My Guide to a Trick Arrow/Archery Defender


Fleeting Whisper

 

Posted

Ok, here is my take on Trick Arrow / Archery.

First off, Trick Arrows are fine solo (though taking down bosses can be hard), but even better in groups (even if it’s just one other person). You are a defender, but you can also act as a kind of controller in teams. Trick arrow is underrated and knowledgeable CoH players know this (I get told "your pool is underrated" all the time by hard core players). The main problem with trick arrow is that your teams rarely notice what you do. They think they took down the boss and they don’t realize it because they were doing 8 points more damage per hit because of you.

Certain powers are more important at some levels, and rarely used at other levels, so you will change several times via respec'ing. (Glue Arrow is a good example.. helps ALOT at lower and mid levels, but I don’t use it as much now since oil slick works even better and higher level controller have mass holds)

Here is how I am built now (at level 47.. .I have one more power coming to me at 50th).

I have all the Trick Arrow powers, except "net". I find Ice arrow much more effective. (Sure, net can stop someone from running away or towards you, but they can still fire!). Maybe it’s good at a low level, but I personally used it once I had ice arrow, I like ice arrow much more). Net Does Work on bosses if I remember correctly so I may get it at level 50.

Trick Arrow

Flash - (slotted 3 accuracy debuffs). This is a great arrow. Recharges fast. The effect actually lasts for a long time. You may not think it does anything, but it DOES. The bad guys will miss more often, and that’s a good thing. Also, it works kind of like stealth... you can get close to flashed bad guy and they wont notice you as fast. It is almost ALWAYS the first arrow I fire, even before the tank rushes in. It does not draw aggro and it "hits" everyone in the area. I think it’s a MUST have. It really does make a diff, even if you don’t notice it a low levels. Fast recharge, long effect, no agro= great. Trust me, use flash.

Glue - (slotted 3 slow) - Another great one at low-mid levels. Again it hits everyone in the area. Though it does not seem to slow some very strong bosses, Its great for keeping large groups from getting on top you quickly. (also great for keeping them from running out of your burning oil slick). For some reason, Werewolves don’t seem to be effected by it.

Poison Gas - (slotted 3 sleeps. yes, it takes sleep enchantments) GREAT arrow. The enemies do LESS damage to you when affected by it. Instead of hitting you for 20, they may hit for only 16. That can help a lot in a big fight. Also, more and more of them "choke" on the gas at higher levels. So it’s kind of like a controller hold in some ways. Nice recharge, less damage, some holding. Great arrow.

Ice - (slotted 3 hold duration, may add an acc later). Good for keeping minions "on ice" as you concentrate on another minion. Also, good for keeping Lts. held while you attack them. (don’t wait until the hold wears off to fire another, fire it when it is still in effect.. try to keep the bad guy "perma held" as you attack). I find it best to use a "yellow" to make sure the hold works.

Acid - (slotted 3 defense debuff, 1 acc)- lets you and others do more damage. You may do 20 pts before the acid, but end up doing 25 after the acid. It helps. The only bad thing is that you can hit some and not others (when it comes to groups). If you miss the MAIN target NO targets get hit, so again it’s best to pop a yellow or use "aim" before firing.

Disruption - (1 end reduction, other enchantments just aren’t need). I fire it often as possible when on a team and sometimes solo. Works like acid arrow.

Oil Slick - (slotted 3 damage, 1 slow, 2 recharge). The BEST arrow, second only to EMP arrow. I use it the SECOND it recharges, over and over again in long fights. Even bosses slip and fall. Igniting it can be weird, sometimes it always ignites, some times it wont ignite 5 times in a roll (for some reason, it ignites less outdoors and around Rads I think its a problem with the program they are trying to fix. Even if it does not ignite, it can act like a "hold" and keep the bad guys in check. Targeting to ignite can pain in big groups, so use the "tab" to locate it. Here is a trick, many times it ignites on its own if a fire tank is standing on it. Use this arrow as often as possible.

EMP -(3 recharge, 1 end reduction, 1 end modifier) the BEST arrow of them all. It damages machines and Freakshow, "holds" everyone, and also takes some of their end away. The only down side is that you cant get end back for a short while. Still, its worth it. Pop a one or two yellows and use "aim" if you have it, to make sure you hit EVERYONE. In a group, the "no end recover" thing is not that bad, let them rush and do the damage. A GREAT arrow, one of the best of the set (I read somewhere its even a better than the EMP that Rads have). If a fight is not going well, it’s also a good "escape" arrow to give you and your team a several seconds if things are getting out of hand.

Archery

Snap shot - I dont have it slotted at all except for the one slot that you get free (damage). You will need it at lower but get rid of the otehr slots at higher levels. It makes no sense to waste slots on this when the damage is sooo low. I dont think I ever used the arrow past level 15.

Aimed Shot - (3 damage, 1 acc, 1 end)

Fist Full of Arrows - (3 dam, 2 range, 1 acc). This arrow is ok. I really didn’t like it until I put some range enhancements on it. You don’t need to use it only on a group, use it on a single bad guy also while other things are recharging.

Blazing - (3 dam, 1 acc, 1 end, 1 recharge). Your main "single" attack, and needed to ignite your oil slick. Use it as soon as you see it recharged. You may want to drop the end reduction I have and use 2 recharge. Great arrow. (And it keeps burning for a little while after you hit them! Low and Mid levels its actually very strong (though its still good at high levels of course).

Explosive - (3 dam, 1 acc, 1 end, 1 knockback). this arrow does not do as much damage as I would like, but its good for blasting bad guys back also good for getting a few second free (since they have to spend time standing back up again). Pop a yellow or use aim to try to hit everyone.

Aim - (2 acc buffs) - I had this up until most early 40s, then I dropped it. (it does have it uses though). The problem is the recharge is not all that fast, and it uses END! Popping a yellow could give the same benefit. I may get it again when I get a power at 50th.

Ranged Shot - (3 dam, 1 acc, 2 time reduction) - great sniper shot. Don’t use it in battles unless you know you wont be hit for a few seconds. Also great to follow up with after a bad guy has been held with ice arrow.

Stunning Arrow - don’t have it, I had it but respected out of it. It does work well but why do you need to stun ONE person when you have EMP, Oil, Gas, Ice... Etc. It also didn’t seem to work on bosses when I used it. (now if I did, that would be a different story). Maybe i'll get it at 50th

Rain of Arrow - (3 damage, 1 acc, 1 end, 1 recharge). Great great great. Nice damage (not as much as a blaster of course), very large area of effect, does not "crash" you end like nova powers, and recharge at a nice speed. One of my top 3 arrows (Oil, EMP, Rain). The only thing I don’t like is that it takes a few seconds to use.


My other pools are:

hover/flight (3 speed, each) - hovering in a fight is great.. and even better in warehouses, outside or other places with high ceilings.

hasten (1 recharge) - tried to "perma haste" it a lowers levels, but I need the slots for otehr things. Now I activate haste when I know a big fight is about to happen or AFTER I use oil, EMP, or blazing to get them to recharge faster. I may had more recharges slots at 48 or 49th level. I also use it after aim.



Concealment- Grant Invisibility/ Invisibility (1 reduce end in grant and 2 reduce end in invisibility) Grant has been very helpful on teams while Invisibility has just been great period. I can’t emphasize how much invis is underrated. I have run around level 50 missions in my twenties without an sk and not been seen.

I took Epic powers – Energy- Conserve Power and Power Buildup

Believe it or not, I dont have "Fitness". And I have done ok without it. In large groups, I spend less end. and things like "EMP" and "oil slick" let me "take a few seconds to get some end back when need be. I was suprised by it myself, but I really am doing fine without Stamina. (though, it was harder at mid levels). I keep a few blues on hand, but otherwise I'm fine (and I always use a blue after EMP). Plus with Conserve Power I use even less endurance.

Here are my tactics:

ALWAYS start off with the flash arrow. Let the team know "let me flash first!". you can flash again and again and it does not draw aggro. It really does help, even if you dont think so. It is ALWAYS my first arrow (if I am the one attacking first). Flashs DO stack.

Use Aim or yellows as much as possible.

When playing with a team, concentrate more with buffing, debuffing. (acid, disruption, etc, flashing, gas, grant invis, etc). If your team or partner is fighting a boss, hit them with acid and disruption as much as possible.

Flash, Oil slick, blazing arrow, and disruption arrow is a great combo. (watch the burning damage go from 4 to 5 when you fire the disruption arrow). Adding "rain of arrows" at the end (when you get it) is also great. This combo usually lets you take out a group of guys all by yourself.

Ice arrow (hold), acid, Ranged shot, and blazing is a great combo used against Lts. (against a minion you can skip the acid arrow part)

When you have a bad guy iced (especially Lts). Don’t want for the ice to "melt" before icing them again. Its is possible to keep a guy held while you attack them the entire time and not have a bit of damage done to you.

Flash arrow, Conserve Power, EMP, oil slick, blazing arrow, disruption, and Power build up, then rain of arrows is your most powerful combo... you may have to finish them off with an exploding arrow afterwards at high levels.

Remember that acid arrow and disruption arrow DOES STACK, Allowing you and your teammates to dish out MUCH more damage.

Use Gas or Glue to keep guys from running out of your burning oil slick.

Another good tactic is to fire your oil arrow right at your own fight when someone doing high damage runs up on you (or if you have several bad guys going hand-to- hand on you) they may slip and fall many times, giving you time to get away or do some kind of attack on them.

Mass "holds" don’t sometime get EVERYONE... so layer one top of another, sure, they are slipping because of oil slick but some aren’t, so follow it with gas. Between slipping and chocking... you can "hold" them one way or another.

If you have other comments or questions, feel free to ask.

Hells


 

Posted

[ QUOTE ]
I have all the Trick Arrow powers, except "net". I find Ice arrow much more effective. (Sure, net can stop someone from running away or towards you, but they can still fire!). Maybe it’s good at a low level, but I personally used it once I had ice arrow, I like ice arrow much more). Net Does Work on bosses if I remember correctly so I may get it at level 50.

[/ QUOTE ]Entangling Arrow also has -Fly, which will drop a flying enemy onto your Glue or Oil, and additional recharge debuff to stack with Glue and Ice arrows.

[ QUOTE ]
Flash - (slotted 3 accuracy debuffs). This is a great arrow. Recharges fast. The effect actually lasts for a long time.

[/ QUOTE ]To be specifc, it recharges in 15 seconds without slotting, and lasts for a minute. It does not stack, however, so using it several times on the same group doesn't give any additional benefit.

[ QUOTE ]
Glue - (slotted 3 slow)

[/ QUOTE ]I think slotting Glue Arrow for recharge is more important than slow. With 3 recharge, it goes from a minute recharging to 30 seconds. The slow will just keep enemies on the glue longer, and won't do anything to the recharge debuff, which IMO is the most important aspect of this power.

[ QUOTE ]
For some reason, Werewolves don’t seem to be effected by it.

[/ QUOTE ]Werewolves and a few other enemies have strong slow resistance

[ QUOTE ]
Poison Gas - (slotted 3 sleeps. yes, it takes sleep enchantments) GREAT arrow. The enemies do LESS damage to you when affected by it. Instead of hitting you for 20, they may hit for only 16. That can help a lot in a big fight. Also, more and more of them "choke" on the gas at higher levels. So it’s kind of like a controller hold in some ways. Nice recharge, less damage, some holding. Great arrow.

[/ QUOTE ]Slotting for recharge is much more useful than slotting for sleep - slotting sleep makes them choke longer, but they stop choking as soon as they are hit no matter what, whereas slotting recharge lets you toss it out every single fight.

And it doesn't actually sleep more enemies as you level up - it always have a 66% chance to put a magnitude 2 sleep on each enemy, enough to sleep a minion.

[ QUOTE ]
Ice - (slotted 3 hold duration, may add an acc later). Good for keeping minions "on ice" as you concentrate on another minion. Also, good for keeping Lts. held while you attack them. (don’t wait until the hold wears off to fire another, fire it when it is still in effect.. try to keep the bad guy "perma held" as you attack). I find it best to use a "yellow" to make sure the hold works.

[/ QUOTE ]Slot accuracy and you won't need to eat yellows each time you use the power.

[ QUOTE ]
Acid - if you miss the MAIN target NO targets get hit, so again it’s best to pop a yellow or use "aim" before firing.

[/ QUOTE ]Slotting accuracy also helps with this; a lot.

[ QUOTE ]
Disruption - (1 end reduction, other enchantments just aren’t need). I fire it often as possible when on a team and sometimes solo. Works like acid arrow.

[/ QUOTE ]Needs recharge a lot more than it needs endurance reduction.

[ QUOTE ]
Aim - (2 acc buffs) - I had this up until most early 40s, then I dropped it. (it does have it uses though). The problem is the recharge is not all that fast, and it uses END! Popping a yellow could give the same benefit. I may get it again when I get a power at 50th.

[/ QUOTE ]You will get a lot more mileage out of Aim if you slot 3 recharge rather than 2 tohit buff. Take it sooner rather than later.

[ QUOTE ]
Rain of Arrow - (3 damage, 1 acc, 1 end, 1 recharge)

[/ QUOTE ]Rain of Arrows does not need accuracy enhancement, but it does need recharge.

[ QUOTE ]
you can flash again and again and it does not draw aggro. It really does help, even if you dont think so. It is ALWAYS my first arrow (if I am the one attacking first). Flashs DO stack.

[/ QUOTE ]Flash Arrows stacks... if more than one person is using it. If you're the only person using it, 20 flash arrows is identical to 1.

[ QUOTE ]
Use Gas or Glue to keep guys from running out of your burning oil slick.

[/ QUOTE ]Poison Gas Arrow will not keep minions on a burning oil slick - their sleep will be broken immediately.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

ok thanks for the helping out on the enhs, i mostly know what i am talking about for the powers


 

Posted

I would like to add that putting an accuracy in EMP arrow is a GOOD THING

Apparently it does not have an accuracy penalty (unlike Controller AoE holds) but you don't want to miss

I would say 1acc/3hold/2rech is going to be the best non-IO slotting, IO slotting 4acc/hold/rech 1 hold 1 recharge.



Explosive Arrow - particularly when dealing with OSA, you don't want a knockback in it. it can be used well for pushing guys into an oil slick, but I don't think I've actually seen that ever happen, 1acc/3dam/1end/1rech (BTW, this is kind of standard slotting for attacks)

I would suggest putting the accuracy in your attacks before the damage, it doesn't matter how much damage an attack does if it misses

Aim has something better than a yellow, first, it gives a +50% to-hit buff, which is better than a regular insight, but it also has a +50% damage bonus, meaning you hit it before RoA and you'll do more damage, making a "mediocre" nuke a lot better

Ranged Shot - I'm assuming by time redux you mean Interrupt reduction, and if you aren't going to use it in battle, you don't need those. I personally slot snipes 1acc/3damage and call it a day, it really is best for an opening attack to put the hurt on someone (particularly if you hit aim first)

Stunning Shot is indeed MAG 3, meaning it will stun minions and Lts on the first application, slot it with enough stuns and recharges it will be able to stack and hold a boss indefinately, it can also be used to take out an annoying guy when Ice arrow is recharging (Gunslinger when the Sapper is held?)

forget 3 slotting flight, put those slots in hasten, 3 slots in hasten is much better than getting to your mission a little bit faster (and you're right about not trying to perma it, its a lot harder on a TA/A than some other builds)

then on top of that, everything that Fleeting said.


No

Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo

I think you underestimate our fools, sir.

Why /duel is a bad idea

 

Posted

[ QUOTE ]

[ QUOTE ]
Glue - (slotted 3 slow)

[/ QUOTE ]I think slotting Glue Arrow for recharge is more important than slow. With 3 recharge, it goes from a minute recharging to 30 seconds. The slow will just keep enemies on the glue longer, and won't do anything to the recharge debuff, which IMO is the most important aspect of this power.



[/ QUOTE ]

It's probably the only reason I use it.


 

Posted

[ QUOTE ]
ALWAYS start off with the flash arrow. Let the team know "let me flash first!". you can flash again and again and it does not draw aggro. It really does help, even if you dont think so. It is ALWAYS my first arrow (if I am the one attacking first). Flashs DO stack.

[/ QUOTE ] They do not stack from the same caster.

[ QUOTE ]
Poison Gas - (slotted 3 sleeps. yes, it takes sleep enchantments) GREAT arrow. The enemies do LESS damage to you when affected by it. Instead of hitting you for 20, they may hit for only 16. That can help a lot in a big fight. Also, more and more of them "choke" on the gas at higher levels. So it’s kind of like a controller hold in some ways. Nice recharge, less damage, some holding. Great arrow.


[/ QUOTE ] 3 Sleeps? Seems a waste to me.

[ QUOTE ]
Disruption - (1 end reduction, other enchantments just aren’t need). I fire it often as possible when on a team and sometimes solo. Works like acid arrow.

[/ QUOTE ] I'd go for at least 2 recharges. This is a great power, especially combined with OSA.

[ QUOTE ]
Ice - (slotted 3 hold duration, may add an acc later). Good for keeping minions "on ice" as you concentrate on another minion. Also, good for keeping Lts. held while you attack them. (don’t wait until the hold wears off to fire another, fire it when it is still in effect.. try to keep the bad guy "perma held" as you attack). I find it best to use a "yellow" to make sure the hold works.

[/ QUOTE ] With 2 acc, 2 holds, and 2 recharges I can easily hold bosses.

[ QUOTE ]
Even if it does not ignite, it can act like a "hold" and keep the bad guys in check. Targeting to ignite can pain in big groups, so use the "tab" to locate it. Here is a trick, many times it ignites on its own if a fire tank is standing on it. Use this arrow as often as possible.

[/ QUOTE ]If the tank has Blazing Aura. Fire, and energy damage will light this. It basically counts as an enemy, so if a Fire Blaster hits fireball, and OSA is in range, it will light.

[ QUOTE ]
Aim - (2 acc buffs) - I had this up until most early 40s, then I dropped it. (it does have it uses though). The problem is the recharge is not all that fast, and it uses END! Popping a yellow could give the same benefit. I may get it again when I get a power at 50th.


[/ QUOTE ] Having any Aim/Build-up power not slotted for 3 recharges is a sin.


[ QUOTE ]
hasten (1 recharge) - tried to "perma haste" it a lowers levels, but I need the slots for otehr things.

[/ QUOTE ] Only ONE recharge? I think you'd find it much better with 3.

I see you only slot one acc enhancements in your powers, and you constantly say "Use Aim and yellows". If you slotted more acc and less EndRdx you'd find those yellows would be much less needed.


 

Posted

[ QUOTE ]
Oil Slick - (slotted 3 damage, 1 slow, 2 recharge). The BEST arrow, second only to EMP arrow. Targeting to ignite can pain in big groups, so use the "tab" to locate it. Here is a trick, many times it ignites on its own if a fire tank is standing on it.

[/ QUOTE ]My TA/A Def is Technology Origin and I use the inherent Taser Dart to ignite OS. This saves Blazing Arrow for the mob, and I have the Blazing Arrow still if the Dart misses.

Plus I get compliments how cool this looks, some see the Dart fly into a mob and think, "that is so ho-hum," then they see the area flood with OS flame!


Much like a spider traps a bug, wraps it up, then starts chewing on it when it's completely unable to escape or defend itself.
Re: What are dominators... Orignally posted by: Mid_Boss, 06/28/09 11:08 PM

 

Posted

I actually wrote this guide in i-8 and saved it to word but never posted it so some of my strategies have changed. so has some of my enh slotting. I don't use many arrows any more, only on Av's. I also realize that flash arrow does not stack and was meaning to change that later. But ya thanks for all the other advice on my guide


 

Posted

Hells, nice work. Always good to see TA get some attention. My TA/A is 33, and chugging along - a lot of fun, and quite effective. Hoorah for sharp, pointy sticks.

I'd be curious to see you update this one for 1-10 and 1-11.


It is critical that you pay attention at this time.

Gaming in Limited Times
Guide to Plant/Ice Doms

 

Posted

Stun Arrow is quite valuable because it is a ranged disorient vs a ranged hold. There are a ton of melee based toons that every punch is a disorient. Flash + Ranged Arrow (add the Disorient Proc) + Stun Arrow with a range enhancement.

The melee toons will then be able to keep that boss perma disoriented.


 

Posted

True, but it seems much more valuable in PvP than in PvE. True at lower levels it will keep the boss perma disoriented, but in 40's/end game it seems that you face AV's a LOT more than before and it is nearly impossible, i personally have never seen it done, to keep an AV perma disoriented which is why i dropped it.


 

Posted

btw i do plan to update this soon with i-11 coming along and the recharges becoming a lot less