The Archery Codex


Acyl

 

Posted

While I had to shelve my virute rad/arch hero "Control Rod" due to another servers demands, I had noticed this to be an interesting/rare combo myself. I am glad to see others taking it on...

Indig , leader of the City of Gaymers


City of Gaymers on Guildportal.com
http://www.guildportal.com/Guild.asp...3&TabID=295104

 

Posted

Love the guide, however, I wanted to confirm/ask some things.

You say that using Aimed/Blazing/Aimed/Fistful is recommended for pretty much anything regardless of the amount of enemies as opposed to using Snap. Now, my question is is it recommended to pick up Snap Shot at all? I hear you raving about how good Snap Shot is since it got buffed but then you don't even use it in your attack chain therefore giving me mixed messages. You say it's good but you don't get it *confused*.

Also, I noticed that your guide didn't recommend how many slots to put into a particular power although most of them are implied through your tactics/strategy or whatnot. However, there are some powers like Explosive Arrow and Stunning Shot, both of which give a murky recommendation as far as slotting goes. For example, you use Explosive Arrow to finish off a group after using RoA, but how often do you use it and how do you slot it? As for Stunning Shot, it seems to be perfectly reasonable to just slot it with accuracy in the default slot and leave it be. I understand that you're not trying to tell people what to do, it's just your experience, but it just doesn't really give me a clear idea as to what you really think of it since you kind of go back and forth by saying it's useful but then it's kind of not really.


 

Posted

[ QUOTE ]


Also, I noticed that your guide didn't recommend how many slots to put into a particular power although most of them are implied through your tactics/strategy or whatnot. However, there are some powers like Explosive Arrow and Stunning Shot, both of which give a murky recommendation as far as slotting goes. For example, you use Explosive Arrow to finish off a group after using RoA, but how often do you use it and how do you slot it? As for Stunning Shot, it seems to be perfectly reasonable to just slot it with accuracy in the default slot and leave it be. I understand that you're not trying to tell people what to do, it's just your experience, but it just doesn't really give me a clear idea as to what you really think of it since you kind of go back and forth by saying it's useful but then it's kind of not really.

[/ QUOTE ]

Don't want to jack Lumi's guide but thought I'd reply.

I use RoA->Explosive->Fistful or RoA->Exp->Blazing on more than 1 mob. The way the anims work Explosive hits just when RoA does. I use Explosive SO FRAKKING MUCH that I put a Force Feedback Chance for +Rchrg in it.


My other Arch/ slotting is below, FWIW.

I also use a lot of single-target melee attacks when I run on Invinc solo or the one just below it. TF is a thing of glory and BS ain't bad either. This is a high regen and HP build (I have capped blaster HP 1606) -- credit Wavicle.


Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Wavicle: Level 50 Mutation Blaster
Primary Power Set: Archery
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Snap Shot -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(3), Dev'n-Dmg/Rchg:50(3), Dev'n-Acc/Dmg/Rchg:50(5)
Level 1: Power Thrust -- T'Death-Acc/Dmg:40(A), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(7), T'Death-Dmg/EndRdx:40(7)
Level 2: Aimed Shot -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(9), Dev'n-Dmg/Rchg:50(9), Dev'n-Acc/Dmg/Rchg:50(11)
Level 4: Fistful of Arrows -- Acc-I:50(A), HO:Centri(11), HO:Centri(13), HO:Centri(13)
Level 6: Blazing Arrow -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(15), Dev'n-Dmg/Rchg:50(15), Dev'n-Acc/Dmg/Rchg:50(17)
Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(19), GSFC-ToHit/Rchg/EndRdx:50(21), GSFC-Rchg/EndRdx:50(39), GSFC-ToHit/EndRdx:50(43)
Level 10: Bone Smasher -- Mako-Acc/Dmg:50(A), Mako-Dmg/Rchg:50(21), Mako-Acc/EndRdx/Rchg:50(23), Mako-Acc/Dmg/EndRdx/Rchg:50(23), HO:Nucle(25)
Level 12: Explosive Arrow -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(17), Posi-Dmg/EndRdx:50(25), Posi-Dmg/Rng:50(27), Posi-Dam%:50(27), FrcFbk-Rechg%:50(46)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 16: Aim -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(19), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-ToHit:50(29), Rec'dRet-Pcptn:20(33), AdjTgt-ToHit/EndRdx:50(50)
Level 18: Swift -- Run-I:50(A)
Level 20: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(33), Numna-Heal/EndRdx/Rchg:50(33), RgnTis-Regen+:30(34), Heal-I:50(34)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(31), Efficacy-EndMod/Acc:50(34), Efficacy-EndMod/EndRdx:50(40)
Level 24: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-EndRdx/Rchg:50(36), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Rchg+:25(36), Ksmt-ToHit+:25(37)
Level 26: Stunning Shot -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(37), Stpfy-Acc/EndRdx:50(37), Stpfy-Acc/Stun/Rchg:50(39), Stpfy-KB%:50(39)
Level 28: Power Boost -- RechRdx-I:50(A)
Level 30: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 32: Rain of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(40), Posi-Dmg/Rng:50(42), Posi-Dmg/EndRdx:50(42), Posi-Dam%:50(42)
Level 35: Boost Range -- RechRdx-I:50(A)
Level 38: Total Focus -- Mako-Acc/Dmg:50(A), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(45), HO:Nucle(45)
Level 41: Personal Force Field -- LkGmblr-Def:40(A), LkGmblr-Def/EndRdx:40(45), DefBuff-I:40(46)
Level 44: Temp Invulnerability -- ResDam-I:40(A), ResDam-I:40(46), S'fstPrt-ResKB:30(48), S'fstPrt-ResDam/EndRdx:30(48)
Level 47: Force of Nature -- RechRdx-I:50(A), RechRdx-I:50(48), ResDam-I:50(50), ResDam-I:50(50)
Level 49: Super Speed -- Empty(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+22% DamageBuff[*]+36% Enhancement(Accuracy)[*]+31.3% Enhancement(RechargeTime)[*]+3% Enhancement(Stun)[*]+5% FlySpeed[*]+230.5 (19.1%) HitPoints[*]+5% JumpSpeed[*]+Knockback (Mag -4)[*]+MezResist(Immobilize) (Mag 9.35%)[*]+13% Recovery[*]+78% Regeneration[*]+3.15% Resistance(Fire)[*]+3.15% Resistance(Cold)[*]+1.26% Resistance(Energy)[*]+1.26% Resistance(Negative)[*]+5% RunSpeed[/list]


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</pre><hr />


"Sometimes you have to roll the Hard Six." -- Adama
Teabagging Ms. Liberty - http://kk-comics.com/allmmproject/rsf21.jpg

 

Posted

[ QUOTE ]
Love the guide, however, I wanted to confirm/ask some things.

You say that using Aimed/Blazing/Aimed/Fistful is recommended for pretty much anything regardless of the amount of enemies as opposed to using Snap. Now, my question is is it recommended to pick up Snap Shot at all?

[/ QUOTE ]

Blasters, yes. Defenders and masterminds, in my opinion, no. If a player likes it simply because it's light on endurance, likes the animation, likes having something that deals "enough damage to finish a mob", whatever, that's great, take it and enjoy it, but as I said, in my opinion, I don't recommend it for these two ATs. The section on Snap Shot and DPS explains why.

[ QUOTE ]
I hear you raving about how good Snap Shot is since it got buffed but then you don't even use it in your attack chain therefore giving me mixed messages. You say it's good but you don't get it *confused*.

[/ QUOTE ]

It functions differently for different ATs. I point the finger for confusing anyone straight at the developers for not buffing the defender and/or mastermind versions in conjunction with the blaster version.

[ QUOTE ]
Also, I noticed that your guide didn't recommend how many slots to put into a particular power although most of them are implied through your tactics/strategy or whatnot.

[/ QUOTE ]

I do give suggestions on what enhancements to use, in the Slotting Recommendation: bullet point for each power. I don't suggest that any power be given a specific number of slots because some players may feel that four is enough, whereas others may want to leave it at two, and still others will six-slot certain powers.

It was also important to keep in mind that recommending that any suggested number of slots would be limited to specific types of enhancements. If I had, for instance, said that Aimed Shot should be six-slotted, but some of the readers were using IOs and getting the same general effects of six slots out of four or five, then I would have essentially caused those readers to waste slots, and respecs trying to fix the problem.

Some players are going to be perfectly happy using SOs. Some are going to start slotting IOs as soon as they're available. Some are going to want specific set bonuses, some are going to "frankenslot" with IOs from multiple sets to maximize the attributes of the attacks with the fewest slots possible. So the best way to make the guide accessible and useful to the widest variety of players was to simply suggest what enhancements were most appropriate (from my perspective) and allow them to determine the number of slots for themselves, based on the types of enhancements they intend to use.

SOs aren't the only game in town any longer, and I believe we're at point where six-slotting isn't always the best way to do things any longer either. It's more a matter of getting the right enhanced values now than it is getting the right number of slots.

[ QUOTE ]
However, there are some powers like Explosive Arrow and Stunning Shot, both of which give a murky recommendation as far as slotting goes. For example, you use Explosive Arrow to finish off a group after using RoA, but how often do you use it and how do you slot it?

[/ QUOTE ]

As a blaster, six slots, Acc/3 Dam/2 Rchg, using common level 35 IOs. I eventually intend to put five Positron's Blast into it and one level 45 Recharge Reduction IO. I use it either as a finisher after RoA, if I think the critters are going to survive RoA's damage, or as a combo with Fistful (nice discovery when i was testing last night - Aim + BU + Fistful + Explosive = defeated +0 minions. never was able to do that before I11).

As a defender, I don't use it at all. I follow up RoA with Fistful on my TA/A because it's quicker and I've got more of a safety margin due to my debuffs and controls, so I can afford to get closer to the critters.

[ QUOTE ]
As for Stunning Shot, it seems to be perfectly reasonable to just slot it with accuracy in the default slot and leave it be.

[/ QUOTE ]

It depends on how you approach the use of controls. If you want to Stun one target so you can focus on another, then you need to put more slots into it so you can get it recharged more quickly and make the Stun last longer. That's how I use it as a blaster, Stun the lieutenant or really annoying minion (like the Council Marksman or Wolves, or that irritating CoT Ice Thorn Caster with the Ice Armor), focus on whatever can still attack me, get back to the Stunned critter at my leisure.

If a player is just using it as an alpha to prevent a return attack, then sure, a single Accuracy enhancement is fine.

[ QUOTE ]
I understand that you're not trying to tell people what to do, it's just your experience, but it just doesn't really give me a clear idea as to what you really think of it since you kind of go back and forth by saying it's useful but then it's kind of not really.

[/ QUOTE ]

Again, the source of the confusion is the disparity between ATs. For blasters, both of those powers are, in my opinion, critical. I simply wouldn't recommend that any blaster skipped Explosive Arrow, partially for the control that it offers (chance for Knockback) and partially because it's a great follow-up for Fistful or Rain of Arrows. And I also feel that Stunning Shot should be in every Archery blaster's list of must-haves, because it's the only hard control in the powerset. Even if the blaster is relying on his/her secondary for control, even if the blaster is gearing toward pure damage output, that one power can make an enormous difference. Being able to Stun a critter from range, with a highly accurate power, can save so much debt, it's not even funny.

And on the flip side, both of these powers are questionable for defenders. Explosive simply doesn't deal enough damage for me to feel that it's worth the endurance cost and recharge time when I'm playing my TA/A. Fistful deals nearly the same damage, recharges in half the time and costs significantly less endurance, so the question has to be, what does Explosive offer a defender? In my opinion, not much. It's even detrimental to many defender tactics and techniques because of the Knockback. Knocking a foe out of your debuffs tends to be a very bad thing (trust me, i've got my Energy/Rad blaster up to 29 now, one thing i've learned is that if you don't have a LOT of Knockback, you're better off not using ANY). And the worst part is, the Knockback isn't even reliable, so the ones who need it to work the most, the defenders, just can't trust it. And Stunning Shot isn't any less of a great control for defenders than it is for blasters, it's simply that by the time it becomes available, it's not necessary. By level 35, a defender should have all of the control options he/she needs. Having one more control isn't going to make a defender stronger or play better, it's not going to fill some great gap in the build, it's just going to be another control, and between buffing, debuffing, using other controls and attacking, trying to cycle in one more control is typically going to mean leaving something else out of the rotation. There just isn't much point to it for defenders.

I do note in every case when I'm pleased with a power for one AT, but dislike it for another AT. Being that this guide is intended to be used by all of the ATs that have Archery powers, I had to make it as cross-functional as possible, but I also endeavored to ensure that each AT had its own points of reference for every power. Any power that isn't exactly the same across ATs, I tried to note how and why it was different and what that's going to mean for the different ATs. And that's the problem, the different ways that the ATs are played and the levels at which they gain the same powers means no single recommendation is going to be appropriate across the board.

And that's also why I keep coming back to the guide, so questions like these can be clarified. Please, everyone, don't hesitate to ask questions, ask for build recommendations, ask how I would slot something for a certain AT, I'm MORE than happy to respond and to see others respond. This guide is here specifically so it can be used as a community resource and collaboration tool. Post, ask questions, show off your builds, give advice, that's why this guide is here.


 

Posted

Ah, I see. I'm reading this guide from the blaster perspective and skipped most of the defender and mastermind parts. I appreciate the time taken to answer my questions. The one thing that I haven't gotten answer to though is using if Aimed/Blazing/Aimed/Fistful chain, would there be any point to picking up Snap Shot since it'll rarely be used? Or is that a chain that you only use on a defender and mastermind?


 

Posted

My Arch/Eng continues building a shrine to Ranged -&gt; Blazing Arrow. With Build Up that 1-2 punch dropped Lts. VERY useful when sweeping Dark Astoria. And the Defiance boost made Ranged even sweeter.

My Kin/Arch is having a blast simply jousting around the place. Performing a Siphon-Sped + Inertial Reduced jump and queuing Blazing Arrow is just great. I won't get much use out the snipe, although I'm not surprised.


 

Posted

[ QUOTE ]
The one thing that I haven't gotten answer to though is using if Aimed/Blazing/Aimed/Fistful chain, would there be any point to picking up Snap Shot since it'll rarely be used? Or is that a chain that you only use on a defender and mastermind?

[/ QUOTE ]

My Archery/Energy blaster uses Snap/Aimed/Snap/Blazing for single-target damage, at least as of right now. I'll explain that qualifying remark in a moment, but in any case, I do recommend taking and slotting Snap Shot, even if it's just 3 Damage, for all Archery blasters. It doesn't have to be early, it can be put off until the 30+ part of the game, but once you start seeing status effects become common, you are going to need and want Snap Shot to supplement Aimed Shot, because those will be the only two attacks (other than your tier 1 secondary) that you'll be able to use in some very bad situations. Just a couple of nights ago, I got myself stuck in a perma-Hold when a +1 Rikti Mentalist (lieutenant) caught me before I could hit him with Stunning Shot. He never closed to melee range, so I couldn't Power Thrust him or wait for him to stop mezzing me, and unlike many people, I don't fill my inspiration tray with Break Frees. My only salvation was being able to fire Snap and Aimed while Held, and I was surprised by how quickly I managed to defeat him with just those two attacks.

I have no doubt that I would've been at serious risk in this situation before the Defiance changes, and I'm certain that I would've been cutting it much closer, at least a 50/50 chance of defeat, if I'd been forced to rely on Aimed Shot alone. Snap Shot really proved its value to me right then. As far as I'm concerned, any Archery blaster who doesn't take it and put at least two slots in it so it can be used in situations like that, they're shooting themselves in the foot.

My TA/A defender uses Aimed/Blazing/Aimed/Fistful. That's the chain I've been using since I6 and I have no intention of changing it, despite the fact that I don't have enough +Recharge to make it fluid. I can substitute a debuff or control when I need to, and it's good practice to do just that because I am playing a defender, not a half-damage blaster. I have no use at all for Snap Shot or any chain that allows it when I'm playing my TA/A. I can get more out of glaring at critters than I can out of Snap Shot as a defender.

Now, when I said "at least as of right now" when I was discussing my Archery blaster's attack chain, I just found a perfect way to test the DPS of quite literally every possible Archery chain, allowing me to build up and keep the maximum sustainable Defiance with each chain. That will then give me a chance to find out how long each chain takes to defeat the target, what the effect of the maximum sustainable Defiance will be and how to leverage it efficiently without making it "work", and whether or not it's worth keeping Snap Shot in the chain or just putting it off to the side as a spare attack for when I'm mezzed.

I can't do the DPS tests until the Aimed Shot bug (pause at the end of the animation) is fixed, though, so I'm still sticking to my current recommendation for blasters to take, slot and use Snap Shot in their normal routine.


 

Posted

Yippe-Kay-Yay! Lum finally made a issue 11 follow up. We can now open up the bottles of Champagne, fire up the karoke machine, set up those Xbox 360s and party like it's 1999!


 

Posted

I see now. I have noticed that I would have been in big trouble if I didn't have both Snap and Aimed when I get mezzed even at the earlier levels (Lost, Arachnos, and a variety of villains in bank missions) so Snap have saved my hide many times. Not only that but I also use it as my regular attack chain, however, I was wondering if I should drop Snap from my chain and use Aimed/Blazing/Aimed/Fistful instead, but as you said, since Aimed is bugged at the moment, there really is no way to tell.

Since Defiance is of a concern, how much of an increase does each attack give? I'm assuming that they're different for different attacks, was just curious if you tested that yet.


 

Posted

single target gives more of a damage buff. I believe ranged shot gives the best bonus


 

Posted

Yeah, the Snipe is a huge bonus. Around 31% if I remember right. I'll dig a little for it.


 

Posted

Straight from _Castle_ in the Defiance testing thread:

[ QUOTE ]

Buff: 0.66* (0.1 * CastTime) / AreaModifier
Duration: 7.5 + CastTime
CastTime is the cast time of the power
AreaModifier = 1 + (0.15 * radius) - (0.011 * radius/6) * (360 - arc)/5


[/ QUOTE ]

In a recent Blaster Thread someone sat down and did the math. I'm copying his Archery results. The value for Ranged Shot is probably wrong though, because with Ranged -&gt; Blazing, Blazing hits HARD. Way harder than 10%. I think.

http://boards.cityofheroes.com/showflat....p;vc=1&amp;nt=4


<font class="small">Code:[/color]<hr /><pre>Archery
Attack Cast Time Radius Arc Area Mod Buff Duration
Snap Shot 1 1 6.60% 8.5
Aimed Shot 1.67 1 11.02% 9.17
F. of Arrows 1.17 40 30 2.16 3.58% 8.67
Blazing Arrow 1.83 1 12.08% 9.33
Explosive Arrow 1.83 15 360 3.25 3.72% 9.33
Ranged Shot 1.67 1 11.02% 9.17
Stunning Shot 1.83 1 12.08% 9.33
Rain of Arrows 4 1</pre><hr />


 

Posted

Does RoA get the 500% damage cap for blasters or the 400% cap for pets?


 

Posted

[ QUOTE ]
Does RoA get the 500% damage cap for blasters or the 400% cap for pets?

[/ QUOTE ]

That's a question that I actually don't have an answer for at the moment. I'll have to get back to this...


 

Posted

This post will have absolutely no constructive content whatsoever. Got that? Good.

'cause I'm only posting to say that, in all seriousness, this guide made me roll an Archery blaster. He's level 18 now, and I find myself with an uncontrollable compulsive urge to shoot things with pointy sticks. I suspect when I actually get Rain of Arrows I'm going to completely lose motor control due to neurological shutdown or something.

Brilliantly written and entertaining guide. Kudos.


@Acyl

VIRTUE
Blue: Realpolitik, Leading Lady, Glass Lass, Superball, Alec Kazam
Red: Battery Acid, Obsolete, Bugfix

 

Posted

As far as RoA is concerned, does anyone know if Targeting Drone increases the accuracy? I'm suspecting no since it is considered a pet but this is kind of a special case.


 

Posted

Psuedo-Pets copy the buffs the caster had before they activate. So it should get the buff.

I don't have an Arch/Dev though.


 

Posted

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As far as RoA is concerned, does anyone know if Targeting Drone increases the accuracy? I'm suspecting no since it is considered a pet but this is kind of a special case.

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RoA is one of the buffable pets, just like Blizzard or Rain of Fire. Any buffs currently affecting you will affect RoA when it spawns, including Targeting Drone.


 

Posted

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...this guide made me roll an Archery blaster. He's level 18 now, and I find myself with an uncontrollable compulsive urge to shoot things with pointy sticks.

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Same. =^_^=

I've been wanting to play an Archery and/or Trick Arrow character since I5, but the sets never felt "smooth" or powerful. Thanks to the new Defiance, and the recalculating of arrow-based powers, I've given it a try again, and it feels great!


Now I just have to remember what all those icons for Trick Arrow do.... =0_o=


Dungeoncleaners! (ID#125715): Slay the Adventurers! Rescue the Monsters! Return the Treasure!
Peppermint Cat-- Lv50 Mewtant Ice/Eng Bls

 

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Does RoA get the 500% damage cap for blasters or the 400% cap for pets?

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That's a question that I actually don't have an answer for at the moment. I'll have to get back to this...

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According to Castle, RoA is strictly tied to Pet modifiers for everything, so 400%.


 

Posted

How big a priority do you think Snap Shot is for a blaster now? With the blaster I started back in August, I originally had Snap Shot, but I respec'd out of it in the late teens in favor of getting Explosive Arrow and Ranged Shot in my build (and this was well before the changes to Archery were announced).

I'm thinking I want it now, but since I'm /Devices, I want to be able to get Cloaking Device, Trip Mines, Stunning Shot, and RoA first. Which means I can't pick Snap Shot up until lvl 35 (my hero is 24 now). I'm thinking this is okay, but does this seem like too long to wait for an extra attack through mez, etc.? I don't think so given my play so far, but I was wondering what your thoughts were.

I suppose I should add that I am wondering if I should even take Snap Shot... I would like to, but if I do, it will push me back from getting Aid Self, which I am wanting to use with PFF. And I wouldn't be able to get Force of Nature, either. What do you think?


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

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I suppose I should add that I am wondering if I should even take Snap Shot... I would like to, but if I do, it will push me back from getting Aid Self, which I am wanting to use with PFF. And I wouldn't be able to get Force of Nature, either. What do you think?

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I think you'd probably get by just fine up to the 40s, especially since you're used to not having the ability to fire through mez, but post-40, I really would recommend trying to fit it in somewhere, even if it's a respec build.

There's no requirement for blasters to have Snap Shot, it's not going to make the game impossible to play if you don't, but it is a very nice tool to have. Anyone who's fought Malta, Rikti or Carnies will appreciate how drastically it changes the game, being able to defeat a critter while mezzed instead of just standing there, waiting for the single/double-digit damage to finish you off sometime in the next five to ten minutes because you ran out of Break Frees (or, like me, try not to be dependent on them).


 

Posted

Ack, forgot I posted here, sorry.

Yeah, I figure I'll get it at 35. I've already been wanting it a couple times when I got mezzed, but I have Aimed Shot recharging fast enough that it's not TOO bad of a wait. But I'm sure I'll want it for the 40s. Thanks for your help!


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

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I still find myself corpse blasting on a regular basis even with the new reduced times. Each mish I would say I waste about 15-20 shots on dead corpses. As far as I remember it wasn't this bad before the animations were fixed. Anyone experiencing more corpse blasting post fix?


 

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I still find myself corpse blasting on a regular basis even with the new reduced times. Each mish I would say I waste about 15-20 shots on dead corpses. As far as I remember it wasn't this bad before the animations were fixed. Anyone experiencing more corpse blasting post fix?

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Not really. I double-tap about as often as I miss. But with the new speed of the animations, I really don't worry about it much, I'm not losing any appreciable time and always have something else available. I'll keep an eye on it, though, and see if I'm doing it more often than I was noticing.