The Archery Codex
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I suppose I should add that I am wondering if I should even take Snap Shot...
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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).
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Ditto...
Indig , leader of the City of Gaymers
City of Gaymers on Guildportal.com
http://www.guildportal.com/Guild.asp...3&TabID=295104
[content deleted]
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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).
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One thing I did was to put a "Chance for Hold" in Snap Shot. So when I do get held by an LT or lower I have the chance to hold them right back while still in their hold. That sounds confusing, but I think you can see what I mean.
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<QR>
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 haven't noticed it happening as much as I used to.
Thank you for your wonderful TA and archery posts.
My TA/archery is 42, and <b>will</b> be my next 50.
What I wanted to ask about is if other people, defenders specifically, seem to be having a damage problem later on. I've heard that mst of the later mobs have some lethal resists. I seem to be hittng very well, just doing bubkes for damage (which would be consistent with resistant mobs). should I just use Disruption and suck it up ?
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Thank you for your wonderful TA and archery posts.
My TA/archery is 42, and <b>will</b> be my next 50.
What I wanted to ask about is if other people, defenders specifically, seem to be having a damage problem later on. I've heard that mst of the later mobs have some lethal resists. I seem to be hittng very well, just doing bubkes for damage (which would be consistent with resistant mobs). should I just use Disruption and suck it up ?
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Lethal resistance does become more common in the late game, but it's not quite as bad as it's made out to be. That's not to say that there are only a few critters with Lethal resistance, but that the resistance itself tends to be limited to specific villain groups (such as Malta) or specific critters within a villain group (Ice Thorn Casters with Ice Armor active), and is balanced by some villains or villain groups having no Lethal resistance (Council), or even taking extra Lethal damage (Carnies have built-in -Res to Lethal damage).
Personally, I'm just not finding it to be a serious problem, and never have. I avoid the stuff with Lethal resistance when I can, and just fall back on Acid + Disruption when I can't. On a team, I let someone with more damage output take care of the annoying critters while I focus on other things. Solo, I pick missions with critters that have no (or very light or limited) Lethal resistance. In both cases, I think back to when I was dealing with Crey * Tanks and their insane Lethal resistances and am grateful because I just haven't fought anything that irritating since then (except Malta, and i can avoid them easily enough).
Excellent work, this is the best guide ive read on these forums. I know how hard it is to sit down and write one of these(points to sig). You really went all out with this one I love it. I cant believe I didnt see this till today........
Wanders off to bookmark this.....
Jets L50 eLx3 Blaster (1300 Badges) @Jets or @Jets Too
L50 Stalker, 4-Tankers, 3-Scrappers, 2-Dominators, 2-Arachnos, 3-Brutes, Blaster, 4-Controllers, Defender
In the full thread, I only see one build posted, so I thought I'd offer my current build for review. It's basically the same thing I posted in Nethergoat's DA thread, but that's not the first place an archer is going to look...
My Archery/Energy character just finished a respec to optomize him for exemplaring down to level 29, so I can do DA runs (via Ouroboros exemplaring) and retain a majority of my set bonuses. The build focuses on damage (+25.5% damage buff with Assault running, or 23.5% exemplared to 29), though it also has good accuracy, recharge, and regeneration bonuses. The Chance of Heal Self procs in both Snap Shot and Aimed Shot help when I get mezzed and can't use Aid Self. Here's the build:
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Heroic's Blaster: Level 36 Technology Blaster
Primary Power Set: Archery
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Medicine
Hero Profile:
Level 1: Aimed Shot -- Dev'n-Acc/Dmg/EndRdx/Rchg:30(A), Dev'n-Acc/Dmg:31(5), Dev'n-Acc/Dmg/Rchg:32(9), Dev'n-Dmg/Rchg:32(15), Entrpc-Dmg/Rchg:32(21), Entrpc-Heal%:25(29)
Level 1: Power Thrust -- Acc-I:35(A)
Level 2: Fistful of Arrows -- Posi-Acc/Dmg/EndRdx:27(A), Posi-Acc/Dmg:32(3), Posi-Dmg/Rchg:27(3), Posi-Dmg/Rng:32(5), Posi-Dmg/EndRdx:21(19), Det'tn-Dmg/Rng:37(25)
Level 4: Snap Shot -- Dev'n-Acc/Dmg/EndRdx/Rchg:30(A), Dev'n-Acc/Dmg:30(9), Dev'n-Acc/Dmg/Rchg:32(11), Dev'n-Dmg/EndRdx:32(23), Entrpc-Dmg/Rchg:33(23), Entrpc-Heal%:24(31)
Level 6: Blazing Arrow -- Dev'n-Acc/Dmg/EndRdx/Rchg:32(A), Dev'n-Acc/Dmg:32(7), Dev'n-Acc/Dmg/Rchg:32(7), Dev'n-Dmg/Rchg:32(11), Ruin-Dmg/Rchg:32(21)
Level 8: Build Up -- AdjTgt-Rchg:32(A), AdjTgt-ToHit/Rchg:32(17), RechRdx-I:35(27)
Level 10: Combat Jumping -- Krma-ResKB:14(A)
Level 12: Explosive Arrow -- Posi-Acc/Dmg/EndRdx:32(A), Posi-Acc/Dmg:32(13), Posi-Dmg/Rchg:32(13), Posi-Dmg/Rng:32(15), Posi-Dmg/EndRdx:27(19), RechRdx-I:35(25)
Level 14: Super Jump -- ULeap-Stlth:16(A)
Level 16: Aim -- AdjTgt-Rchg:31(A), AdjTgt-ToHit/Rchg:32(17), RechRdx-I:35(27)
Level 18: Hurdle -- Jump-I:35(A)
Level 20: Health -- RgnTis-Regen+:30(A)
Level 22: Stamina -- EndMod-I:35(A)
Level 24: Assault -- EndRdx-I:35(A)
Level 26: Stimulant -- IntRdx-I:35(A)
Level 28: Aid Self -- Mrcl-Heal/Rchg:31(A), Mrcl-Heal/EndRdx/Rchg:32(29), Mrcl-Heal:32(31)
Level 30: Ranged Shot -- ExtrmM-Acc/Dmg:36(A), ExtrmM-Acc/ActRdx/Rng:38(31), ExtrmM-Dmg/ActRdx/Rchg:38(34), ExtrmM-Dmg/EndRdx/Rchg:38(36), Dmg-I:35(36)
Level 32: Rain of Arrows -- Posi-Dmg/Rng:38(A), Posi-Acc/Dmg/EndRdx:38(33), Posi-Dmg/EndRdx:33(33), Posi-Dmg/Rchg:38(33), Posi-Acc/Dmg:37(34), RechRdx-I:35(34)
Level 35: Boost Range -- RechRdx-I:30(A), RechRdx-I:35(36)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:35(A)
Level 2: Rest -- RechRdx-I:35(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+15% DamageBuff[*]+27% Enhancement(Accuracy)[*]+18.8% Enhancement(RechargeTime)[*]+122 (10.1%) HitPoints[*]+Knockback (Mag -4)[*]+11.5% Recovery[*]+56% Regeneration[*]+4.73% Resistance(Fire)[*]+4.73% Resistance(Cold)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;3427;936;1248;|
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</pre><hr />
I know this is a little strange to the topic at hand, and asking a big favor of luminara but...
is there a chance that you could actually itemize what the exact defiance boosts are for each of the attacks?
I noticed something really strange with my nrg/nrg blaster when I started trying to itemize...
energy's snipe only gives....believe it or not... a 6.5% defiance boost! Are all snipes that bad, despite the huge wait times? or is this something specific to energy blast?
I have an archery blaster, but since he's only ten (I tend to be more of a brute/scrapper player) I can't really do the kind of comparisons that this question begs.
Oh, also...will cloaking device prevent the mobs from aggroing until after the 4 second firing animation from RoA is complete? or will they still start scattering the minute you point your bow at the roof?
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In the full thread, I only see one build posted, so I thought I'd offer my current build for review.
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Thank you. I'd like to see more players posting builds, a lot of good ideas and discussion can spring forth. I'll put up my current and planned Archery/Energy and Archery/Devices builds, and my current TA/A when I get some time.
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is there a chance that you could actually itemize what the exact defiance boosts are for each of the attacks?
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I've been meaning to do that, but between seeing others post the numbers in the Blaster forum and me waiting for the Aimed Shot pause bug to be fixed (by the way, Ranged Shot is also bugged, has an annoying pause at the end during which no activated power will work, same as Aimed Shot), I just haven't gotten around to it.
I'll dig up the numbers from the Blaster forum and list them here soon.
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Oh, also...will cloaking device prevent the mobs from aggroing until after the 4 second firing animation from RoA is complete? or will they still start scattering the minute you point your bow at the roof?
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RoA already works that way, unless you're within perception range when you begin the animation. You receive no aggro, at all, until the RoA pet spawns, and the pet doesn't spawn until the "point your bow at the roof" animation has ended.
I spent a good few weeks just flying around Brickstown after I got my Archery/Energy to 34 (and RoA fully slotted), doing nothing but using RoA on spawns, and I never pulled aggro on any of the spawns until the RoA animation was over. And by the time the spawns reacted, they were all defeated and I typically took only one or two hits, if any at all. Works exactly the same in missions, spawns just don't aggro until the animation is over.
The exact moment of aggro is immediately after the player animation ("point bow at roof") ends and just before the arrows come falling out of the sky.
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The exact moment of aggro is immediately after the player animation ("point bow at roof") ends and just before the arrows come falling out of the sky.
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How long is that? are you rooted during it like full auto?
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is there a chance that you could actually itemize what the exact defiance boosts are for each of the attacks?
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I've been meaning to do that, but between seeing others post the numbers in the Blaster forum and me waiting for the Aimed Shot pause bug to be fixed (by the way, Ranged Shot is also bugged, has an annoying pause at the end during which no activated power will work, same as Aimed Shot), I just haven't gotten around to it.
I'll dig up the numbers from the Blaster forum and list them here soon.
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I thought that was just the 'no redraw pause' that Babs was talking about.
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Oh, also...will cloaking device prevent the mobs from aggroing until after the 4 second firing animation from RoA is complete? or will they still start scattering the minute you point your bow at the roof?
[/ QUOTE ]
RoA already works that way, unless you're within perception range when you begin the animation. You receive no aggro, at all, until the RoA pet spawns, and the pet doesn't spawn until the "point your bow at the roof" animation has ended.
I spent a good few weeks just flying around Brickstown after I got my Archery/Energy to 34 (and RoA fully slotted), doing nothing but using RoA on spawns, and I never pulled aggro on any of the spawns until the RoA animation was over. And by the time the spawns reacted, they were all defeated and I typically took only one or two hits, if any at all. Works exactly the same in missions, spawns just don't aggro until the animation is over.
The exact moment of aggro is immediately after the player animation ("point bow at roof") ends and just before the arrows come falling out of the sky.
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Luminara, some observations I have made that you may wish to check or may all ready be aware of:
Sometimes when the pet spawns you can see a small flame where the center of your targetting reticle was. When the flame appears that is when the pet spawns and the aggro occurs.
If you are both out of all the Mobs aggro radius AND out of their line of sight they won't move at all after they aggro because the ROA pseudo pet isn't attackable.
They will move if you did enough damage to get the run AI to kick in but didn't finish them off with the RoA but the direction seems to be random.
They will aggro on you if you step into their line of sight even after your threat level drops (or your stealth unsupresses).
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
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The exact moment of aggro is immediately after the player animation ("point bow at roof") ends and just before the arrows come falling out of the sky.
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How long is that? are you rooted during it like full auto?
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The "point bow at roof" animation is 4 seconds, rooted. That's the no aggro period.
The AI is alerted when the RoA pet spawns, but due to server latency, lag at the player's end, etc., that can be anywhere from immediately after the rooted animation ends to one second after. That's the time when the spawn will aggro. You're free to move, teleport, fly, jump, /e drumdance, whatever, at that moment, so you can duck around a corner, or back up, or run forward, or shoot something else, whatever.
[ QUOTE ]
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is there a chance that you could actually itemize what the exact defiance boosts are for each of the attacks?
[/ QUOTE ]
I've been meaning to do that, but between seeing others post the numbers in the Blaster forum and me waiting for the Aimed Shot pause bug to be fixed (by the way, Ranged Shot is also bugged, has an annoying pause at the end during which no activated power will work, same as Aimed Shot), I just haven't gotten around to it.
I'll dig up the numbers from the Blaster forum and list them here soon.
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I thought that was just the 'no redraw pause' that Babs was talking about.
[/ QUOTE ]
No, the bug with Aimed and Ranged is exactly the same as the old Ranged bug. The animation for either attack plays, ends, and you aren't rooted, but anything that you try to activate, any power, will simply not work until about one second after the Aimed or Ranged animation ends.
Easiest way to see it is to start moving and fire any attack, then Aimed, then any attack. After the first attack, you'll barely move, if at all, before the Aimed animation starts, but you'll move a good distance before the third attack starts.
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Oh, also...will cloaking device prevent the mobs from aggroing until after the 4 second firing animation from RoA is complete? or will they still start scattering the minute you point your bow at the roof?
[/ QUOTE ]
RoA already works that way, unless you're within perception range when you begin the animation. You receive no aggro, at all, until the RoA pet spawns, and the pet doesn't spawn until the "point your bow at the roof" animation has ended.
I spent a good few weeks just flying around Brickstown after I got my Archery/Energy to 34 (and RoA fully slotted), doing nothing but using RoA on spawns, and I never pulled aggro on any of the spawns until the RoA animation was over. And by the time the spawns reacted, they were all defeated and I typically took only one or two hits, if any at all. Works exactly the same in missions, spawns just don't aggro until the animation is over.
The exact moment of aggro is immediately after the player animation ("point bow at roof") ends and just before the arrows come falling out of the sky.
[/ QUOTE ]
Luminara, some observations I have made that you may wish to check or may all ready be aware of:
Sometimes when the pet spawns you can see a small flame where the center of your targetting reticle was. When the flame appears that is when the pet spawns and the aggro occurs.
[/ QUOTE ]
Correct, with a clarification. The flame that you're seeing is a buff on you transferring to the RoA pet. I'm guessing that you're seeing... Hasten. If you were running Assault, you'd see the Assault graphic on the RoA pet.
The RoA pet itself is totally invisible, but buff transference gives you a visible graphic telling you exactly where and what size the pet is.
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If you are both out of all the Mobs aggro radius AND out of their line of sight they won't move at all after they aggro because the ROA pseudo pet isn't attackable.
[/ QUOTE ]
It's entirely random. The AI typically picks one of four options - attack, run toward player, obey Avoid (from the RoA pet), stare at player/pet. But I honestly haven't paid that much attention to how critters react when I'm using RoA... I'm watching them fall over in tidy piles for the janitor to deal with, or making little burbly noises as the pretty arrows come thudding down.
[ QUOTE ]
They will move if you did enough damage to get the run AI to kick in but didn't finish them off with the RoA but the direction seems to be random.
[/ QUOTE ]
That's the Avoid in RoA, as well as the "I'm hurt, I should run" part of the AI.
[ QUOTE ]
They will aggro on you if you step into their line of sight even after your threat level drops (or your stealth unsupresses).
[/ QUOTE ]
That's just how aggro works. It's exactly the same as if you Brawled one critter, then ran away. The critter will chase you until your Threat decays to 0 and/or the AI tells the critter to go back to its original spawn point.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Oh, also...will cloaking device prevent the mobs from aggroing until after the 4 second firing animation from RoA is complete? or will they still start scattering the minute you point your bow at the roof?
[/ QUOTE ]
RoA already works that way, unless you're within perception range when you begin the animation. You receive no aggro, at all, until the RoA pet spawns, and the pet doesn't spawn until the "point your bow at the roof" animation has ended.
I spent a good few weeks just flying around Brickstown after I got my Archery/Energy to 34 (and RoA fully slotted), doing nothing but using RoA on spawns, and I never pulled aggro on any of the spawns until the RoA animation was over. And by the time the spawns reacted, they were all defeated and I typically took only one or two hits, if any at all. Works exactly the same in missions, spawns just don't aggro until the animation is over.
The exact moment of aggro is immediately after the player animation ("point bow at roof") ends and just before the arrows come falling out of the sky.
[/ QUOTE ]
Luminara, some observations I have made that you may wish to check or may all ready be aware of:
Sometimes when the pet spawns you can see a small flame where the center of your targetting reticle was. When the flame appears that is when the pet spawns and the aggro occurs.
[/ QUOTE ]
Correct, with a clarification. The flame that you're seeing is a buff on you transferring to the RoA pet. I'm guessing that you're seeing... Hasten. If you were running Assault, you'd see the Assault graphic on the RoA pet.
The RoA pet itself is totally invisible, but buff transference gives you a visible graphic telling you exactly where and what size the pet is.
[ QUOTE ]
If you are both out of all the Mobs aggro radius AND out of their line of sight they won't move at all after they aggro because the ROA pseudo pet isn't attackable.
[/ QUOTE ]
It's entirely random. The AI typically picks one of four options - attack, run toward player, obey Avoid (from the RoA pet), stare at player/pet. But I honestly haven't paid that much attention to how critters react when I'm using RoA... I'm watching them fall over in tidy piles for the janitor to deal with, or making little burbly noises as the pretty arrows come thudding down.
[ QUOTE ]
They will move if you did enough damage to get the run AI to kick in but didn't finish them off with the RoA but the direction seems to be random.
[/ QUOTE ]
That's the Avoid in RoA, as well as the "I'm hurt, I should run" part of the AI.
[ QUOTE ]
They will aggro on you if you step into their line of sight even after your threat level drops (or your stealth unsupresses).
[/ QUOTE ]
That's just how aggro works. It's exactly the same as if you Brawled one critter, then ran away. The critter will chase you until your Threat decays to 0 and/or the AI tells the critter to go back to its original spawn point.
[/ QUOTE ]
Well as another note I was recently doing the carnie arc with my Archery/Dev/Munitions blaster and I could go in drop a time bomb, run around a corner, drop caltrops, Aim + RoA at the time of the time bomb.
If I was far enough away the surviving mobs (like a phased Illusionist) would not aggro at all. Once just to test it I stayed where I was an fired RoA again still no movement, again and the spawn was wiped. Once I noticed this behavior I used it more often as a tactic.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Whats the best way to be able to drop trip mines and time bombs without being noticed? do you have to be stealthed somehow on top of being stealthed? (like cloaking device plus a stealth IO?) if that is the case, how did people use time bomb before IO's came out?
[ QUOTE ]
Whats the best way to be able to drop trip mines and time bombs without being noticed? do you have to be stealthed somehow on top of being stealthed? (like cloaking device plus a stealth IO?) if that is the case, how did people use time bomb before IO's came out?
[/ QUOTE ]
In PvE Super Speed grants an amount of stealth that is equivalent to the stealth granted by Cloaking Device or Stealth from the concealment pool (Super Speed stacks with either Cloaking Device or Stealth. Cloaking Device and Stealth can not be used together. If you turn one on it turns the other off just like Hover and Fly, and Combat Jumping and Super Leap). This is enough stealth in PvE to be invisible to all mobs except those with increased perception (like Rikti drones and snipers).
Smoke Grenade gives the targets it hits a -90% to their perception. Using Smoke Grenade in combination with Cloaking Device also works to get you close enough to drop Time Bomb with out being detected. Firing Smoke grenade suppresses stealth however, so you have to fire it and wait for stealth to unsuppres before moving in to plant the Bomb.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
LONG 2 Part Question warning!
any idea on how long this takes?
also, how does the stealth IO factor into this? If matched with the cloak AND super speed, does it negate the need for the grenade? what about with like say jumping stealth IO + cloak. anyhow, i do like the grenade, but was wondering about how folks did it old school and how they have adjusted to now.
with that said, i saw a guy who was playing a AR/dev and with set bonus' he could almost SOLO a family farm set for 6. he had munitions for a epic and would start off droping a time bomb every other group..after it went off, he fired his LRM, then used his cones and auto turret. It was a thing of beauty. while he couldnt keep up with a fire/kin, he allowed me to leapfrog groups. Could this sort of thing be done with a archery/dev/munition guy? while we dont have but one cone, we do have explosive arrow and RoA's. (and be able to go at a reasonable pace...not a set up multiple trip mine pace..)
???
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LONG 2 Part Question warning!
any idea on how long this takes?
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It takes a few seconds. I don't know the exact numbers but if you are using super speed and real numbers display your threat level is a 0.00. When stealth supresses your threat level becomes 1.00. When Stealth reapplies threat level returns to 0.00. That is what I use to tell me when it's safe to move again.
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also, how does the stealth IO factor into this? If matched with the cloak AND super speed, does it negate the need for the grenade? what about with like say jumping stealth IO + cloak. anyhow, i do like the grenade, but was wondering about how folks did it old school and how they have adjusted to now.
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A stealth IO gives the exact same amount of stealth that the power does. It gives it to you with out any extra endurance costs than running the power that it is slotted in and it persists for 120 seconds after the power is turned off or detoggled. If you use a stealth IO, Cloaking Device and Super Speed then you have stealth triple layered in PvE and double layered in PvP (Super Speed does not provide any stealth bonuses in PvP). The mobs that can see through stealth +Super Speed can still see well enough to see through all of that stacked together at the range you need to close to, to drop a time bomb so it is pretty redundant to do so.
As far as adjusting from before to now. Before you needed 2 power picks, Cloaking Device and Super Speed or Cloaking Device and Smoke grenade. Now you can do it with a single slot for the stealth IO in Super Speed thereby saving your self a power pick and the .26 end per seconds that Cloaking Device took or the delay for Stealth to kick back in after using Smoke Grenade.
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with that said, i saw a guy who was playing a AR/dev and with set bonus' he could almost SOLO a family farm set for 6. he had munitions for a epic and would start off droping a time bomb every other group..after it went off, he fired his LRM, then used his cones and auto turret. It was a thing of beauty. while he couldnt keep up with a fire/kin, he allowed me to leapfrog groups. Could this sort of thing be done with a archery/dev/munition guy? while we dont have but one cone, we do have explosive arrow and RoA's. (and be able to go at a reasonable pace...not a set up multiple trip mine pace..)
???
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I do the same with my Archery/Dev/Munitions. RoA and Aim are up every spawn, LRM and Time Bomb are up every other. Each spawn gets a double nuke and melted and I go on to the next.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Ditto! I read this guide last night and rolled an Archery blaster about 10 minutes later. Awesome guide, and I'm absolutely loving the toon so far.