it if you're grouped), and/or you would use it in conjunction with another debuff. Either way, the effect is broken. Couldn't this be changed to a disorient instead?


 

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Any MM's here btw? Yeah, why don't more of you guys take Team Teleport, huh??
It should be a required power for all of you


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my necro/poison plans on taking it, but... how long does it take your team to kick you when you drag the whole team with you into a fight


 

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but I would think that the sleep component would be counterproductive.

[/ QUOTE ] This would be stronger argument if Disruption Arrow had the sleep. Poison Gas Arrow is a fundamentally a damage mitigator. Add a working sleep compenent gives you two methods of damage mitigation and gives the power greater flexibility.

1) You can use it on the main mob group for the straight -dmg.

2) You an use it on a separate group to stop their damage all together. Obviously this is only going to last as long as the sleep, but it does drop the rate of incoming damage.

In addition, when you group with smaller groups, there can be more selective use of AoE's...thus preserving the benefit of the sleep AoE's. Since TA has no heal, it can behoove teams to forgoe using AOE attacks on slept mobs to reduce the amount of incoming damage. It's slower, but safer.

Also, Sleep is a toggle dropper. Slept Tsoo Sorcs, Spectral Demon Lords, etc...all have debuffs that get dropped when they are mezzed. In PvP...this is a huge plus to have a sleep that works along with your damage debuff.

And finally, "Poison Gas" should have some sort of mez shouldn't it?


 

Posted

Actually, the sleep in Poison Gas is something I will be testing out vigorously when it gets its update in I7.

When it comes to getting a bubbler out of his bubble, nothing is better than a bit of sleep from an auto-hit power. If the chance for sleep went up, I am going to be a happy camper.


 

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Which ones are worth it? The button-mashing damage dealers sure don't know, and I am beginning to become skeptical about their effectiveness. Flash arrow rocks, I know that, but other than that....someone please let me know if poison gas, acid, or disruption arrow is worth it.

[/ QUOTE ]

I recently fixed the Sleep portion of Poison Gas Arrow for all AT's, and fixed the fact that it was single target instead of AoE for Masterminds and Controllers. So, that one may be a bit better than folks are reporting in I7.

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Ah HA! So it *wasn't* just my fevered imagination.


 

Posted

I wanted to know if they are going to fix the Oil Slick Arrow. Most of the time when I go to light it on fire with my Fire Arrow, I end up "killing" it rather then it going on fire. Other then that I love the power. It's better when your teamed with a Fire Tanker or Fire Blaster but trying to do it myself is a pain.

I hope they do add a chance to sleep in the gas arrow. I was trying to use my TA Defender in PVP last night and it didn't feel like any of my debuffs were helping much. I was pretty much just a big target because I was one of the only Defenders in the area and I ended up being held and AS'ed the whole night.