Sharp, pointy sticks and you!
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So if the guide can be improved, I submit one way might be adding the powerset names to the thread title.
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The original title was going to include "Trick Arrow" and "Archery", but I couldn't fit everything in with "sharp, pointy sticks", and "sharp, pointy sticks" made me happier. I'm also trying to keep the two sets somewhat seperate in the guide because so many different ATs have access to them (and TA performs differently for each three ATs that use it), so I couldn't simply put "TA/A".
As Nemo noted, the guide is listed in Guide to Guides, and mentioned in the Defender Guides, so it's not too difficult to find. I will, at some point in the not too distant future, be revamping the guide slightly to include complete stats in BI and DS for all ATs and debuff and control values for controllers and masterminds in addition. I may split the two sets off into two seperate guides at that point, and if so, I'll ensure that both have distinct names which include the actual powersets they cover.
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So would a 3 slotted swift, sprint, and hurdle be a good substitute to a travel power? This idea is really intriguing to me.
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add combat jumping and you are now called an Easter Bunny
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Vengeance? Yes, Vengeance. I took the time to calculate the buff numbers and was surprised to find that it's even powerful in the hands of its weakest wielders, blasters. Since I'm not concerned about PvP with this character, I have some room to add "fun" powers, like Vengeance.
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Vengeance is a PvP monster power... considering just how many times a teammate of yours will die.
It just got nerfed so that multiple Vengeances cant stack, as this was the UBER power in Base Raids.
I ran it on my controller because it buffs the pets too.
My wife is going to start playing and I was thinking of a great duo and doing a synergy thing and running unslotted vengeance on both.
Nemo_Utopia wrote:
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Best way to find powerset guides is to check the forum for that AT, click the guides thread, and see who has posted there. Many guides will be on the front post (regularly updated via admins by players) and checking the back page (most likely to have guides that were posted after the last update).
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Yeah, in the past (over a year ago) I had little luck with that method. My impression from that time was that the stickies were rarely updated, people rarely posted in them to notify folks of their guides, and that I had much better luck with the search feature. It sounds like the stickies are better these days.
Luminara wrote:
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The original title was going to include "Trick Arrow" and "Archery", but I couldn't fit everything in with "sharp, pointy sticks", and "sharp, pointy sticks" made me happier.
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Luminal happiness is important. If I keep posting in the forums, you'll soon learn that I'm not worth paying much attention to
Scrap
I know this is selfish but could you some time make a video with your Trick Arrow character Id love to see the your character in action fighting huge mobs since I have never seen a lvl 50 Trick Arrow character in action before.
P.S. If all possable could you show one wen fighting Hammi oh and nice guide by the way
Interesting about no travel power. I just started a Trick Arrow/Archery build and realized that NONE of my role models for the AT (from Hawkeye and Green Arrow right down to Robin Hood) has special means for transportation.
But is the game even playable unless you give in and pick up a means to get around?
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Interesting about no travel power. I just started a Trick Arrow/Archery build and realized that NONE of my role models for the AT (from Hawkeye and Green Arrow right down to Robin Hood) has special means for transportation.
But is the game even playable unless you give in and pick up a means to get around?
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Easily. With Hurdle, anyway. Speed is comparable to Fly, mobility is better than Superspeed. None of the CoH zones are impossible to navigate without a travel power, though there may be some that are more bothersome than others. Of course, the same zones are just as bothersome for some players with a travel power, namely Superspeed.
Getting to and from missions quickly isn't difficult, though I will say that it does require the player to learn the better shortcuts. If I have a mission in Steel Canyon, for example, and I'm in Talos Island, I'll take the tram to Independance Port instead of Steel Canyon. The Steel Canyon exit is a stone's throw from the tram in Independance Port, and opens up at the mid-point of the zone, so you're never more than half a zone away from a mission in Steel Canyon if you take that route. Using the tram, you'll sometimes end up crossing the entire length of the zone to get to a door.
Pocket D to and from King's Row, Talos Island, and Founder's Falls. The Striga Isle ferry for IP and Talos. Tram to Brickstown to get to a mission at the far end of IP. Going off the edge of the map in Striga or PI to get to Talos. Shortcuts aplenty in CoH, far more than I could list just from my limited memory of them (i got so used to using some of them that i don't even think about them any more).
Hurdle is so efficient that, frankly, I'm waiting to see if it's going to get gutted. It's almost as fast as Fly by itself, slot for slot, it uses no endurance, and it can't even be detoggled. I'm honestly surprised that it hasn't been cut to half the buff or had some huge penalty added to it yet. Especially now that PvP has spotlighted it as a way to get around suppression.
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I know this is selfish but could you some time make a video with your Trick Arrow character Id love to see the your character in action fighting huge mobs since I have never seen a lvl 50 Trick Arrow character in action before.
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Unless I'm on a team, I try to avoid fighting more than 3 to 5 critters at once (i play at Heroic. not interested in "challenge" or being "uber", just want to have fun and laugh), but I'll read up on how to make a demo/video and see if I can churn out something worth watching. No promises and no timeframe, just if and when I get around to it.
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P.S. If all possable could you show one wen fighting Hammi oh and nice guide by the way
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That's... not likely to happen for a while. I won't be attending any more raids until I'm confident that the leaders have worked out good plans for dealing with the aggro changes and Hami breaking the status effects rules in the game, and the developers have resolved the problem with some players not getting HOs. I don't care about getting debt if a raid wipes, but I don't like the feeling of having wasted 2-3 hours that I could've spent working on a badge or leveling up another character.
To the poster who inquired about Stamina: I'm one of those who didn't take it for my TA/A. As a rule, I really hate taking it for a Defender, and since I exclusively team, between the Vigilance discount and the fact that others are doing the damage and I only have to blast sporadically, I don't miss it.
If I am forced to solo, I groan and grab Catch a Breaths. Or rest. A lot.
Since hitting 38 with my TA, and getting Rain of Arrows, I'm finding life has gotten much nicer in terms of damage output, and soloing "Defeat X of Y" missions have gotten tolerable without Stamina.
P.S. I only recently had to put Fitness/Stamina on a Defender for the first time: my sonic/sonic defender who just hit level 23. Between the toggles and the fact that there's not much to do after you shield your allies, I blast a LOT more with her, and I got myself into End crunches constantly. Not only have I taken Stamina, but I have nearly every power slotted with a single End Redux DO and toggles with an End Redux SO. Life is a lot nicer these days.
But, again, every other defender I have survives fine without it in teams, only mildly less so solo.
One thing that I'm doing with my A/NRG is to stack Stunning Shot and Stun to disorient (and detoggle) bosses. Works great, and once I get more disorient slots in those powers it'll be even better.
I dig the no travel power, but I'm using Flash and not Entangle to great team success. What is the drawback to doing this? (gonna save this respec to get out of combact jumping soon i think)
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I dig the no travel power, but I'm using Flash and not Entangle to great team success. What is the drawback to doing this? (gonna save this respec to get out of combact jumping soon i think)
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The occasional instant death when the spawn looks at the tank (who kindly waited for you to Flash the group), laughs, and proceeds to run straight to you and remove your liver with a baseball bat while the tank stands there smacking his Taunt key furiously and yelling at them to "Come back, I have candy and bubblegum!".
Flash Arrow is also less useful for anything but ghosting once Oil Slick and EMP Arrow are in your Little Bag o' Sticks. A ToHit Debuff doesn't mean much when entire spawns are flopping about like little fishies or are held for nearly the entire duration of the fight.
But it's really just a matter of play style. Flash Arrow fits some peoples' needs, Entangling fits others'. Where Entangling will halt one runner or let you control a situation a little better, Flash Arrow gives you the equivilant of a bit of defense and works better with a team-oriented, AoE based approach.
And they're both very useful for PvP.
As a Archery/Devices Blaster I found this guide very helpful and fun. I was curious if you think I will need Stamina.
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As a Archery/Devices Blaster I found this guide very helpful and fun. I was curious if you think I will need Stamina.
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If you'll be running Cloaking Device and/or Targetting Drone often, or any toggles in addition, probably. Otherwise, you can probably do relatively well without Stamina. There's been many people who have gone without Stamina for Archery builds and who have no complaints.
I have noticed that those who use flash arrow before the tank runs in are almost always insta-killed by trolls throwing rocks in the hollows. That one thing is what keeps me from trying to level one up. That kind of death is scary.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
I used to use Flash Arrow all the time on my TA/Ar defender. I never had the problem of drawing aggro that's so often mentioned in this thread. She's level 30 now, and I respec'd out of Flash Arrow just to see what Entangling was like because Flash wasn't doing anything special for me...but it wasn't causing any problems either.
I'm not saying anyone's wrong, I just find it odd that people are having the insta-face plant issue that's supposedly caused by Flash Arrow. It's been my experience that it's perfectly safe to fire the arrow into an un-aggroed mob (sometimes repeatedly) while the rest of the team gets ready to attack. It's worked for me solo too. Flash has never gotten me killed.
-What you said about hurdle being a substitute, suppressionless, unable-to-be-detoggled travel power...
Swift and sprint + combat jumping are vastly superior in this regard.
Hurdle can be effectively "detoggled" by any attack with -jump, but you can't turn off movement unless you manage to mez somebody, and cheap resistance to immobilize is available through Combat Jumping, but there's nothing that resists -jump.
Flash pros: if you have two or more close spawns and you don't want to aggro all of them, flash one, pull the other. You can do this relatively safely. Also, flashing trolls is just like pulling. If you can do it, fire at the closest one just as you're going around a corner. And then simply wait for the tank to grab aggro. The only times I've ever flash-n-aggro'd is when I overshot my mark with super speed and they saw me.
Entangle pros: Flying Freaks. Flying Raiders. Flying anything. Plus, the minor recharge slow should stack with the other powers that do recharge slows.
There are cons to both powers that have been well-illustrated, so I won't bother. I use both and am reasonably satisfied with their functionality.
PvP: Did this for the first time with a friend, and it was very interesting, since I don't play PvP and don't have builds meant for PvP. The opposing trio had a flying rad defender who I rarely saw. Suddenly, I'd be hit with lingering radiation or RI or heaven knows what.
I finally wised up, sighted them, and brought them down to earth with Entangle arrow. Goodbye Defender. You won't immobilize scrappers or tankers with status protections against holds and immob, but anyone else seems to be fair game.
I went one-on-one with a scrapper friend and I didn't expect for a minute to scratch her. I didn't, of course. But I learned something very interesting. Ice, entangle, glue, and oil? That scrapper is coming to get you, make no mistake. Only, they're doing it very...very...slow...ly. Keep hitting them with defense-draining acid arrows, and their resistance to the slows erodes significantly.
With Flash and Super Speed, per my friend, I would disappear from sight at around 74 feet. Lesson learned: You can be very, very fast, and you can make your opponents very, very slow. Keep them regularly flashed, and they'll hardly ever even see you.
Good luck!
The above 74' is incorrect. I think I meant between 14' and 17'. And I'm still not certain that's correct. I'm not sure my friend was checking in any meaningful way, i.e. using target marks.
So forget the number for now. However, she did mention that I didn't have to go far to disappear out of sight.
I have a mastermind with trick arrow..... and he has ninja primary. Smoke Flash the Oni, order him to a spot where his cone range will hit a great deal of the mobs and simulataneously switch all pets to agressive and goto that spot while in the animation of firing the Oil Slick. My Oni's opening fire breath attack with critical all the mobs, and light the Oil Slick, leaving me time to fire my Acid Arrow. Once the Oni uses Rain of Fire the damage ticking becomes too incredible to waste time watching, and I just hover to the next mob. I also use my other arrows, and my holds and some actual strategy... when Oil Slick isn't recharged. The fact that I run Assault/Tactics only makes the chaos that much more awesome. People who harp on TA have never played a high lv TA character. My MM is only lv38 now (just got EMP, it isnt slotted, havent formulated an opinion yet) but TA is the most brutal set I've ever seen. I actually feel sorry for Zombie/Dark and Robot/FF MM's out there who think they are great but who undoubtely solo at a much slower rate than me. This guide is very nice btw, it's nice to see someone else embracing TA. Let all others be damned...
Great guide, lots of good info. Here's my planned build so far:
[/b]01) --> Entangling Arrow==> Acc(1)
01) --> Snap Shot==> Acc(1)
02) --> Aimed Shot==> Acc(2)Dmg(3)Dmg(3)Dmg(7)Rechg(9)EndRdx(9)
04) --> Glue Arrow==> Rechg(4)Rechg(5)Rechg(5)Slow(7)
06) --> Fistful of Arrows==> Acc(6)Dmg(17)Dmg(19)Dmg(19)Rechg(21)Range(21)
08) --> Poison Gas Arrow==> Rechg(8)Rechg(15)Rechg(17)
10) --> Blazing Arrow==> Acc(10)Dmg(11)Dmg(11)Dmg(13)Rechg(13)EndRdx(15)
12) --> Hover==> Fly(12)Fly(23)Fly(23)
14) --> Fly==> Fly(14)Fly(25)Fly(25)EndRdx(27)
16) --> Acid Arrow==> Acc(16)Acc(27)Rechg(29)Rechg(29)DefDeBuf(31)DefDeBuf(31)
18) --> Disruption Arrow==> Rechg(18)Rechg(34)Rechg(34)
20) --> Aim==> Rechg(20)
22) --> Aid Other==> Heal(22)
24) --> Aid Self==> Heal(24)Heal(43)Rechg(43)Rechg(43)IntRdx(45)IntRdx(45)
26) --> Oil Slick Arrow==> Rechg(26)Rechg(31)Rechg(33)Dmg(33)Dmg(33)Dmg(34)
28) --> Ranged Shot==> Acc(28)Dmg(37)Dmg(40)Dmg(42)Rechg(42)EndRdx(42)
30) --> Resuscitate==> Rechg(30)
32) --> EMP Arrow==> Acc(32)Acc(36)Hold(36)Hold(36)Rechg(37)Rechg(37)
35) --> Stunning Shot==> Acc(35)Acc(45)Rechg(46)Rechg(46)DisDur(46)DisDur(48)
38) --> Rain of Arrows==> Acc(38)Dmg(39)Dmg(39)Dmg(39)Rechg(40)EndRdx(40)
41) --> Power Build Up==> Rechg(41)
44) --> Temp Invulnerability==> DmgRes(44)DmgRes(48)DmgRes(48)EndRdx(50)
47) --> Hasten==> Rechg(47)
49) --> Super Speed==> Run(49)
I wasn't really sure what to take for the last 2 powers, considering that this current build has only 2 slots left to place. I thought about the fitness powers, but I don't think I'd really need them with a travel power, and I'm counting on not needing stamina. I also thought about the leadership powers, but then I'd want to fit in stamina. Would Hasten be worthwhile?
Should I drop Temp Invul?
Do you use Aid Other/Self during battle? I'm curious if it would be worth it considering that it forces the redraw...
Aimed Shot's endurance cost is only 5.2. You could probably save that slot for something else, or replace it with another recharge.
Fly's endurance cost was reduced in the last patch. You can save that slot as well.
Aim could use a couple more recharges, if you intend to use it often. Especially if you're going to use it in concert with Rain of Arrows with 1 recharge.
PBU would also be happier with 3 recharges. It buffs so many things, including Aid Other/Self, ToHit, damage, holds, etc., you're going to want it up more often.
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Would Hasten be worthwhile?
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It can be, such as if you don't have any extra slots for "when they're available" powers like Aim and PBU. Also nice to cut down on the recharge time of EMP and OSA. At that point in the game, though, you're probably not going to be using it much. You'll likely be pretty well established in how you play, have a groove going, and not too likely to change it much.
I only have Hasten on one character, though, so I'm not really qualified to discuss it.
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Should I drop Temp Invul?
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I never took any +resistance powers for Dancing Hawk. Just didn't feel like they were necessary. 30% -damage with PGA, 25% -recharge from Glue, near 100% damage mitigation from OSA and EMP. Between the massive amount of damage mitigation in TA and the availability of Aid Self, you're not going to be facing much that you can't survive already by that point.
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Do you use Aid Other/Self during battle? I'm curious if it would be worth it considering that it forces the redraw...
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If I have to heal in the middle of combat, I'm either going to get defeated soon anyway or I've got all the time I need to get out of range/sight and take care of myself. Redraw is the least important factor at that point. TA has enough controls to give you the time you need, if you need to heal.
Real quick, first off- great guide-
Did they change Flash Arrow? I took it and blasted a bunch of groups and I was able to tag away at a lone guy while the friends stood around blinded....worked more often than not.
Definetly gonna be referencing your guide to work with my defender. Looking forward to playing her.
"I'm not scared of anyone or anything Angie. Isn't that the way life should be?"
Jack Hawksmoor, The Authority.
Proud owner of a lvl32 Illusion/TA controller here, and I tried to make it without stamina, but respec'd into stamina at lvl26: the build was too "front loaded" with endurance needs: get out Phantom Army, 3 arrows, and you're at about 45% stamina, so unless your style is to stand around to let PA do the work, you're depleted before the fighting even begins. Add Superior Invisibility to the mix and ... well, you need stamina.
I also have an Ill/rad, I would say that in the end Ill/rad slightly superior, because you have access to a heal aura and AM if you go /rad, and the /rad debuffs somehow feel more powerful although not as versatile.
At 32 I discovered that the Phantasm will not engage if you are a full range (about 70' with a range enhancement in glue arrow), so it'll take a little bit of getting used to making the Phant engage the enemy. I have become quite good at staying a loooong way away from the baddies.
That said Ill/TA is a pretty fun combo, more active and easier on the endurance than Ill/Rad. I can solo quite safely on Invincible, so it's not a gimped build by any means. And let's face it: Ill/rad? been there/done that!
Best way to find powerset guides is to check the forum for that AT, click the guides thread, and see who has posted there. Many guides will be on the front post (regularly updated via admins by players) and checking the back page (most likely to have guides that were posted after the last update).