Trick Arrow/ Sonic?
I checked that and am not seeing one for Trick Arrow/Sonic. Anything else you might be able to offer?
Yeah, try reading all the guides that are about Trick Arrow and all the guides that have Sonic in them. It's really silly to only look for guides for a SPECIFIC COMBINATION. You know how many guides would have to be written for this game if we did that???
[ QUOTE ]
Yeah, try reading all the guides that are about Trick Arrow and all the guides that have Sonic in them. It's really silly to only look for guides for a SPECIFIC COMBINATION. You know how many guides would have to be written for this game if we did that???
[/ QUOTE ]
Maybe that's why the OP asked for either "a decent guide or mids breakdown or just...advice on its synergy."
Unfortunately altho I know a little about Trick Arrow I can't say anything about Sonic Blast except that I hear it's good. Really good. I would guess that Trick Arrow/Sonic would do absurd damage similar to Sonic/Sonic because of the stacking of Disruption Arrow with the resistance debuffs from the blasts. The main difference is the overall clickiness of TA/Sonic versus Sonic/Sonic, and the trading of bubbles for debuffs.
Edit: changed italics to quotes.
OK Player, I get it. You're not interested in helping. Thanks. Move along. I swear, sometimes its like going in to a gas station and asking for the fastest directions to some local shop and having the people in the gas station all point to the map rack and get snotty that you dared ask.
As Oedipus said, I wasn't JUST looking for guides, but anyone who may have run one who had advice, or someone who is experienced with slotting etc. Who is interested in giving advice. Sorry if that bothered you.
At any rate, here is what I've come up with in Mids, but Im not an expert by ANY means on slotting, and know very little about trick arrow and its strengths vs. weaknesses, so any feedback or advice is appreciated.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Gryffin: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Flash Arrow <ul type="square">[*] (A) Cloud Senses - Accuracy/ToHitDebuff[*] (3) Cloud Senses - Chance for Negative Energy Damage[/list]Level 1: Shriek <ul type="square">[*] (A) Entropic Chaos - Accuracy/Damage[*] (3) Entropic Chaos - Damage/Endurance[*] (5) Entropic Chaos - Damage/Recharge[*] (19) Entropic Chaos - Damage/Endurance/Recharge[*] (23) Devastation - Chance of Hold[/list]Level 2: Scream <ul type="square">[*] (A) Devastation - Chance of Hold[*] (5) Devastation - Accuracy/Damage[*] (7) Devastation - Damage/Recharge[*] (19) Devastation - Accuracy/Damage/Recharge[*] (34) Devastation - Accuracy/Damage/Endurance/Recharge[/list]Level 4: Howl <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (7) Positron's Blast - Damage/Endurance[*] (9) Positron's Blast - Damage/Range[*] (17) Positron's Blast - Damage/Recharge[*] (31) Positron's Blast - Accuracy/Damage/Endurance[*] (33) Endurance Reduction IO[/list]Level 6: Glue Arrow <ul type="square">[*] (A) Endurance Reduction IO[*] (9) Recharge Reduction IO[*] (11) Slow IO[/list]Level 8: Ice Arrow <ul type="square">[*] (A) Lockdown - Accuracy/Hold[*] (11) Lockdown - Accuracy/Recharge[*] (13) Lockdown - Accuracy/Endurance/Recharge/Hold[*] (13) Basilisk's Gaze - Accuracy/Hold[*] (15) Basilisk's Gaze - Recharge/Hold[/list]Level 10: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (15) Recharge Reduction IO[*] (17) Recharge Reduction IO[/list]Level 12: Poison Gas Arrow <ul type="square">[*] (A) Recharge Reduction IO[*] (21) Endurance Reduction IO[/list]Level 14: Acid Arrow <ul type="square">[*] (A) Touch of Lady Grey - Defense Debuff/Endurance[*] (21) Touch of Lady Grey - Defense Debuff[*] (25) Touch of Lady Grey - Defense Debuff/Recharge[*] (25) Touch of Lady Grey - Defense Debuff/Recharge/Endurance[*] (27) Touch of Lady Grey - Recharge/Endurance[/list]Level 16: Super Speed <ul type="square">[*] (A) Blessing of the Zephyr - Knockback Reduction (4 points)[*] (29) Endurance Reduction IO[/list]Level 18: Disruption Arrow <ul type="square">[*] (A) Recharge Reduction IO[*] (23) Recharge Reduction IO[*] (33) Recharge Reduction IO[/list]Level 20: Shout <ul type="square">[*] (A) Entropic Chaos - Accuracy/Damage[*] (29) Entropic Chaos - Damage/Endurance[*] (31) Entropic Chaos - Damage/Recharge[*] (31) Entropic Chaos - Damage/Endurance/Recharge[/list]Level 22: Shockwave <ul type="square">[*] (A) Accuracy IO[*] (34) Damage Increase IO[/list]Level 24: Aid Other <ul type="square">[*] (A) Healing IO[*] (27) Interrupt Reduction IO[/list]Level 26: Oil Slick Arrow <ul type="square">[*] (A) Recharge Reduction IO[*] (33) Recharge Reduction IO[*] (34) Slow IO[/list]Level 28: Siren's Song <ul type="square">[*] (A) Fortunata Hypnosis - Sleep[*] (36) Fortunata Hypnosis - Sleep/Recharge[*] (36) Fortunata Hypnosis - Accuracy/Sleep/Recharge[*] (36) Fortunata Hypnosis - Accuracy/Recharge[*] (37) Fortunata Hypnosis - Sleep/Endurance[*] (37) Fortunata Hypnosis - Chance for Placate[/list]Level 30: Aid Self <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[*] (37) Miracle - +Recovery[*] (39) Regenerative Tissue - +Regeneration[/list]Level 32: EMP Arrow <ul type="square">[*] (A) Basilisk's Gaze - Accuracy/Hold[*] (39) Basilisk's Gaze - Accuracy/Recharge[*] (39) Basilisk's Gaze - Recharge/Hold[*] (40) Basilisk's Gaze - Endurance/Recharge/Hold[*] (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold[*] (40) Basilisk's Gaze - Chance for Recharge Slow[/list]Level 35: Resuscitate <ul type="square">[*] (A) Recharge Reduction IO[*] (42) Interrupt Reduction IO[/list]Level 38: Screech <ul type="square">[*] (A) Stupefy - Accuracy/Recharge[*] (42) Stupefy - Endurance/Stun[*] (42) Stupefy - Accuracy/Endurance[*] (43) Stupefy - Stun/Range[*] (46) Stupefy - Accuracy/Stun/Recharge[/list]Level 41: Dreadful Wail <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (43) Scirocco's Dervish - Damage/Endurance[*] (43) Scirocco's Dervish - Damage/Recharge[*] (46) Scirocco's Dervish - Accuracy/Recharge[*] (46) Scirocco's Dervish - Accuracy/Damage/Endurance[/list]Level 44: Thunder Strike <ul type="square">[*] (A) Eradication - Damage[*] (45) Accuracy IO[*] (45) Eradication - Accuracy/Damage/Recharge[*] (45) Eradication - Damage/Recharge[/list]Level 47: Charged Armor <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (48) Reactive Armor - Resistance/Recharge[*] (48) Reactive Armor - Endurance/Recharge[*] (48) Reactive Armor - Resistance/Endurance/Recharge[*] (50) Reactive Armor - Resistance[*] (50) Steadfast Protection - Knockback Protection[/list]Level 49: Power Sink <ul type="square">[*] (A) Recharge Reduction IO[*] (50) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Celerity - +Stealth[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Vigilance
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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[ QUOTE ]
but anyone who may have run one who had advice, or someone who is experienced with slotting etc. Who is interested in giving advice.
[/ QUOTE ]
Isn't that what guides are?
[ QUOTE ]
can either post a decent guide or mids breakdown or just give me advice on its synergy?
[/ QUOTE ]
I did post a link to a decent guide, lots of them. I'm sorry if you don't think that that's helping.
As far as your slotting goes, you don't need to have a full set of something. Look at the bonuses from the set that you'd like to have and look at what the enhancements you are plugging into your powers do.
I doubt on your Epic Power Armor that you'll need Recharge, since it's a toggle and since mez no longer take off helpful toggles - like your armor - you'll turn it on in the beginning and you'll be set.
On the same vein, you can also slot enhancements that give you what you are wanting. If you want your Oil Slick Arrow to come up more, while doing other things, throw in a Slow/Rech and End/Rech from the slow sets or any other set it might take. Damage, if plausible, might be a good thing to look into. When you don't really care about the set bonuses and just the several X/X or X/X/X, etc. instead of the set bonuses, this is called frakenslotting. So instead of, in your Howl, of having the End Redux IO, toss in a Detonation Dmg/Acc/End or Dmg/End/Range IO instead, giving more bonus to your damage and either accuracy or range while still lowering your endurance.
Also a note on Set bonuses, you can use (except purples and certain enhancements) a set multiple times. If you like the bonuses from Devastation more than Thunderstrike, for instance, then place the Devastation IOs in several powers instead of sharing the wealth of different sets. You can either shoot for set bonuses, or sets that are less expensive if you're on a budget. You can have only 5 of the same number of bonus. Which means you can have 5 +10% Regen, the 6th won't effect you, however you can have 5 +10% Regen and a +6% Regen and you'll get all that Regen bonus.
Just some Enhancing food for thought.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Thanks. Im torn. Im not sure on a defender like this if I should be trying hard for soft capping bonuses or just going for buffing the powers as best as possible.
[ QUOTE ]
Thanks. Im torn. Im not sure on a defender like this if I should be trying hard for soft capping bonuses or just going for buffing the powers as best as possible.
[/ QUOTE ]
For me, the first priority is power efficiency. If it's a power I use all the time, I want it to do what it does as best as possible. Most of the time I get off easy, because there will be a whole set that gives the power great numbers and good bonuses as well. Sometimes I need slots elsewhere, though, so I frankenslot in fewer slots to get the basic enchancement value I need.
My logic is that the important powers are probably going to do more for me and my team than generic set bonuses will, so I care more about the actual enhancement values than I do set bonuses. I tend to have very little influence on my characters, though, since I don't get time to play a lot and I don't play the market. As such, frankenslotting the cheap sets is usually all I can afford to do, anyway.
So yeah, that's what I do. It's probably super-noob-gimp and I should l2play, but it gets me by just fine.
Bye, everybody!
*Champion*
[ QUOTE ]
My logic is that the important powers are probably going to do more for me and my team than generic set bonuses will, so I care more about the actual enhancement values than I do set bonuses.
[/ QUOTE ]
That's how I play. And I also stick to concentrating on what I'm GOOD at, because of the archetype modifiers. If I'm playing a Defender, sure I'll slot enough blasts to do my fair share, but I really won't make an offender. If I started to feel too offenderish, I'd look over on Blaster side and see if there are any similar sets that would work better and do damage better, for example.
I've not run this specific combo, but I've got a lvl 50 TA and am kind of a Sonic Assault junkie (1 Blaster, 1 Def at 50, 2 more Defs in the 40s) so I can conceptualize the synergies (or lack thereof).
Acid Arrow will wake up whoever you sleep, since it causes some damage. Otherwise, you can Sleep, lay down debuffs (but Acid and Oil Slick) and pick them off one by one. This is, of course, a solo strategy. In my view, soloing a TA/Sonic is like driving your Ferrari up and down your driveway, but never taking it out where it would really shine on a race track. TA/Sonic should be on big teams, debuffing lots of foes. It may not be "the best" combo for keeping a team safe, but late game teams don't need safety, they want more steam-rollery, which this combo provides in spades.
There's a part of me that thinks maybe you should skip medicine and go with 2 Fitness powers, so you don't have to micromanage using Aid Self. I don't feel strongly about that though and see how you're killing 2 birds with one stone. I really don't like the Resuscitate pick though, personally speaking, unless you're building for a Hami Raid. I think Entangling Arrow would do you more good. Some AVs, like Romulus, like to run around and Entangling WILL keep him in place.
By the way, Flash draws no aggro. For that reason, I wouldn't want to put in a damage proc in the power. You WILL aggro mobs when the proc goes off, not a good trade-off.
I'd suggest 3 recharges in Poison Gas. It's on a fairly high recharge timer and, when you need it, you really need it. -Dmg is a great debuff that works well on AVs/GMs. Steamrolling through regular spawns you may not use it as much, but stil...
I like putting the -Res proc in Acid.
I don't know how important "value" is to you. You'd save a lot of inf by 4 slotting Kinetic Crash for 3 points of kb protection than slotting Blessing of Zephyr in SS. Also I'd skip the endurance enhancement in SS, unless you like to use it combat.
This is just a matter of preference, but if you're not slotting much Heal enhancement into Aid Other, I say just go with Stimulant. A mez breaker is, in my mind, more helpful than a puny heal.
Now, TA is a very busy. VERY busy. With Sonic, you've got a 1-2-3 combo of Howl-Shriek-Scream you can seemlessly chain. With all the the things you could be doing, the animation time for Shout will feel like forever. I say skip it, you won't miss it at all.
What you should add is Assault. You want synergy? There is it. The +DMG buff from Assault combines multiplicatively with the -Res from Acid and Disruption. So that 18.75% buff Assault would normally give? Now (.1875)*(1.4) = .2625. With a Howl? Now 30%. The other leadership powers are very nice on TA too. You won't need Tactics so much, but it's a nice team buff. Still, I strongly suggest Assault.
As for what bonuses to build for, without Stamina don't skimp on Recovery bonuses. I think Recharge is going to be a TA's friend. The juiciest powers have long timers. I wouldn't worry about soft capping defenses, I'd want to keep those debuffs coming up quick.
Thanks Hedgefund! I've been stumbling around trying to write a post saying many of these things.
Aid Another plus Aid Self I'd personally lose in a heartbeat for Swift or Hurdle and Health then put those uniques in Health. If you keep Aid Self you really do need to slot for heal and endred first and foremost. I can tell you that, as is, the more you use Aid Self the closer you get to a net LOSS of endurance/recovery.
Seconded for getting Entangling Arrow ... silly AVs, EBs etc. that run all over and OUT of yours and the teams debuff patches!
Ditto to Shout, nice finisher but its long rooting animation drives me nuts. Much nicer to rapidly stack the -resists with some combo of Shriek, Scream, Screech and Howl. And personally I like to start it with Aim as well (maybe even on a sleeping mob ).
Speaking of Sleeps grab the Call of the Sandman heal proc for the last slot on Siren's Song.
And lastly second the idea of grabbing Assault.
I also like putting procs in acid arrow...all of them. I have it six slotted on my bots/TA with a posi proc and posi Acc/Dam, Shield breaker proc and Acc/Defdebuff, Achilles and lady grey. Since the base damage on it is so low and it doesn't really debuff a very large area I like to maximize it's effect. You drop that Acid arrow on a group and you'll notice it. They'll notice it. People on the moon will notice it...as they slowly run out of air.
Slotting the Ragnarok KB proc in oil slick multiplies the chance of KB per check by 5. It's a very good investment for that ability.
Cloud Senses is the right set for flash arrow. Just don't slot the proc.
Entangling arrow doesn't need any slots and will serve you well. It's not just nice for AV's to root them. It's also good for knocking down annoying fliers. My setup has a lot of global accuracy and web grenade has a very high base accuracy so I slotted mine with an enfeebled operations range/immob
You don't need stamina unless you want to run some leadership toggles. Your armor won't drain you as long as you get some end redux in it.
If it comes down to a choice between siren's song and poison gas arrow I'd take siren's song. Poison gas arrow has a nice debuff but the sleep component isn't guaranteed. You can flash arrow, siren's song and stack debuffs. I have a friend who does this. He has two rotations of arrows. He'll throw downt he first rotation on one mob, then while the team is killing it he'll run over and sleep/debuff the next group, then come back and help the team finish mopping up the first group.
AWESOME feedback guys. I've got this guy to level 8, and am going to work on his some more this afternoond. I'll post my updated build later to get feedback.
I really appreciate all of the help.
Just wanted to drop by and say this thread inspired me to roll my own Trick/Sonic Defender, Weaponizer.
He's 26 right now and is a LOT of fun, thanks for the inspiration.
My first thoughts were "Trick Arrow is very clicky and has some long animations, so does Shout, drop Shout".
This has already been covered, so I second that motion.
Key to TA is lots and lots of recharge. It's the closest thing to corruptor Traps in a way.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Very high recharge build, unload arrows as needed followed by Howl, Shriek, Scream, repeat (with Screech thrown in as needed, skip Shout or respec it out at higher levels). Win. TA likes procs, but avoid them in Flash Arrow so it stays aggro-free. Oil Slick Arrow needs to be ED-capped for damage and recharge, it melts faces. Most sets can be slotted multiple times, if you weren't aware. I might work up a Mids build later if I get bored.
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
TA Sonic: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Sonic Attack
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(3)
Level 1: Shriek -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Entrpc-Acc/Dmg(11), Entrpc-Heal%(17), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(37)
Level 2: Glue Arrow -- RechRdx-I(A), RechRdx-I(3), TmpRdns-EndRdx/Rchg/Slow(13)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15), RechRdx-I(31)
Level 6: Scream -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Entrpc-Acc/Dmg(11), Entrpc-Dmg/EndRdx/Rchg(17), Apoc-Acc/Rchg(37), Apoc-Dmg/EndRdx(37)
Level 8: Poison Gas Arrow -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Acid Arrow -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Heal-I(39), RgnTis-Regen+(50)
Level 20: Disruption Arrow -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(31)
Level 24: Shockwave -- Acc-I(A), Acc-I(25), EndRdx-I(25)
Level 26: Oil Slick Arrow -- RechRdx-I(A), RechRdx-I(27), Dmg-I(27), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(40)
Level 28: Siren's Song -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(29), FtnHyp-Acc/Rchg(43), FtnHyp-Sleep/EndRdx(46)
Level 30: Amplify -- RechRdx-I(A), RechRdx-I(34)
Level 32: EMP Arrow -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(33), NrncSD-Acc/Hold/Rchg(33), G'Wdw-Acc/Rchg(33), G'Wdw-EndRdx/Hold(34), G'Wdw-Acc/Hold/Rchg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Dreadful Wail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(39), C'ngBlow-Dmg/Rchg(39), M'Strk-Dmg/Rchg(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Electric Fence -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Apoc-Dmg(43), Apoc-Dam%(43)
Level 44: Shocking Bolt -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(45), NrncSD-Acc/Hold/Rchg(45), G'Wdw-Acc/Rchg(45), G'Wdw-EndRdx/Hold(46), G'Wdw-Acc/Hold/Rchg(46)
Level 47: Ice Arrow -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(48), NrncSD-Acc/Hold/Rchg(48), G'Wdw-Acc/Rchg(48), G'Wdw-EndRdx/Hold(50), G'Wdw-Acc/Hold/Rchg(50)
Level 49: Charged Armor -- S'fstPrt-ResKB(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]3% DamageBuff(Smashing)[*]3% DamageBuff(Lethal)[*]3% DamageBuff(Fire)[*]3% DamageBuff(Cold)[*]3% DamageBuff(Energy)[*]3% DamageBuff(Negative)[*]3% DamageBuff(Toxic)[*]3% DamageBuff(Psionic)[*]24% Enhancement(Accuracy)[*]23.8% Enhancement(RechargeTime)[*]171.7 HP (16.9%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 6.6%[*]MezResist(Sleep) 1.65%[*]10.5% (0.18 End/sec) Recovery[*]146% (6.2 HP/sec) Regeneration[*]4.1% Resistance(Fire)[*]4.1% Resistance(Cold)[*]15% RunSpeed[/list]
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|-------------------------------------------------------------------|</pre><hr />
I thought about the build, lots of powers to fit in so it didn't quite mesh how i wanted but this is about what i would be going for. +regen is going to be your friend. No end problems with this biuld i can say that much pretty easily. Lots of control. Shockwave is very important in situations with glue arrow and oil slick where they slowly try to get near you. You use it to knock them back on towards the other side of the patch so they have to go ALL that way over again.
I'm not sure why the build i posted only is saying 146% regeneration. Some othe things it says might be off then so might be best to put it in yourself. My guess is skipping out the numina and regen tissue uniques.
This build actually has 191% bonus regeneration. Which is a little faster than a tic of regeneration every 3.5 seconds :P.
120% bonus is for a tic every 4 seconds, and 220% is for a tic every 3 seconds. So its on the higher side towards that.
Electric fence in this build is used as an attack, and does a decent job of that + being used as an immobilize. For AVs the added damage, and set bonuses within it trumps entangle arrow on a large scale IMO.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Also note 16.9% hp bonuses :P
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I love this build and is fully decked out how you see it here and works efficiently great. Change what you think would work better like the mastery. Enjoy!
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
w4r D-res: Level 50 Natural Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Entangling Arrow -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Hold%(3), GravAnch-Acc/Immob/Rchg(33), GravAnch-Acc/Rchg(33)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(7), Decim-Dmg/EndRdx(7), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(43)
Level 2: Glue Arrow -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5)
Level 4: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 8: Poison Gas Arrow -- FtnHyp-Sleep(A), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/EndRdx(13), FtnHyp-Plct%(34), FtnHyp-Acc/Sleep/Rchg(36)
Level 10: Maneuvers -- LkGmblr-Rchg+(A)
Level 12: Acid Arrow -- AnWeak-Acc/Rchg(A), AnWeak-Acc/DefDeb(15), AnWeak-Acc/Rchg/EndRdx(15), AnWeak-DefDeb(36), AnWeak-DefDeb/EndRdx/Rchg(36)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-ToHit/EndRdx(17), AdjTgt-ToHit/Rchg(19), AdjTgt-Rchg(19)
Level 18: Disruption Arrow -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A)
Level 22: Amplify -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-ToHit/EndRdx(25), AdjTgt-Rchg(25)
Level 24: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33)
Level 26: Oil Slick Arrow -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg/Rchg(27), Ragnrk-Knock%(27), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Dmg(29)
Level 28: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: EMP Arrow -- UbrkCons-Hold(A), UbrkCons-Acc/Rchg(37), UbrkCons-Acc/Hold/Rchg(37), UbrkCons-Hold/Rchg(37), UbrkCons-EndRdx/Hold(39), P'Shift-EndMod/Acc(46)
Level 35: Screech -- Amaze-Stun(A), Amaze-Acc/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-EndRdx/Stun(40), Amaze-Stun/Rchg(40)
Level 38: Stealth -- LkGmblr-Rchg+(A)
Level 41: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
Level 44: World of Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/EndRdx(45), Mlais-EndRdx/Conf(45), Mlais-Acc/Conf/Rchg(45), Mlais-Conf/Rng(46)
Level 47: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(48), ImpArm-ResDam(48), ImpArm-ResDam/EndRdx/Rchg(48)
Level 49: Flash Arrow -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(50), Cloud-Acc/EndRdx/Rchg(50), Cloud-ToHitDeb(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Rchg(43)
------------
Set Bonus Totals:
- 9.5% DamageBuff(Smashing)
- 9.5% DamageBuff(Lethal)
- 9.5% DamageBuff(Fire)
- 9.5% DamageBuff(Cold)
- 9.5% DamageBuff(Energy)
- 9.5% DamageBuff(Negative)
- 9.5% DamageBuff(Toxic)
- 9.5% DamageBuff(Psionic)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.875% Defense(Psionic)
- 1.25% Defense(Ranged)
- 9% Max End
- 2.5% Enhancement(Confused)
- 128.75% Enhancement(RechargeTime)
- 113% Enhancement(Accuracy)
- 5% FlySpeed
- 41.97 HP (4.126%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 29.5% (0.493 End/sec) Recovery
- 10% (0.425 HP/sec) Regeneration
- 14.18% Resistance(Fire)
- 14.18% Resistance(Cold)
- 2.52% Resistance(Energy)
- 2.52% Resistance(Negative)
- 5% RunSpeed
Former Member of Velocity PvP SG
w4r Maiden 50 arch/em Blaster
w4r Deralick 50 earth/kin Cont.
w4r D-res 50 ta/sonic Def
"PvE'ers in a PvP Committee... Thats a joke, right?"
Anyone know of a good guide for slotting and power picking a trick arrow/sonic? As Im levelling my sonic/mental blaster and just staring in amazement at his awesomesauceness (siren's song + Drain Psyche + the sonic stun to pick off the biggest boy in the bunch then Howl +Psychic Scream until they drop, with any needed additional Siren's thrown in) I was thinking about a trick arrow Sonic.
You would have two awesome control style powers from Sonic (Siren's and the stun) combined with the massive control powers of Trick Arrow, you'd have Trick Arrow's debuffs stacking with sonic's debuffs, and I'm FAIRLY certain sonic would set off oil slick arrow.
Has anyone run one of these and can either post a decent guide or mids breakdown or just give me advice on its synergy?