My Archer Build - Please note Concept :)


New Dawn

 

Posted

I'm really enjoying my archer, so have gone for a concept build of all primaries and all secondaries, variously slotted.

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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Wammy
Level: 50
Archetype: Defender
Primary: Trick Arrow
Secondary: Archery
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01) --> Entangling Arrow==> Acc(1)
01) --> Snap Shot==> Acc(1)
02) --> Aimed Shot==> Acc(2)Acc(3)Dmg(3)Dmg(5)EndRdx(5)EndRdx(9)
04) --> Glue Arrow==> Slow(4)Slow(19)EndRdx(19)EndRdx(21)
06) --> Flash Arrow==> Acc(6)Acc(7)TH_DeBuf(7)TH_DeBuf(9)EndRdx(11)EndRdx(11)
08) --> Poison Gas Arrow==> EndRdx(8)EndRdx(21)
10) --> Hover==> EndRdx(10)
12) --> Acid Arrow==> Acc(12)Acc(13)DefDeBuf(13)DefDeBuf(15)EndRdx(15)EndRdx(17)
14) --> Fly==> Fly(14)EndRdx(17)
16) --> Aim==> Rechg(16)Rechg(45)
18) --> Disruption Arrow==> DmgRes(18)DmgRes(23)EndRdx(23)EndRdx(25)
20) --> Fistful of Arrows==> Acc(20)Acc(25)EndRdx(37)EndRdx(37)
22) --> Flaming Arrow==> Acc(22)Acc(31)Dmg(37)Dmg(42)EndRdx(42)EndRdx(42)
24) --> Ice Arrow==> Acc(24)Acc(27)Hold(27)Hold(29)EndRdx(29)EndRdx(31)
26) --> Oil Slick Arrow==> DefDeBuf(26)DefDeBuf(36)EndRdx(36)EndRdx(36)
28) --> Ranged Shot==> Acc(28)Acc(31)Dmg(43)Dmg(43)EndRdx(43)EndRdx(50)
30) --> Explosive Arrow==> Acc(30)Acc(34)
32) --> EM Pulse Arrow==> Acc(32)Acc(33)Hold(33)Hold(33)EndRdx(34)EndRdx(34)
35) --> Stunning Shot==> Acc(35)Acc(40)DisDur(46)DisDur(46)EndRdx(46)EndRdx(50)
38) --> Rain of Arrows==> Acc(38)Acc(39)Dmg(39)Dmg(39)EndRdx(40)EndRdx(40)
41) --> Conserve Power==> Rechg(41)Rechg(45)
44) --> Power Build Up==> Rechg(44)Rechg(45)
47) --> Temp Invulnerability==> DmgRes(47)DmgRes(48)EndRdx(48)EndRdx(48)
49) --> Group Fly==> EndRdx(49)EndRdx(50)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Rechg(2)
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Please let me know what you think


 

Posted

Low on the defensive side imo more secondary effects and recharges need to be added, your primaries arent going to be all that endurance consuming even without stamina or endurance slots unless your going to be a poor blaster as well, is it a solo build? looks like a solo build to me.
My primaries are 2 acc (if acc is needed), minimum 3 secondary effects or 2 of each type wherever and recharges wherever possible or preferred. I dont intend to be blasting much with med pool and leaderships (end slots in them) also taken and so far have just about gotten away without stamina. imo secondary damage output is nothing compared to the primary effects in team situations. Your current build is probably a somewhere towards a "playing as intended build" though which means you maybe a unimpressive blaster and unimpressive defender. I would expect team mates to say "we need a healer!" after finding out who they invited.


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.

 

Posted

Just because I have secondaries doesn't mean it's a weak defender build. But yes it's a WAI proof that a defender can debuff and blast at the same time.

No it's not a solo build.

You be correct about recharges, It'll be something I decide as I go through the levels whether certain powers need to be recharged quicker.

But with 18 types of arrow available to me I doubt i'll be using the same ones all the time


 

Posted

If you build like that it will be weaker compared to others in the defender area of the build and also defenders no matter how they slot the blaster side of the build still offer poor offense. End result weak defender/weak blaster. As anyother AT leading a team if i wanted a blaster i would get one but i ask for a defender expecting to increase team survivability. Many blaster like defenders tend to be miles away blasting or caught in an action time just when someone needs them the most. With trick archers its a lot different though we dont heal other absorb pain or even heal at all but people would like to finish a fight as near to the top of a health bar as possible and quickly move on to the next one.

I know a defender can blast as well as be on cue for debuffs but id rather a more defender orientated defender on my team and i feel the primary side is well lacking slot wise for that. When i use the attacks of my trick archer archer (and i do as i can easily afford too) its still "yeah was that really worth it?"


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.

 

Posted

What would you recommend changing on the slotting for the primaries then?


 

Posted

i am very much for a balance of recharges and secondary effects. Accuracies if a power requires them because missing isnt something i can afford to do, with the recharge times of the primary sets stamina isnt an issue unless i am constantly blasting away so on mine i simply have not gotten stamina yet and i dont even have end reduxes in my primary. Med pool is a back up for teams that possibly havent worked in a way my defender best functions and leadership is to add buffs to the team in order to in a roundabout way increase the effects of my debuffs, i am sure the leadership buffs across the team stacks up to more than what my attacks ever will. Once a person dies "vengeance!".


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.

 

Posted

Firstly high five for taking so many arrow powers, they rock.

I recommend, having played to 24 so far with a similar build...

Switch aim and disruption arrow because disruption arrow rules the schools.

Take Blazing Arrow ASAP it's the defining archery power. The poison gas arrow mostly just creates a fog that obscures your view so I'd say switch them and don't put any slots in poison.

Glue, disruption and acid arrow are my leading combo and most important powers so I'd recommend at least one recred in each.

Also, sacrificing some the endred in the powers with longer recharges for recreds or secondary effects wouldn't cause too many problems. And I reckon you can wrangle more damage into the attacks since archery has an accuracy bonus (right?) that probably means one acc enhancement in eahc attack is enough.

Any decent team will mostly be thankful if you can keep all the mob in range of you v.good resistance reducers with glue arrow and net arrow.