robotics/trick arrow MM questions
I confess I did rather fancy roling a ninja/trick arrow mm - it just looks to be a rather more proactive set than most.
On the other hand, perhaps that's the problem - you spend more time firing off arrows giving less time to effectively coordinate your minions?
Given how little time I'm spending in-game at the moment I don't think I'll be adding yet another alt just yet, but I would be interested to know the reasoning behind this dislike of Trick Arrow...
@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell
Arc: 70119 Hellion Initiation
My three cents worth:
I've got an Archery/Trick Arrow defender who I love to bits, so nothing against the set as such.
As for the usefulness for Robotics MMs, I think it's a matter of taste, but there are three outstanding points:
(a) the other sets have more of a balanced mix of team/pet buffs and heals and enemy debuffs, which increases pet survivability. TA is notable amongst MM sets in that it doesn't have any kind of pet buffs at all (and FF makes up for its lack of heals through higher DEF and RES buffs).
(b) all of the powers have to be used in combat time where END becomes a concern and you're trying to control pets at the same time. Whereas FF and Traps mostly use "fire and forget" buffs/pets with one-time END costs, that can be readied before combat and let you work more on pet control.
(c) firing off the arrows will probably draw any resulting aggro back to you. Whereas with Traps, you get far less aggro and still get some of the best effects:
- slow (Caltrops)
- acid -DEF/-RES debuff (Acid Mortar - ten grenades for the cost of one Acid arrow, plus a wonderful aggro magnet pet to take the heat off you)
- poison gas (Poison Trap)
- perception/-ACC debuff (Seeker Drones - with Disorient chance)
TBH, the only thing that TA would have over Traps or Dark Miasma for me is the ranged element, but that's negated by the sheer versatility of those sets.
Just my 3 cents... opinions?
Is it time for the dance of joy yet?
hmmm
ok thanks so far everyone, i'm starting to see why i feel trick arrow works when others dont. its due to my solo nature.
i tend to let my pets go their own way, i work with the three pre-set macro's provided for control over them and work with them taking aggro for the most part. i consider them my team and as such offer protection in terms of pulling aggro off them. (i solo as a scrapper in CoH mostly too)
as such i tend not to "micro-manage" my henchmen, i rarely use inspirations on them and i let them take care of themselves too, the protector bots do a semi decent job of healing and putting up bubbles for them. in all honesty i've only had to bolt from trouble a few times and am rarely in debt using this method.
i can see the benefits for teaming of things like the FF and the traps sets, and why trick arrow wouldnt be as good as them in those kind of situations.
thanks again, please, keep the thoughts coming, i'd like to hear if anyone has worked with a trick arrow MM in a team situation and what, if anything, it brought to the team
hello all
i've a few questions regarding the combination in the subject. mainly the reasons why trick arrow is considered a "poor choice" for MM's, over traps or FF.
now i played a robotics/trick arrow MM in beta, did ok for myself, i've got a very similar build now, and she's currently sitting at about level 22 waiting for me to finish my shift and get some play time in.
i've not played around with FF or traps in a MM build, but i am more of a solo player. i've not had any kind of problem with trick arrow, in fact i find the holds and de-buffs available very helpful, esp when dealing with mobs who prefer melee over range, while my bots prefer range over melee.
i'd like to hear from other robotics MM's with their views on the pro's and con's of trick arrow and the other available secondaries. its obviously a little late for me to change build so i'll be taking trick arrow up a little more, i'd just like to have the thoughts of the MM community on the matter.
again, points to note
mostly a solo player
not worked with other secondaries with robotics
intrested in thoughts from robotics MM's as other henchmen behave differently/have different strengths and weaknesses
thanks in advance