Official Thread for Trick Arrow changes


Adamh_77

 

Posted

*ponders*

I wonder what the numbers would've been like with a force field defender? Lumi's power zerge style of gameplay probably would have been much, MUCH safer, but XP / min might have gone down considerably without the offensive buffs.

Unless ... it lets teams use riskier tactics.

But I digress.

Nice test, folks!


 

Posted

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Some of the animations are still buggy. Pauses after Acid, Ice, and Entangling, for example, the same type of pause that was removed from the ends of Fistful, Ranged, and Rain of Arrows.

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I don't think it's that the animations are "buggy" so much as they are "overly-long." Those pauses are apparently part of the animation, to give the set a more realistic feel, when all it really does is lower the player's functionality in a team. I'd like to see how the set played without those pauses built in and see if it increased my usefulness and/or made me look stupid.
This is a tricky situation, though, because Hawkeye and Green Arrow never had to actually fire the arrows. They just had to be drawn standing there with their arm pulled back every so often for dramatic effect. So, the realism of a trick archer does become a little wonky, but this is a city full of cigar-smoking androids with capes and anarchy symbols on their chests. I don't think realism should be our absolute benchmark.


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Posted

First off, I'm game for another try, assuming schedules and available characters mesh.

On to my observations from the test, but I have to admit most of my attention was devoted to figuring out how to position myself to make best use of cones/pbaoes.

I had Oppressive Gloom, Death Shroud, and quills running for the whole test.

With the stormie, I don't think I took much damage at all. Mostly since Luminara, our /regen peacebringer charged headlong into the spawns and pulsared em. Usually I was a few steps back and by the time my auras had got me any aggro at all, the fight was pretty much over. I recall having to use dark regen once, and it was pretty much a "hrrm, I'm at 2/3s health, plenty of end, guess I'll use it". O2 Boost provided a nice topping off after the fights.

By the second and third missions, I pretty much had a handle on who was going to do what with the team and a fairly good plan on what to do myself. I started trying to follow Lum's pulsar up with throw spines and spine burst, so that may explain the higher damage total on my part. I don't recall being healed much at all and I used Dark Regeneration 4-5 times with the Trick Arrow defender and maybe twice with the dark, if that's any gauge. I definitely had a few panic moments (both times rounding the corner into the Shadow Cyst are particularly memorable ones). One thing I should note, right after I died to the Cyst with the Dark/ defender I took down my xp / min from hero-stats. Came up with 2800 xp / min, identical to the stormie, which put us on pace for a higher xp / min once you take into account the mission complete bonus. Not sure how much learning each other's tactics and the mission itself played into that but I figured it was worth mentioning.


 

Posted

GP, if you want to run another round of tests, I'm game. Besides the PB, I have a level 30 rad/rad defender that's available (I could even play him to try and gain a few more levels before the time of any prospective 2nd go round if that would work), and beyond that, a level 41 (soon to be 42) MA/Regen scrapper that I could exemp for testing purposes.


 

Posted

The test does seem to confirm what we already suspect however.


Trick Arrow is still slightly behind other sets. With the team operating more efficiently Trick Arrow at full capacity was less than storm and dark miasma operating at limited efficiency.

IF each time the team had played to the potential of each set I don't doubt that storm and Dark Miasma would have widened the distance.


IN FACT: I believe that NEEDS to be tested exclusively. Running a group that knows what it's doing using each defender type possible.



However I will note, IMO TA is actually pretty close to being where it should be....keeping in mind what it used to be outside of test.



Things left to be fixed:


-Regen for AV and Giant Monster fights. If Poison Gas Arrow and Acid Arrow are not practical for adding this, then extend the duration on EMP Arrow's -regen to like 1 min or possibly longer.


Animation times: No they do not need to be as fast as snap shot. However they need to be shortened. If you made them even 1/3 faster it would be a huge boon for TA. I believe you could cut 33% off while still looking good. Personally I would aim for 50% faster but 33% would be good.

Is it possible to play the same animations only faster or without near as much pause? That should be able to work well.

I dunno why Trick Arrow needs to be flashy while other sets just throw out a hand or thier arms and an effect appears. Just give us enough time to see the arrow knocked and aimed. 3-4 seconds is overkill for that.

Flash Arrow- Currently this just doesn't pull any wieght. The ACC debuff needs to be doubled. This would not increase the power of it to unbalanced lvls as it is still 33% behind the next lowest ACC debuff of Darkest Night. Darkest Night also has the -dmg component.

At low lvl this is especially recognizable as your only power that signifigantly helps teams is Glue Arrow.


One could ask for stronger debuff elements in Entangling Arrow, or some sort of secondary effect in disruption arrow, but honestly the 3 things I listed are the anchor thats holding Trick Arrow back from being comparable with other sets In my eyes.


 

Posted

I think the first round of testing was somewhat inconclusive because we had Kheldians onboard, which meant the possibility of Shadow Cyst crystals and the automatic team wipe those entail. Now, I'm not disparaging those of the energy-symbiote persuasion; I just think that a more balanced way to crunch the numbers would be with 4 archetypes: blaster, scrapper, defender, and tanker. Controllers can be back-up defenders, as the Parrot already mentioned, so they should be excluded to get a true feel for the feasability of the Trick Arrow set as a whole.

With that said, however, it's pretty obvious to me that Trick Arrow needs to be buffed into line. Let's just look at Dark/ as an example.
Tar Patch: Locational -RES, -SPD, -RECH. Its -RES value is higher than that of Disruption Arrow and it does other stuff.
Darkest Night: Anchored AoE -DAM, -ACC. Its -ACC value is higher than that of Flash Arrow and it does other stuff.

I needn't go on any further. Dark/ has more powerful base debuffs than those in the Trick Arrow set, in addition to a very powerful (if hit-based) AoE heal and an AoE rez that doubles as a powerful debuff in its own right.
I don't think we're asking too much to see Disruption's -RES component brought up to 125% of Tar Patch and for Flash Arrow to be made useful. Adding -REGEN to Acid Arrow wouldn't come remotely close to overbalancing the set, in my opinion, because Dark/ does a better job of debuffing than an all-debuff-all-the-time set. This seems off.
Plus, the ol' animation issue that everyone brings up truly is a valid point: it doesn't all have to be Snap Shot fast, just faster than what we have. We don't need to make doubly sure the Disruption arrow did, in fact, hit the wall ten feet in front of us before firing off a second shot.

I'm glad that the devs actually listen to their players, and I sincerely hope that our suggestions are taken into account.


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Posted

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Tar Patch: Locational -RES, -SPD, -RECH. Its -RES value is higher than that of Disruption Arrow and it does other stuff.

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no -rech in tar patch

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I don't think we're asking too much to see Disruption's -RES component brought up to 125% of Tar Patch and for Flash Arrow to be made useful.

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actually people should stop looking at only disruption arrow as the -res in TA, disruption + acid arrow have a much higher -res then any other defender set and with the changes in i7 you can keep the higher -res constant.

so asking to increase the -res in disruption arrow is not gonna happen

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Darkest Night: Anchored AoE -DAM, -ACC. Its -ACC value is higher than that of Flash Arrow and it does other stuff.

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flash arrow is not an -acc power, it's more of a targeted stealth power with some -acc. the main thing about it is the -perception


 

Posted

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flash arrow is not an -acc power, it's more of a targeted stealth power with some -acc. the main thing about it is the -perception

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And it's because of this very reason that flash arrow is currently borked (for a more extensive discussion of Flash Arrow, see the related thread taking place in the defender forums here). The power currently has no focus and doesn't really fit into a defender primary in it's current form. The lack of any appreciable accuracy debuff component in the TA set as a whole is still one of its big drawbacks and is in need of some attention.


 

Posted

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actually people should stop looking at only disruption arrow as the -res in TA, disruption + acid arrow have a much higher -res then any other defender set and with the changes in i7 you can keep the higher -res constant.

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So, we can hit one (maybe two) people with a bigger -RES debuff than other sets, but those same sets can affect more foes with a single power that lowers resistance more than one component of the Trick Arrow one-two?
That don't make no sense, boss. If we're all-debuff, then all our debuffs should be better than the debuffs in mixed sets.
All of them.
Individually.


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Posted

[ QUOTE ]
So, we can hit one (maybe two) people with a bigger -RES debuff than other sets, but those same sets can affect more foes with a single power that lowers resistance more than one component of the Trick Arrow one-two?
That don't make no sense, boss. If we're all-debuff, then all our debuffs should be better than the debuffs in mixed sets.
All of them.Individually.

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Ok much as I hate to say it, Acid Arrow is pretty darn good. It needs a SLIGHTLY larger aoe, but not much larger. I'm thinking maybe a 20% increase in the diameter.

With proper herding you should be able to hit around 6ish people on decent sized herds. On really tight herds or really large ones (multiple tanks) I've hit the aoe limit with acid arrow before.

Also if you choose select foes that makes a differance, as it also does vs a Giant Monster or Arch-Villain. Still need -regen though. 20% more dmg taken by the AV does not compare to stoppping thier incredible regen.

Also it must be noted Acid Arrow has a fairly weighty -def component. 25% -def BASE.

What disruption needs is a secondary effect. I wanted disorient chance per tick.....but controllers would step all over us with that. So it needs something else.


We are not all debuff, we are alot debuff and a good amount control.


 

Posted

I'm not disparaging Acid at all. I just don't see why we have to employ two debuff powers to get a better debuff effect than other sets get with one. It's that kind of logic that has caused so many problems with the set.
"Oh, they can out-debuff if they apply Acid arrow, too."
"Yes, but we shouldn't have to. Acid should be icing on the Disruption cake. If all we do is debuff, we should do it better."

I do realize that there are also several soft and hard control powers, but other defenders have access to the same types of powers. Ice Arrow is like Petrifying Gaze (both single-target hold), EMP Arrow is EMP on a stick, Oil Slick is surprisingly like Freezing Rain (knockdown, slow, DoT), and since a single-target immobilize is available to the majority of blasters at level 1, I don't think we need bother with comparison.
The point I keep reiterating is that Trick Arrow is currently being out-debuffed by mixed-bag sets, and that stinks.

I think adding an interrupt tick to Disruption would be a good secondary effect. It'd make it extremely useful against any foes with interruptible powers: Raider Engineers, self-destruct mages, several others I can't think of. Plus, it would make stalkers hate us even more. And that's become a personal goal.


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Posted

The other thing to think about its that Dark/ and Rad/ can pretty much spend the first 5-10 seconds of a fight setting up their debuffs and fight for however long it takes. It's part of why they solo so nicely. As Concern noted in another thread, with my TA defender, I debuff for 5 seconds, fight for 5, debuff for another 5, fight for another 5. It's part of why the set underperforms IMO. You spend a huge proportion of time in animation lock watching your archer draw the bow, nock and arrow, slowly bring the bow up, aim, and then debuff. Changing the animation times would be helpful. And I don't see why TA shouldn't be a bit more powerful than other sets when it stacks with itself. After all, the TA defender "paid for it" by having to spend the animation debuffing twice. Those seconds are crucial in a solo situation. There ought to be a bit of payoff for spending all that time debuffing that other defenders don't have to spend. With the lack of healing/rez, TA should be the "king" of something to make up for the shortcomings elsewhere. Right now, it's "As Good" at some things (control, team damage increase through res debuff, maybe -damage) and "Poor" at other things (acc debuff).


 

Posted

I'm a noob, only been playing for five weeks or so, but I wanted to bring something up about the TA/Archery set: The whole and ONLY reason I chose a trick arrow-archery Defender was because in my mind, I was thinking I could play Hawkeye (or Green Arrow, if that's your flavor of comics). That was it. A free-wheeling, wisecracking, never-surrender kind of guy.

I took the net arrow, and snap shot, thinking that this would be great.

...and then at Level twelve, when I got my flaming arrow, I finally started to feel like a competent character. It wasn't until I could throw 30 points of damage at a whack that I felt like I was doing something in the game.

There's a big disconnect between my mental image of a comic book archer and the stated game purpose of Defender as an archer. Maybe you have to play archers a certain way, or slot them in a specific way, in order to make them comperable to, say the same level blaster (or even controller).

This is not in and of itself a bad thing; I always end up playing in a team and keeping everyone amused as my Area of Effect arrows do very little, if any, visible damage or effect to the mob. But it would be nice to solo. Green Arrow did it in the comics all of the time. Man, that's a geeky thing to say, but hey, isn't this game ABOUT playing Super Heroes? That's why you made it, and that's damn sure why I bought it. My other characters work well, and seem to be more completely balanced at the lower levels. But I'm looking at Oil Slick, still several levels away from me, and I am envious. I have a sniper shot that I won't get for another eight levels.

To me, in the super hero world, an arrow won't do much damage compared to a power blast, but it seems so much more effective in the comics rather than in CoH. Maybe I just thought I'd be cooler sooner. It seems, though, that I'm not that good at Crowd Control, and I'm not that good at front line shooting. I don't think I'd mind, if I was one or the other, but not both.

I don't have any hard numbers to throw at you. This isn't about that, and I frankly have no desire to crack the gaming code and figure out how much damage I throw to the hundredth decimal point. Other people seem to have that angle covered nicely. I just wanted to share my perceptions, as a new player, and also as a comic book fan.

One last thing: the endurance drain on the arrow sets are huge. I know it's related to the effects of the arrows I'm throwing, but considering HOW many arrows I have to throw to kill a yellow lieutenant, it seems that those paltry arrows should either cost way less, or do more damage for the same end amount. In door missions, I'm popping blue inspirations like a kid eating skittles at a fat camp, and that's just to assist on the controllers and scrappers.

Okay, that's it. Thanks for listening, and keep up the good work.

Mark Finn
aka Johnny Bull's-Eye
Carnival of Justice
Guardian Server


 

Posted

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I'm not disparaging Acid at all. I just don't see why we have to employ two debuff powers to get a better debuff effect than other sets get with one. It's that kind of logic that has caused so many problems with the set.
"Oh, they can out-debuff if they apply Acid arrow, too."
"Yes, but we shouldn't have to. Acid should be icing on the Disruption cake. If all we do is debuff, we should do it better."

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Actually now that they have made a recharge change to disruption arrow this is prolly one of the examples of thigns being done right.

The combination of Trick Arrows powers SHOULD provide some benifits over others IF they are gonna be weaker singly.


However I still hold out disruption arrow could use a secondary effect, if nothing else for flavor. Maybe it could disrupt regen . A - regen on a locational aoe.

You would have to pin things in it (entangling arrow *cough cough*) but it would be nice. If entangling arrow was boosted a lil more this would be another great combo for the set.


Also it would be very hard to abuse in PVP even though it's auto-hit.




Things like this would actually fit quite well. Making trick arrow a set who's powers interelate and combine with each other for an effect greater than the sum of it's parts.


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I do realize that there are also several soft and hard control powers, but other defenders have access to the same types of powers.

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Yeah but we have them all in 1 set.

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I think adding an interrupt tick to Disruption would be a good secondary effect. It'd make it extremely useful against any foes with interruptible powers: Raider Engineers, self-destruct mages, several others I can't think of. Plus, it would make stalkers hate us even more. And that's become a personal goal.

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Much as I think disruption needs a secondary effect, I no longer believe this is it. It would have marginal PVE benifits, and to be balanced in PVP you would have to give it a to-hit check.

Also, I honestly think we are already stalker-bane as it is.


 

Posted

Mark, hang in there.


Early lvls Ta/A is out like the fat kid in dodge ball.


Your defender skills really don't do much until you finally get a full complement. About the time of oil slick you notice things seem to click into place. Things finally become workable and you can make a differance.

This is due to a combination of finally having a suffiecient number of slots AND powers to create that effect, wheras other defender sets can make that differance from early on. I have a lvl 15 bubbler that was near worshipped in mishes the other day for instance.


Your blasts? Your never gonna be hard core dmg dealer, even with your debuffs. But your not toothless either.

Lethal dmg kicks you in the shins....HARD, as does the 65% blaster dmg ratio.


However at lvl 36 I can 2 shot even con minions who don't have high lethal resistance (which is prolly kinda rare)

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I see myself probably switching Explosive Arrow for Fistful of Arrows. Eventhough a debuff-less cone attack on a Defender is nothing to get excited for, it's better than the lackluster damage and unreliable knockback of Explosive Arrow.

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Fistful is prolly one of archery's most solid attacks. Decent all the way around.


 

Posted

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Not sure you are witght when accuracy debuffs are concearned; as explained way back in the Smoke grenade nerf, at present add debuffs shave of a % of the mobs accuracy, just like defense will do in I7.

Of course, this infor could be dated.

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An Accuracy debuff, works EXACTLY like Defense Buffs do. Defense has never, and does not in I7 shave a % of the mobs accuracy, it is a straight minus of their Base ToHit.

Go read Arcanaville's guides, they explain it all. How a -10% ToHit Debuff works out to be the same as a +10% Def(All) Buff. It explains how the Defense scaling, which is NOT a change to defense at all, it changes the way Critter (NPC) Accuracy is calculated (all enemies in I7 have a base of 50 ToHit, and are given Accuracy bonuses equiv to the ToHit bonuses they had in I6).

When CoH first released, we 'thought' tohit debuffs were % decrease of an enemies accuracy, but it wasn't. It wasn't until recently we found out it's a straight subtraction of their ToHit value (Just like Buildup/Aim are not percent increases, they add directly to our ToHit value).

Going to be nice and give you links to all of Arcana's guides.
Arcana's Guide to Defense v1.0
In v1.0, ToHit de/buffs were believe to be multiplicative. While Defense de/buffs were additive.

Arcana's Guide to Defense v1.1
Here in v1.1 is the first version we've found out that ToHit de/buffs were additive just like Defense. In addition his guide takes into account ED now.

Arcana's Guide to Defense v1.2
Here in v1.2, he's taken into account the Pool Power Defense changes. It also explains the prelim data on the I7 Defense Scalar.

Arcana's Guide to Defense v1.3
And this is the latest v1.3. Here, we have the full data on the I7 Defense Scalar (which does NOT effect Defense at all, only how NPC's calculate their ToHit against players). In Addition, ya know those "innate accuracy" bonus that Broadsword etc have? Well, those bonus' MULTIPLY into your Accuracy Enhance Value.
So, instead of having say, 5% from using a sword, and 50% from your enhancers = 55% increase to ToHit Value. It in actuality is 1.05 * 1.5 = 57.5% increase to ToHit Value.

For the lazy, the most up to date Advanced ToHit formulae is this (Pullen from Arcana's GtD v1.3) : Bounded[ (BaseAcc) * (AccuBuffs) * (AccDebuffs) * (RankBuff) * (LevelBuff) * Bounded[ (BaseToHit + ToHitBuffs - ToHitDebuffs + Defense - DefenseDebuffs) ] ]
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Based on very careful discussions with some helpful rednames, this is how the I7 tohit mechanics will work

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Arcanaville said that in his guide. So, yes, I trust his formulae VERY much.


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Posted

It's a shame that we can't use a flash arrow to ignite an oil slick, would sortta make sense that something that burns brightly enough to blind would also be hot enough to ignite the oil.


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Posted

That would be cool, but I think that if you look closely at the flash arrow head, it's actually a flashbulb. Still, it's feasible; no less so than a group of enemies having a bright flash go off and still just standing around like nothing happened...


 

Posted

I must say, I rolled my /TA MM for the RV event and wsa baffled...It sure sucks to get these powers ina hurry and not know how or when to use them, much less slot them.

First I thought all arrows were target based (wrong). Most are target based when they should be "location" based i.e. oil slick.

Oil SLick arrow was targetable as a pet Is that right?! It even had a heading over it.

Animations are too long on some and they don't seem to prioritized correctly. at least 2 arrows could only be slotted with range (outside of the standard rech and end red) as lvl 20 powers? Why should I get these again?

I don't think FA did a darn thing against heroes as they just pelted away. Then again I had no idea which arrow was what so I only knew about 3 of the arrows I was throwing (again...people enjoy to be PL'd to get to this level uber fast and never know how to use their powers?)

If anyone is on tonight for the RV event while it lasts, look me up if you want to do any PvP testing.


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Posted

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Oil SLick arrow was targetable as a pet Is that right?! It even had a heading over it.

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That's how you set it on fire. Hit it with a fire or energy power (or have one of your minions do it), and it goes boom!

As to the way-too-lengthy animation times, I'm really hoping we can get these shortened. I mean, look what it did for Twilight Grasp. It went from "t3h suck" to "one of the best heals in the game" and all it took was shaving 2 seconds off the animation time.
I know the art people are way too over-worked since every change in the game basically requires the art people to do something, but we (the Trick Arrow fan-people) would love you forever if you'd shave our animation times for us.

...ew, that sounds kinda gross.


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Posted

I was in the RV test last night with a TA/A Defender named Black Archer III.

I must say that I was quickly singled out as a Major target after dropping glue arrow, disruption arrow, and oil slick and lighting it up in quick succession on about 5 villians at once.

I'm not the best PVPer around even in a Stalker, but I was getting kills. Also managed to quite nicely solo my Cape Mish (I exited out of RV just long enough to run the cape mish and 2nd costume mish, finishing both in about an hour). I'm going to HAVE to make that costume on live when I7 comes out. Was really NICE. with cape added and second costume set, I went back in an really felt like I was an important contributor. Best moment of the night was successfully getting a stacked Hold on Black Widow. (my EMP and ICE arrow, combined with a teammates Bitter Freeze Ray and another teammate's Gravity Distortion), whereupon I debuffed the heck out of her (disruption, acid, poison gas) and turned her into a pincushion.

My build was as a Natural TA/A defender, taking every power except flash arrow and stunning arrow, replacing them with Aid other and Aid Self, with Combat Jumping and Superleap as my travel powers. If I was to do it again, I'd probably drop explosive and keep Stunning.

Most things were 3-slotted with their most useful bonuses (attacks wree always 3-slotted with damage), with a few exceptions: some of teh exceptions are below
Aid Self and Aid Other were slotted with 3 Heals and 1 Interrupt reduction.
Oil Slick was 6 slotted with 3 Damage, 1 recharge, and 2 defense debuff
Glue was 6 slotted with 3 Slow and 3 Recharge....it was nice to have Glue practically perma.
Fistful was slotted with 3 range and 3 damage
Explosive was 3 slotted with 1 damage and 2 knockback.
Blazing Arrow had 3 damage and 1 ACC (but I still missed the slick 2 times in a row fighting Rikti in my cape mission), as did Ranged Shot.

Superleap was only slotted with 2 Jumping, but Sprint was also slotted with a Jump, so I was pretty close to max.

Inspirations are hard to come by, so I've not been using them.


 

Posted

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I was in the RV test last night with a TA/A Defender named Black Archer III.

I must say that I was quickly singled out as a Major target after dropping glue arrow, disruption arrow, and oil slick and lighting it up in quick succession on about 5 villians at once.

I'm not the best PVPer around even in a Stalker, but I was getting kills. Also managed to quite nicely solo my Cape Mish (I exited out of RV just long enough to run the cape mish and 2nd costume mish, finishing both in about an hour). I'm going to HAVE to make that costume on live when I7 comes out. Was really NICE. with cape added and second costume set, I went back in an really felt like I was an important contributor. Best moment of the night was successfully getting a stacked Hold on Black Widow. (my EMP and ICE arrow, combined with a teammates Bitter Freeze Ray and another teammate's Gravity Distortion), whereupon I debuffed the heck out of her (disruption, acid, poison gas) and turned her into a pincushion.

My build was as a Natural TA/A defender, taking every power except flash arrow and stunning arrow, replacing them with Aid other and Aid Self, with Combat Jumping and Superleap as my travel powers. If I was to do it again, I'd probably drop explosive and keep Stunning.

Most things were 3-slotted with their most useful bonuses (attacks wree always 3-slotted with damage), with a few exceptions: some of teh exceptions are below
Aid Self and Aid Other were slotted with 3 Heals and 1 Interrupt reduction.
Oil Slick was 6 slotted with 3 Damage, 1 recharge, and 2 defense debuff
Glue was 6 slotted with 3 Slow and 3 Recharge....it was nice to have Glue practically perma.
Fistful was slotted with 3 range and 3 damage
Explosive was 3 slotted with 1 damage and 2 knockback.
Blazing Arrow had 3 damage and 1 ACC (but I still missed the slick 2 times in a row fighting Rikti in my cape mission), as did Ranged Shot.

Superleap was only slotted with 2 Jumping, but Sprint was also slotted with a Jump, so I was pretty close to max.

Inspirations are hard to come by, so I've not been using them.

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I'm really glad that it worked for you in pvp, at least somewhat. My experiences were the exact opposite. Got of glue arrow in a few fights and an oil slick. Was never able to get oil slick to light and then i was targted once the slick was down and pretty much insta killed due to 0 defense. CJ did nothing to prevent me from being hit and I really didn't expect that it would with its miniscule def bonus.

Our debuffs don't seem to do much to heros and on the villian side did little to help in fights vs the AV's.

The animations took way too long for me to even attempt to get anything fired off or debuffed in any sort of rapid succession. I'd get about 2 shots off and then get killed by passing blasters/scrappers/tankers etc.. Had an empathy try to save me once but that was pretty sad, they just died too. All the other heros were just as busy dealing with villians and their own problems or non problems for the scrappers/tankers

All in all i was not impressed with the slow / squishy feel of TA/A. PvE the changes have helped a little bit at the mid levels


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Posted

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I'm really glad that it worked for you in pvp, at least somewhat. My experiences were the exact opposite. Got of glue arrow in a few fights and an oil slick. Was never able to get oil slick to light and then i was targted once the slick was down and pretty much insta killed due to 0 defense. CJ did nothing to prevent me from being hit and I really didn't expect that it would with its miniscule def bonus.

Our debuffs don't seem to do much to heros and on the villian side did little to help in fights vs the AV's.

The animations took way too long for me to even attempt to get anything fired off or debuffed in any sort of rapid succession. I'd get about 2 shots off and then get killed by passing blasters/scrappers/tankers etc.. Had an empathy try to save me once but that was pretty sad, they just died too. All the other heros were just as busy dealing with villians and their own problems or non problems for the scrappers/tankers

All in all i was not impressed with the slow / squishy feel of TA/A. PvE the changes have helped a little bit at the mid levels

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I have to ask what you normally play? Defenders are always very squishy and are almost always a high-priority PvP target. If you aren't used to playing a squishy character (Defenders, Blasters, Controllers) it can be a pain.


 

Posted

I'm used to playing squishy characters, but last night was rediculous. I got 2 arrows out (pick any 2) and was one shotted. Namely by a thorn scrapper who had it in for me. I couldn't do anything. (Let me not start on Gang War)

Oil slick lit up 4 out 7 times so I was impressed. I even let one off in the base (just for the hell of it) and a sentry shot it instantly and setting it ablaze.

I just don't think PL'ng a /TA was a smart idea since I have no practice on what they do or how to properly use them or slot them. But what killed me was the animation times AND the AoE arrows that require a target (those really annoyed me as just I went to fire, the target collapsed and the power went off but nothing happend)

OH well back to test and try to give it another go...


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Posted

[ QUOTE ]
I'm used to playing squishy characters, but last night was rediculous. I got 2 arrows out (pick any 2) and was one shotted. Namely by a thorn scrapper who had it in for me. I couldn't do anything. (Let me not start on Gang War)

OH well back to test and try to give it another go...

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the only things one-shotting me were Ghost Widow, Sirocco, and Mako -- but a lvl 54 Giant Monster SHOULD one-shot my lvl 40 character. It took 3 full teams working togther to take down ghost widow in the fight I mentioned above