The Trick Arrow Enchiridion


American_Knight

 

Posted

[ QUOTE ]
Third, and last for tonight, my TA/Dark, Parthenia. This character isn't level 50 yet, in fact, she's only level 12 (13 before i go to bed, if i finish this soon), but I always plan out my builds well in advance and rarely deviate from the plan unless I see a way to improve it.

This is an interesting project for me. Prior to the results I achieved with Soul Tentacles and Night Fall on Oxybeles, I'd all but given up on /Dark. It just never worked well in my hands before. But playing with ST and NF was so much fun that I wanted to try it again, so here I am, working on leveling up this character.

It took me a bit of thinking to come up with a reasonable character concept that could explain TA/Dark. Then I remembered the myth of Hades and Persephone. Perfect. There were never any stories about them having children, but, hey, it's a myth, nothing says I can't expand on it a little. Thus was Parthenia born, a daughter of ancient Grecian gods, wielding a magical bow and the terrible powers of her father. *queue eerie music*

The build itself is strongly influenced by the character concept. I'm skipping both of the single-target controls in favor of debuffs and a heavier reliance on my secondary's secondary, -ToHit. I'm also, for the first time in the nearly three years that I've been playing, diving into the Presence pool, specifically for the Fear powers. Not only are they incredibly well matched to the concept, but they'll also add to my survivability and give me some great IO set bonuses. I'll be taking Provoke instead of Challenge and trying to get a Perfect Zinger proc to put in it. That'll be useful when I'm soloing for endurance-free damage, and just because it seems like a funny thing to do, taunting a spawn and making some of them so angry that they blow a mental gasket.

One of my major focuses with this build is global Accuracy from IO sets. Why? Well, I just hit 33 months in the middle of June and got access to the Blackwand/Nemesis Staff. Prior to playing Oxybeles, I've never used Sands of Mu or the Ghost-Slaying Axe as a regular attack, just a low level filler to get me through. This time, I've got access to two extra attacks, both of which are thematically appropriate for the character (Sands and Blackwand), so I want to try working them into a regular attack chain. To do that well, I'm going to need quite a bit of extra Accuracy, and some Recharge would be nice. So for Parthenia, I picked IO sets that offered Accuracy bonuses and put a heavier emphasis on +Recharge than I typically do.

And, of course, Torrent. I have an almost unhealthy appreciation for Knockback, and it's a great place to pick up just enough -KB to satisfy me and a nice bit of extra +Recharge.

Again, no travel power. Really, you have no idea how much pleasure I derive from something as simple as just hopping across a zone.

Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/

Parthenia: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Presence
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Flash Arrow -- DarkWD-ToHitDeb:21(A), DarkWD-ToHitDeb/Rchg:21(11), DarkWD-ToHitdeb/Rchg/EndRdx:21(11), DarkWD-ToHitDeb/EndRdx:21(15)
Level 1: Dark Blast -- Thundr-Acc/Dmg:30(A), Thundr-Acc/Dmg/Rchg:30(3), Thundr-Dmg/EndRdx:30(3), Thundr-Dmg/Rchg:30(9), Thundr-Dmg/EndRdx/Rchg:30(33)
Level 2: Gloom -- Thundr-Acc/Dmg:30(A), Thundr-Acc/Dmg/Rchg:30(5), Thundr-Dmg/EndRdx/Rchg:30(5), Thundr-Dmg/EndRdx:30(9), Thundr-Dmg/Rchg:30(33)
Level 4: Glue Arrow -- P'ngTtl-EndRdx/Rchg/Slow:49(A), TmpRdns-EndRdx/Rchg/Slow:49(13), ImpSwft-Dam%:30(46), P'ngTtl--Rchg%:30(46)
Level 6: Hurdle -- Jump-I:45(A), Jump-I:45(7), Jump-I:45(7)
Level 8: Poison Gas Arrow -- FtnHyp-Acc/Sleep/Rchg:50(A), FtnHyp-Acc/Rchg:50(15), FtnHyp-Sleep/Rchg:50(43), FtnHyp-Sleep/EndRdx:50(45), FtnHyp-Plct%:50(45), IComa--Rchg%:16(45)
Level 10: Combat Jumping -- Ksmt-ToHit+:16(A)
Level 12: Acid Arrow -- Acc-I:45(A), UndDef-DefDeb/Rchg/EndRdx:49(13), LdyGrey-DefDeb/Rchg/EndRdx:49(50), Achilles-ResDeb%:20(50)
Level 14: Swift -- Run-I:45(A)
Level 16: Tenebrous Tentacles -- Enf'dOp-Acc/Rchg:49(A), AirB'st-Dmg/Rng:49(17), Det'tn-Dmg/Rng:49(17), Posi-Dmg/Rng:49(19), Det'tn-Dmg/Rchg:49(19), Det'tn-Acc/Dmg/EndRdx:49(21)
Level 18: Disruption Arrow -- RechRdx-I:45(A), RechRdx-I:45(33)
Level 20: Night Fall -- Posi-Acc/Dmg:30(A), Posi-Acc/Dmg/EndRdx:30(21), Posi-Dmg/EndRdx:30(23), Posi-Dmg/Rchg:30(23), Posi-Dam%:30(25), Det'tn-Dmg/Rchg:49(46)
Level 22: Stamina -- P'Shift-EndMod:30(A), P'Shift-EndMod/Acc:30(25)
Level 24: Provoke -- Zinger-Dam%:30(A)
Level 26: Oil Slick Arrow -- AirB'st-Dmg/Rchg:49(A), Det'tn-Dmg/Rchg:49(27), Posi-Dmg/Rchg:49(27), TmpRdns-EndRdx/Rchg/Slow:30(31), TmpRdns-Dmg/Slow:30(31)
Level 28: Torrent -- KinCrsh-Acc/KB:31(A), KinCrsh-Acc/Dam/KB:31(29), KinCrsh-Rchg/KB:31(29), KinCrsh-EndRdx/KB:31(31), KinCrsh-Dmg/KB:31(42), KinCrsh-Dmg/EndRdx/KB:31(42)
Level 30: Intimidate -- Abys-Acc/Rchg:33(A), Abys-EndRdx/Fear:33(34), Abys-Acc/EndRdx:33(34), Abys-Fear/Rng:33(39), Abys-Acc/Fear/Rchg:33(40)
Level 32: EMP Arrow -- G'Wdw-Acc/Hold/Rchg:49(A), EoCur-Acc/Hold/Rchg:49(34), Para-Acc/Hold/Rchg:30(37), Hold-I:45(40), RechRdx-I:45(43)
Level 35: Life Drain -- Acc-I:45(A), Dct'dW-Heal/Rchg:38(36), Dct'dW-Heal/EndRdx/Rchg:38(36), Dct'dW-Heal:38(36), Dct'dW-Rchg:38(37), Dct'dW-Heal/EndRdx:38(37)
Level 38: Invoke Panic -- Abys-Acc/Rchg:41(A), Abys-EndRdx/Fear:41(39), Abys-Acc/EndRdx:41(39), Abys-Fear/Rng:41(40), Abys-Acc/Fear/Rchg:40(42), RechRdx-I:45(43)
Level 41: Oppressive Gloom -- Rope-Acc/Stun:49(A)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+:25(A)
Level 47: Soul Drain -- AdjTgt-ToHit/EndRdx:49(A), AdjTgt-EndRdx/Rchg:49(48), AdjTgt-Rchg:49(48), AdjTgt-ToHit/EndRdx/Rchg:49(48), AdjTgt-ToHit/Rchg:49(50)
Level 49: Health -- Heal-I:45(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:45(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance



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[/ QUOTE ]

How did the TA/Dark experiment go?

I'm thinking up back story and costumes for one now, I may start playing some this weekend...

Did the Prescence Pools actually work for you? How did the tactics of it work? I think you said in another post you'd really enjoyed the synergy and playstyle.


 

Posted

[ QUOTE ]
How did the TA/Dark experiment go?

[/ QUOTE ]

It's now my main. Every time I log in, that's the first character I go to. I barely play anything else these days. 461 badges and still climbing (i'll definitely pass 500, probably 525 if i can get all of the GMs and Flashback badges). Running the walls at Cimerora is a breeze, too, and amusing because I see so many others struggling to do what I'm doing so easily with a lowly TA/Dark.

[ QUOTE ]
Did the Prescence Pools actually work for you? How did the tactics of it work? I think you said in another post you'd really enjoyed the synergy and playstyle.

[/ QUOTE ]

The Fears were definitely useful and usable, but only up to 41. The moment I picked up Oppressive Gloom, everything changed. Stacking OG with Dark Pit is great, but it was the ability to passively disable every minion who came into melee range that made the difference. I found myself with an overabundance of control, and I just didn't need the Fears any longer. Conceptually, I should've kept them, but with all of the options at my disposal, they just weren't high on my priority list, so I finally replaced them.

This is my current build.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Parthenia: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Flash Arrow -- Cloud-ToHitDeb:26(A), Cloud-Acc/ToHitDeb:26(11), Cloud-ToHitDeb/EndRdx/Rchg:30(11), Cloud-Acc/Rchg:30(13), Cloud-Acc/EndRdx/Rchg:30(40)
Level 1: Dark Blast -- Thundr-Acc/Dmg:30(A), Thundr-Acc/Dmg/Rchg:31(3), Thundr-Dmg/EndRdx/Rchg:32(3), Thundr-Dmg/Rchg:31(9), Thundr-Dmg/EndRdx:31(15)
Level 2: Gloom -- Thundr-Acc/Dmg:32(A), Thundr-Acc/Dmg/Rchg:31(5), Thundr-Dmg/EndRdx/Rchg:31(5), Thundr-Dmg/Rchg:32(9), Thundr-Dmg/EndRdx:30(15)
Level 4: Glue Arrow -- TmpRdns-EndRdx/Rchg/Slow:49(A)
Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(7), Jump-I:50(7)
Level 8: Poison Gas Arrow -- FtnHyp-Acc/Sleep/Rchg:50(A), FtnHyp-Plct%:50(13), FtnHyp-Acc/Rchg:50(45), FtnHyp-Sleep/Rchg:50(46), FtnHyp-Sleep/EndRdx:50(46)
Level 10: Combat Jumping -- Ksmt-ToHit+:21(A), Krma-ResKB:10(37), LkGmblr-Rchg+:25(42)
Level 12: Acid Arrow -- Achilles-ResDeb%:18(A)
Level 14: Swift -- Run-I:45(A)
Level 16: Tenebrous Tentacles -- DampS-Rchg/EndRdx:50(A), Range-I:50(17), Range-I:50(17), TotHntr-Dam%:34(19), Posi-Dam%:34(19), Cloud-%Dam:16(21)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40), RechRdx-I:50(40), RechRdx-I:50(50)
Level 20: Night Fall -- Posi-Acc/Dmg:49(A), Posi-Acc/Dmg/EndRdx:49(21), Posi-Dmg/EndRdx:49(23), Posi-Dmg/Rchg:49(23), Posi-Dam%:41(25), Cloud-%Dam:16(27)
Level 22: Stamina -- P'Shift-EndMod:29(A), P'Shift-EndMod/Acc:29(25)
Level 24: Disruption Arrow -- RechRdx-I:50(A)
Level 26: Oil Slick Arrow -- Ragnrk-Acc/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(27), Ragnrk-Dmg/Rchg:50(37), Ragnrk-Dmg:50(43), Ragnrk-Dmg/EndRdx:50(43)
Level 28: Ice Arrow -- BasGaze-Acc/Hold:15(A), BasGaze-Acc/Rchg:11(29), BasGaze-Rchg/Hold:27(29), BasGaze-EndRdx/Rchg/Hold:30(31)
Level 30: Dark Pit -- Amaze-Acc/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(31), Amaze-Stun/Rchg:50(31), Amaze-Stun:50(33), Amaze-EndRdx/Stun:50(33)
Level 32: Moonbeam -- Mantic-Acc/Dmg:35(A), Mantic-Acc/ActRdx/Rng:35(33), Mantic-Dmg/EndRdx:35(34), Mantic-Dmg/EndRdx/Rchg:35(34), Mantic-Dam%:35(34)
Level 35: Life Drain -- Dct'dW-Heal/EndRdx/Rchg:38(A), Dct'dW-Heal/EndRdx:38(36), Dct'dW-EndRdx/Rchg:38(36), Dct'dW-Heal:36(36), Dct'dW-Heal/Rchg:38(37)
Level 38: Maneuvers -- RedFtn-Def/EndRdx:41(A), RedFtn-Def/EndRdx/Rchg:41(39), RedFtn-Def:39(39), RedFtn-EndRdx:41(39), RedFtn-Def/Rchg:41(42), LkGmblr-Rchg+:25(50)
Level 41: Oppressive Gloom -- Stpfy-Acc/EndRdx:44(A), Stpfy-Acc/Stun/Rchg:45(42), Stpfy-EndRdx/Stun:42(43), Stpfy-Stun/Rng:44(45), Stpfy-Acc/Rchg:44(45)
Level 44: Dark Consumption -- P'Shift-EndMod/Acc/Rchg:39(A), P'Shift-EndMod/Acc:42(46)
Level 47: Soul Drain -- AdjTgt-ToHit/EndRdx:49(A), AdjTgt-EndRdx/Rchg:49(48), AdjTgt-Rchg:49(48), AdjTgt-ToHit/EndRdx/Rchg:49(48), AdjTgt-ToHit/Rchg:49(50)
Level 49: Dark Embrace -- S'fstPrt-ResDam/Def+:15(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:43(A)
Level 2: Rest -- EndMod-I:50(A)
Level 1: Vigilance



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Ice Arrow and Moonbeam are in there purely to hold IO sets for the bonuses, I don't use either power. When the next freespec comes, I'll replace Moonbeam with EMP, slot EMP with 4/6 Basilisk's Gaze and move the extra slot... I don't know yet, still trying to decide what to do with that slot. Might save up some merits and pick up a level 10 Blessing of the Zephyr -KB, then pair that with another IO from that set to put me over the soft cap for Ranged Defense. Or I might put the slot in Soul Drain and stick a +Perception IO in it. Or... *shrug*

The Ragnarok set in OSA and the LotG +Recharge IOs show just how much I play this character, and enjoy playing her. I don't farm, so it took me quite a while to save up the influence and merits to get everything I wanted. I've never taken any character this far before, but I haven't regretted one second of it with Parthenia.

This is a tank-mage build, no question about it. It's almost disturbing, the things a good TA/Dark build can accomplish.


 

Posted

This is a terrific Guide. I decided to try out a TA/A a couple of days ago, purely due to this Guide. I hit 20 with him today, and he's rolling through the levels. I used your recommended layout (with a few minor changes) and got on Virtue so that I'd have plenty of people to team with. On teams, I find that Flash, Glue, Ice, Acid, and Poison Gas Arrows, all by level 14, are really turning the tide for us. I'm keeping these guys so debuffed the rest of the team in taking them down very quickly.

Thanks for the great advice!


Please try my arcs:

Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)

 

Posted

My TA/A is reaching 50 (half a bubble away from it). One of my coolest characters in both special effects, weapon and stylish attacks.

It really shines on big teams with a good tank. Definetly a toon that tremendously helps on those bosses farms.

The TA/Dark concept is interesting.


 

Posted

[ QUOTE ]

When the next freespec comes, I'll replace Moonbeam with EMP, slot EMP with 4/6 Basilisk's Gaze and move the extra slot... I don't know yet, still trying to decide what to do with that slot. Might save up some merits and pick up a level 10 Blessing of the Zephyr -KB, then pair that with another IO from that set to put me over the soft cap for Ranged Defense. Or I might put the slot in Soul Drain and stick a +Perception IO in it. Or... *shrug*



[/ QUOTE ]

very interesting idea with the TA/Dark combination. may just have to give that one a try. but question about your comment regarding the Blessing of the Zephyr putting you at the soft cap for ranged defense.

according to the numbers in Mid's, for your build as shown before swapping in Blessing, range defense is only 17%. that's a long ways from the soft cap of 45%. are you factoring in some of the to hit debuffs from various powers? or am I missing some other major piece here?

hope you keep providing some updates on your various posts about archery and trick arrow. have found them very useful and much appreciated


 

Posted

[ QUOTE ]
according to the numbers in Mid's, for your build as shown before swapping in Blessing, range defense is only 17%. that's a long ways from the soft cap of 45%. are you factoring in some of the to hit debuffs from various powers? or am I missing some other major piece here?

[/ QUOTE ]

ToHit debuffs are almost functionally identical to Defense buffs. The only difference, in regard to the equation used to determine final hit chance, is that ToHit debuffs are subject to the purple patch, meaning they're less effective against higher tier and higher level critters.

I have 16.97% total Ranged Defense. Flash Arrow is slotted up to 8.92% -ToHit. Tenebrous Tentacles and Night Fall both apply 9.375% -ToHit. This means a standard +0 minion has a total hit chance of...

50 - (8.92 + 9.375 + 9.375) - 16.97 = 5.36%, a mere 0.36% away from the soft cap.

Now, when I'm facing lieutenants or bosses, the total hit chance is higher, first because they have accuracy modifiers and second because they resist ToHit debuffs (yes, even Flash Arrow). But that first point is applicable to both Defense buffs and ToHit debuffs, it's not exclusively applied to ToHit debuffs. Even a soft-capped /SR scrapper is going to be hit more frequently by lieutenants and bosses, because of their accuracy modifiers.

And, again, level is also a factor, because all powers are reduced in value by set amounts when used against enemies +1 or greater to the player. So if I were fighting a +2 lieutenant, that lieutenant's final hit chance would be...

1.15 * (1.2 * (50 - {([8.92 * 0.9] * 0.8) + ([9.375 * 0.9] * 0.8) + ([9.375 * 0.9] * 0.8)} - 16.97) = 18.088488%

That's where this build doesn't come quite as close to the soft cap with the strategy outlined (have ~17% Defense, use Flash Arrow, use any two /Dark attacks), but, then, those ToHit debuffs also stack, both with each other and with themselves, so it's still possible to hit or come close to hitting the soft cap, it simply requires you to attack more than twice. And since defeating enemies is sort of required in order to progress, you're probably going to be attacking more than twice anyway.

And that's why I'm considering buffing up my Ranged Defense a bit more, to compensate for that debuff devaluation when facing higher tier/level enemies. To be honest, I don't really need it, I'm just looking for little tweaks I can make which will make me happier with the build. To be completely honest, I'm more tempted to move that spare slot to Sprint so I can mate that +Stealth IO with another piece of the set and get that 4% +Jump... I do love my +Jump/Movement bonuses. Obsessively. Unhealthily. Fanatically. Disturbingly.

&gt;.&gt;

&lt;.&lt;

I even put together a TA/Rad build that hits 59 mph without a travel power. That's over the Fly Speed cap.

&gt;.&gt;

&lt;.&lt;

No, I'm not normal. v.v


 

Posted

Normal is overrated. This guide however, can't be rated high enough. So awesome.


 

Posted

thanks Luminara for the very detailed reply. I think I have a pretty good understanding of the concept with to hit debuff vs. defense, though I hadn't put together the exact numbers.

mainly just wanted to make sure that I wasn't totally overlooking something in the builds in relation to ranged defense.

though one other difference I see between having high range defense, like a SR scrapper, and getting it via THDB like here is the initial strike. you start at 17, add in 9 for flash but when the first damaging attack hits, you're defending at 26 or maybe 35 if you get credit for the debuff before they return fire.

but on the other hand, like you mentioned, you can stack attacks faster than some of the previous debuffs would wear off. so could actually reach higher levels of protection, especially on anything that's around long enough to get hit more than 2 or 3 times

but based on this analysis, would you recommend a bit higher than normal accuracy in these attacks, whether through actual enhancements in the powers or set or global IO bonuses? as your debuff is tied to hitting, it makes hitting twice as important - need it for both the damage to land and your debuff.

thanks again for the ongoing education. much appreciated.

but now I need to think of a good name for a new TA/Dark defender, darn you


 

Posted

[quotethough one other difference I see between having high range defense, like a SR scrapper, and getting it via THDB like here is the initial strike. you start at 17, add in 9 for flash but when the first damaging attack hits, you're defending at 26 or maybe 35 if you get credit for the debuff before they return fire.

[/ QUOTE ]

The debuff from the first attack is applied either when the ToHit check succeeds or when the damage is applied (or the first tick of damage, if it's a DoT), so either way, 35.265%. And if there's any hesitation on the part of the AI, you can usually get the second attack on them before the critters start making hit rolls, because the /Dark attacks have relatively quick animations.

Even if you don't land the second attack before the critters check hit rolls, you're still doing better than the average /SR scrapper at that point, and you've got multiple other methods of reducing or removing incoming damage.

[ QUOTE ]
but on the other hand, like you mentioned, you can stack attacks faster than some of the previous debuffs would wear off. so could actually reach higher levels of protection, especially on anything that's around long enough to get hit more than 2 or 3 times

[/ QUOTE ]

Indeed. Most of the /Dark debuffs last 10s, and you can easily stack up 5-8 of them in that period of time. Even after the purple patch adjustments, you can be soft-capped very quickly, especially if you have a bit of "real" Defense to back it up.

[ QUOTE ]
but based on this analysis, would you recommend a bit higher than normal accuracy in these attacks, whether through actual enhancements in the powers or set or global IO bonuses? as your debuff is tied to hitting, it makes hitting twice as important - need it for both the damage to land and your debuff.

[/ QUOTE ]

My personal rule is to try to be slotted or buffed well enough to hit +3s reliably (90% or better). That's for all of my characters, not just my TA/Dark. I don't actually go out hunting +3s, or have my difficulty set high enough to need that much Acc/ToHit, but I find it handy for teaming, exemplaring and "emergency situations", like when I run into a critter with its own ToHit debuffs, or do something dumb like stumble into a Malta spawn.

For my TA/Dark, I specifically aimed to have enough global +Acc/ToHit to allow me to reliably hit +3s with powers that weren't slotted for Accuracy, which in turn gave me the option to slot TT the way that I did. Those three damage procs and two Range enhancements in TT are critical to my play style, so ensuring that TT wouldn't miss was vital. At the same time, I also wanted to match the recharge time on TT to NF as well as possible, and cut the endurance cost a little, so I could spam those two cones (i'm a damage proc junkie). The more often I use TT and NF, the more chances those damage procs have to trigger, and the higher my total damage output overall. Every one of those damage procs deals as much damage as an average, fully slotted defender tier 1 attack, so it's well worth having a lot of them and giving them a lot of opportunities to do their special thing.

[ QUOTE ]
but now I need to think of a good name for a new TA/Dark defender, darn you

[/ QUOTE ]

I tend to dig into mythology and history to come up with names. My TA/Dark is Parthenia, which means "maiden" in ancient Greek. My Necro/TA is Acheronsia, "from the river Acheron". My Bots/TA, Oxybeles, is named for the very first siege weapon, a ballista created by (surprise) the Greeks. Djeseritra, my Fire/TA, means "holy woman of Ra" in ancient Egyptian. I've got a side project that never matured, a Dark/Rad corruptor named The Swan Device, which was one of first prototype portable nuclear weapons.

But I also have some more "conventional" hero names, like my Archery/Energy blaster, Sand Wasp, or my Dark/Traps corruptor, Infinity Effect.

The best names always seem to come from the things that fascinate us individually. I don't expect anyone to be blown away by my character names, but every time I look at them, I get a little thrill because they mean something to me.


 

Posted

"Ice Arrow and Moonbeam are in there purely to hold IO sets for the bonuses, I don't use either power. When the next freespec comes, I'll replace Moonbeam with EMP, slot EMP with 4/6 Basilisk's Gaze and move the extra slot... I don't know yet, still trying to decide what to do with that slot. Might save up some merits and pick up a level 10 Blessing of the Zephyr -KB, then pair that with another IO from that set to put me over the soft cap for Ranged Defense. Or I might put the slot in Soul Drain and stick a +Perception IO in it. Or... *shrug*"

or here's a crazy idea, Luminara.

as you weren't using moonbeam as an attack. drop it, move maneuvers do that spot, add in tactics. 3 slot tactics with 2 from the adjusted targeting set and the + perception IO from reticulated.

the other two freed up slots go into dark blast and gloom, last piece of the thunderstrike set.

you lose a couple seconds of recharge bonus from the manticore that was in moon beam. but you gain the + perception IO and a little over 3% more ranged defense. also get some nice extras from tactics itself, including even more + perception. which could free up that perception IO for use in a number of other places.

of course, you also don't have EMP arrow. but as you have commented in another ta/dark thread - if nothing can hit you, do you need everything held?

anyway, I am having fun playing around with all the "what if" scenarios in Mids. amazing how many different ways you can slot things when you have powers doing so many different things


 

Posted

[ QUOTE ]
as you weren't using moonbeam as an attack. drop it, move maneuvers do that spot, add in tactics. 3 slot tactics with 2 from the adjusted targeting set and the + perception IO from reticulated.

[/ QUOTE ]

+Damage isn't a goal for this build.

I've also got enough +ToHit and +Acc to hit +3 foes with unslotted powers, before applying Soul Drain's buff, so adding Tactics wouldn't benefit me at all.

[ QUOTE ]
the other two freed up slots go into dark blast and gloom, last piece of the thunderstrike set.

you lose a couple seconds of recharge bonus from the manticore that was in moon beam.

[/ QUOTE ]

And almost 0.10s recharge on the cones and 2.5s on Hasten. Not optimal.

[ QUOTE ]
but you gain the + perception IO and a little over 3% more ranged defense. also get some nice extras from tactics itself, including even more + perception. which could free up that perception IO for use in a number of other places.

[/ QUOTE ]

I don't actually need the +Perception, as there are only a few critters that actually apply -Perception or have Stealth buffs, it was just an idle thought. I haven't decided what to do with the freespec yet. Whatever I end up doing with the level 35 power selection, it's almost certainly going to be there for no reason other than to mule an IO set.

[ QUOTE ]
anyway, I am having fun playing around with all the "what if" scenarios in Mids. amazing how many different ways you can slot things when you have powers doing so many different things

[/ QUOTE ]

That's where half of my current list of played characters come from, random experimentation with Mids' sparking ideas that lead to full-blown builds. Every time new IO sets are added, I go zooming off in half a dozen new directions! Good thing +Jump and +Movement are so easily obtainable, so I can keep up with myself. &gt;.&gt;


 

Posted

This thread is what made me roll a TA/A as my first defender, and frankly? I'm loving it.

I'm an MSG-laden bullion cube dropped into the chicken soup of any team I join, and I revel in it. I give scrappers and blasters more of those big orange numbers they adore with resistance and defense debuffs. I give tankers more survivability with damage and to-hit debuffs, and I can keep runners from getting too far away. I give controllers an easier time with bosses and higher by stacking my own single-target controls with theirs. I even make other defenders happier by helping keep angry things further away longer and reducing incoming damage.

Sure, I might not be healing my team, but I don't care. That's not my job. My job is to make it easier for the team to melt the faces off of whatever it is they're killing, and if they get in over their heads because they mistook the little blue shield by my name for a little red cross, it's not my fault it happened.

I used to think that my job as a defender was to keep people from dying. Now that I know the TA set isn't supposed to put rubber bumpers on all the sharp edges in Paragon City, I'm okay with falling over and tasting the pine-sol if my team has sudden-onset stupidity and pulls a room full of anger down on my head.

Now, here's the real question: Am I doing it right?


 

Posted

[ QUOTE ]
Now, here's the real question: Am I doing it right?

[/ QUOTE ]

I can't even begin to tell you how right you're doing it.

And that was a wonderful first post. Please don't allow it to be your last!


 

Posted

Don't expect to see me posting much. I hit 26, discovered the joy of Oil Slick Arrow, and now I'm enjoying lobbing pointy sticks at things too much to bother with posting on forums regularly.

I mean, seriously. An oil slick that I can place where I want, set on fire with Blazing Arrow, then laugh myself stupid at minions tripping and falling in it while burning alive. Can this possibly get any more awesome without the addition of ninjas?


 

Posted

Tricks with Sticks (and other discoveries I've made along the way)

--------

It was when I was speccing out my Gravity/TA in Mids' that I discovered something about how Holds "ought to be" slotted. Mind you, this was in reaction to the release of the Basilisk and Lockdown sets for Holds:

  • Basilisk Gaze: Acc/Hold (single target) -or- Acc/Rech (targeted AoE)
  • Basilisk Gaze: Hold/Rech
  • Basilisk Gaze: End/Rech/Hold
  • Basilisk Gaze: Acc/End/Rech/Hold
  • Lockdown: Acc/End/Rech/Hold
  • Lockdown: Chance for +2 Mag
  • Basilisk's Gaze (2): 2.5% Defense (Energy,Negative), 1.25% Defense (Ranged)
  • Basilisk's Gaze (3): 2% (0.03 End/sec) Recovery
  • Basilisk's Gaze (4): 7.5% Enhancement (RechargeTime)
  • Lockdown (2): 3% DamageBuff (All)
For a 6-slotted hold power, these are "insane" set bonuses ... especially for a Gravity/TA where you can have four Hold powers by level 38 (and fully slotted up by 40). Stack up four copies of the above combo (in Gravity Distortion, Ice Arrow, Gravity Distortion Field and EMP Arrow) and you've got ...
  • 10% Defense(Energy,Negative), 5% Defense(Ranged)
  • 8% (~0.13 End/sec) Recovery
  • 30% Enhancement (RechargeTime)
  • 12% DamageBuff (All)
And on a Controller, that Chance for +2 Mag proc (20% chance) stacks up with your Inherent ability to proc an Overpower (20% chance) for additional +1 Mag on Critters ... dramatically increasing the odds of being able to Hold a Boss with a single click. This makes every single Hold power you have very powerful at all times (even against AVs).

--------

Since Glue Arrow can take Slow sets, and since with Glue Arrow there's no restriction against procs (like there is with Flash Arrow) ... would it not be advantageous to slot Glue Arrow with the Smashing Damage (Impeded Swiftness) and -Recharge (Pacing of the Turtle) procs? I guess the question really centers around whether or not the Pseudo-Pet that actually performs the mechanics of running the Glue Arrow effect would be able to leverage the enhancement provided by these procs. Being able to take up to three bites at the apple (1 chance per 10 seconds) provided by these procs sounds like nothing to sneeze at ... especially since Glue Arrow is already providing a -20% Recharge debuff on its own, and being able to "double" that (on occasion) would seem to be a decent investment.


It's the end. But the moment has been prepared for ...

 

Posted

I'm still waiting for my enchilada.


 

Posted

SO...... Got any ideas for a PvP build? Should it include stealth? etc. etc.

I'm thinking of speccing my TA/arch with heal other, heal self ; swift, health, endurance; energy mastery; and grant invis + invis. Thoughts?

At this point, you are the celebrity resource for all things TA/arch so I figured it was worth a shot. (get it?)

Sincerely,

noobsauce


 

Posted

[ QUOTE ]
SO...... Got any ideas for a PvP build?

[/ QUOTE ]

The best one I've come with so far is AAAAAAAAAAAAAAAHAHAHHAHAHAHHAHAHAHAHA *choke gasp wheeze clutch chest*.

In the past, TA tended to be dependent on its Slows and controls in PvP. Not to make it "uber", but just to keep enemies off of you long enough to give you a fighting chance. A good, smart TA PvPer could leverage the Slows and controls well enough to really put up a good fight against practically any opponent, and even pull off some impressive defeats. At the very least, a TA in PvP was considered a primary target, "back in the day", because when it was played well, it could debilitate entire villain teams to the point of making them so angry that they'd throw away common sense, caution and whatever cookies they might've been carrying around as they went hieing off in hope of hamstringing the nasty TA.

It's not like that any more.

Slows are no longer of any value in PvP. That 90% -RunSpeed from Glue, which you use so effectively on +0/1/2 critters, is almost completely neutered in PvP by a simple combination of unslotted Swift and unslotted Sprint.

Unslotted Swift and Sprint.

And your controls have tiny durations now (in PvP, not PvE), so they don't last long enough for you to develop any kind of strategy or build up an edge.

Additionally, defender debuffs are no longer flagged as irresistible in PvP, and everyone is granted free +Res to all damage types, so everyone resists your -Res. On top of that, all of your debuffs are subject to diminishing returns, so what little -Res you had after accounting for the global +Res is reduced even further.

Your -Def and -ToHit aren't faring much better, either.

And -Damage has always been a joke in PvP. It's an even bigger joke now, one that no-one finds amusing, after all attacks had their damage increased.

These days, you can't even reliably drop Fliers, because Hover resists -Fly, so even your weakest power, Entangling Arrow, loses what little effectiveness it previously had.

Oh, and villains now have equal access to powers which grant +Perception, so forget about using Flash Arrow to get the drop, or get out of Dodge. They will see you.

My only advice for a PvP TA build is: don't bother. Use your standard PvE build, or if you use dual builds, use your solo build, because there is no special slotting scheme or build that will make it better in PvP. TA doesn't have the magic in PvP any more. It's not completely "gimp", I have PvPed some since the changes and done relatively well, but in my experience, the changes have been detrimental to TA, due to the relatively low debuff values and changes to controls, to such a degree that no amount of slotting or unique build ideas can compensate.

The one positive thing, though, is that any source of damage will defeat OSTarget in PvP. It's a bug, but it's one that you could, theoretically, use to your advantage... presuming you could find some way to keep your enemy stationary, and that you previously had no Fire or Energy damage to defeat OSTarget.


 

Posted

Good for anti stalker-ing for your team and the -jump is TERRIFICLY annoying if you get caught in it. If you make a TA toon make sure and get Powerbuildup and total focus, and always bring a team.


 

Posted

Oh right, I'm logged into the forums. May as well update on my progress. I'm up to 36 on my TA/A, picked up Maneuvers and Tactics on my team build, and managed to shove a heal proc into PGA for the heck of it - amusing, good for keeping myself topped off, but unreliable. And I discovered that OH MY LAWD EMP ARROW IS AWESOME.

I've already lost count of how many teams I've bailed out of an aggro-overload situation with it. Some poor sap accidentally aggros an extra Unyielding-level spawn with a mis-targeted blast, or the scrapper suddenly decides to play tank, or the tank mistakenly thinks they can drag the other half of the room over while they're taking damage and their emergency button isn't up yet, or the door's surrounded by Far Too Much Angry for the still-loading team to handle, or somebody missed a comm officer and there's a pile of angry Rikti chewing on the squishies? Y HLO THAR PAUSE BUTTON. Suddenly everyone has time to realize that yes they should probably rethink what they were doing a moment ago, yes their toggles should probably be in "fighting" and not "travel" mode, yes the person currently healing can't keep up, and yes the TA/A cannot in fact hear them over the sound of how freakin' awesome he is for saving their butts without healing a single point of damage.

I'm not even sure if I'll be impressed by Rain of Arrows at this point, even though dorking around in Mids has shown that it's possible to get a sub-20s recharge on it without totally boning its damage.


 

Posted

Great guide! - I've read this a few times now and finally decided to put finger to keyboard.

I'm going through the "slow" period with my TA/A defender, and have just today hauled myself to 38. Had to log off to go to work before I could train, but I have to say that I am glad to hit 38.

I'm trying the Ranged defence option in a Stamina-less build, and building for +Recovery in a build that has no Healing powers to benefit from the Miracle &amp; Numina uniques has made this a bit rough. Also trying to squeeze +Recharge in there too, so I may purple this one out when I stagger to 50 in the hope that all problems will be solved.

OSA not working in the MA missions is my one big bugbear at the moment. It's actually better for me to stay away from MA and carry on running missions, for I refuse to join the "L54 Boss farm looking for damage &amp; healing" teams. It would be nice to see what I could do in some of the MA missions I've played on other alts, but without OSA I feel somewhat gimped.

I hope they fix that soon!

But like I said, very nice guide. I'm looking forward to taking RoA when I next log on.

Cheers!

-H


 

Posted

Here's a simple but useful question - I just got OSA on my TA/A. What's a good bind to target the Slick so I can pray to Castle that it lights this time?


 

Posted

I made a macro and put it in the ctrl-3 power slot.

/macro Oil target_custom_next Oil

Replace "/macro Oil" with "/bind" and the key you want, but fair warning: Teaming with anyone who can dump out AOE fire or AOE energy attacks will make this largely useless, as they'll likely set it alight before you can get off a shot with your ignition power of choice.

The most trouble I've had with OSA is when I try to use it outside of an instanced mission. The knockdown/slow/-Def component still works, the target disappears when I pop Blazing Arrow into it, but it just won't light sometimes. I'd suggest relying on your secondary set for damage when you're outdoors, if just because OSA's unreliable.

(PS: Rain of Arrows makes me tingly in my no-no places.)


 

Posted

While the nerf to slow was a big hit to TA, the PVP situation isn't quite as dire as you'd think.

The core powers of entangling, glue and acid are still just as maddening and disruptive to people on the receiving end as they ever were. One application of entangling arrow will drop someone from the air, even if they're using hover and it still cancels jump like it always did. Defense and resist debuffs will net you a noticable increase in your hit rolls and damage.

Team with people who can follow on and apply damage after you ground/debuff the target and you'll find that you get a lot of targets killed. The choice of words there being key, TA doesn't kill targets it gets them killed. If you want to play a support role that tilts the balance in favor of your side, TA is very effective.

As far as builds, entangling/glue/acid are the must-haves from TA. Tactics isn't an absolute requirement but will help a great deal. The rest basically goes into survivability. 30+ kb protection (without acro), super speed, phase shift, super jump, an epic dmg shield. A self heal is nice if you can work it in. Stamina is optional as you won't be spamming enough attacks to crush your endurance most of the time.


 

Posted

Quote:
Originally Posted by DropZone View Post
Normal is overrated. This guide however, can't be rated high enough. So awesome.
Trick Archery is under rated.

Recently on an all Scrapper STF, of which I tanked every AV and showed the team how not to get defeated whilst doing it; I also showed them how to tank the AVs for a TA as any type of scrapper, let alone any type of tank. They were "Your trick archer is more than welcome on my team!" and that is the way it could be and the way I would personally prefer it to be as concept matters a ton to me.

Generally most people could be less fussy about what type of defender is in the team if they build to be flexible enough to work with all types and by TAs picking up as many different types of secondary effects from their primaries as they can get their hands on they will be doing the same.

This guide I like, iirc it is far better than the first as it is iirc a lot more broad.

As for PvP, well its better to team PvP, look at the team mates with whom you may always team with and play and build to compliment eachother.

My TA is based on the Cherokee Indian which I studied during Sociology at school. More American Indian costume options would be nice.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.