Acid Arrow radius, amongst other things.
Oil slick is a bit defining a single hit with blazing arrow and you get about 5 times or more the base damage of defenders blazing arrow attacking multiple foes with oil slick 3 slotted for damage. I havent really checked it though completely.
When you get oil slick you will probably need to target it amongst a mash of foes and to prevent you tabbing around create a bind or macro that has "$$target_name oilslick" and you should auto target it but im not sure if /sonic sets it off tbh.
Most debuffs can be repeated in succession if not stacked if stackable. All debuffs on top of eachother makes for quite a blanket of safety imo and in pvp raids you will be annoying.
ive gone about seriously slotting mine to have tanks say TA is rather under rated, its best to have a tank that herds and herds fast and stays in debuff zone once he or she has herded. He or she may only need to use their self heal once all gone right, but this is more so later levels +25.
TA is for herd fast kill fast teaming really with no one messing with the tanks herd cos teams like that require an empath.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Any attack that does fire or energy damage can set of Oil Slick, including the magic and Tech origin powers.
While I'm here, can someone write me a bind to fire an Apprentice Charm at the Oil Slick? [img]/uk/images/graemlins/grin.gif[/img]
I really should do something about this signature.
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When you get oil slick you will probably need to target it amongst a mash of foes and to prevent you tabbing around create a bind or macro that has "$$target_name oilslick" and you should auto target it but im not sure if /sonic sets it off tbh.
[/ QUOTE ]Sonic does smashing/energy damage, so it should.
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While I'm here, can someone write me a bind to fire an Apprentice Charm at the Oil Slick? [img]/uk/images/graemlins/grin.gif[/img]
[/ QUOTE ]/bind <key> "Target_name Oil Slick$$Powexec_name Cpprentice Charm"
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While I'm here, can someone write me a bind to fire an Apprentice Charm at the Oil Slick? [img]/uk/images/graemlins/grin.gif[/img]
[/ QUOTE ]/bind <key> "Target_name Oil Slick$$Powexec_name Cpprentice Charm"
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I'm glad they added a target for Oil Slick. I petitioned that when TA came out as I got fed up of searching or tabbing through the mobs for it.
Will need to setup the bind now.
While I think some powers could use a little boost I'd say the short answer is that that the TA powers feel like watered down versions of more powerful debuffs from other sets because you have all of them in the one set at relatively low endurance cost and fast recharge rate.
I think the problem is that other sets can debuff very well with a few powers and do buffs and other cool stuff as well whereas TA only debuffs which while it may seemed balanced in terms of debuffing across the entire set it takes a lot more work to achieve the same debuff levels as the other sets you mentioned while not offering anything else. In my opinion, Trick Arrow should be boosted across the board so its ability to debuff is far beyond that of Dark and rad, sets which can achieve similar results in debuffing and still offer abundant buffs and heals.
That said though, Oil Slick arrow is a very special power that brings burning delight to your soul and combines excellently with your ability to keep enemies in place and increase the damage they take.
Trick Archery does have some benefits over Rad or Rark though:
Much, much larger AoE
"Clicky" debuff not toggle (apart from huge END savings, if you get detoggled/held its not game over)
No need for "clustering" of enemies - they get hit, they get debuffed: roll on the knockback and team chaos.
Personally, on my Mastermind, I love TA - because we dont have tanks in CoV. In CoH, with a good tank, dark/rad will probably out debuff TA, because they will stop the 'fender getting mezzed, and they can keep everyone together in debuffery goodness.
Quiet down, I'm trying to get free stuff. I knows I'm teh Uber!1!one!
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In CoH, with a good tank, dark/rad will probably out debuff TA, because they will stop the 'fender getting mezzed, and they can keep everyone together in debuffery goodness.
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i dont get that last point because a tank by pointing direction of attacks away from the team and the team by both allowing for consolidation and by being far away enough from the tank to not share in aoes or pbaoes no one needs to get mezzed well apart from tank if he or she had enough magnitude stacked upon them.
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.
Ok I'm really enjoying it now. I had a blitz over the weekend and flew up to 24. The set does indeed suddenly spring to life once you can get 3 recharge SO's in hasten and all your debuffs. That repeat application makes all the difference in hard fights. You can utterly gimp the mobs with several disruption arrows and several acid's at once.
I've also decided to 3 slot flash and maneuvors, as minimal as the benefits are, to try and get some damage mitigation up front. Also decided to get tactics and.... VENGEANCE on this character. If reckless blasters/scrappers want to go AWOL then I can't do much to help them but they can provide the rest of us with a lovely buff when they faceplant. [img]/uk/images/graemlins/grin.gif[/img]
Acid Arrow doesn't stack with itself, so doesn't need recharge reductions, but it migh benefit from defense debuffers.
Flash doesn't really do much for damage mitigation, IMO it's only good for a -per power. Glue will give you better better damage mitigation as it will stack with itself with recharges and hasten.
I really should do something about this signature.
TA is a wonderful set and I enjoyed every minute playing it to lvl 50 with my Controler Miss Marvellous.
Soon as I got Jack Frost it was hold debuff arrest.
I am of the opinion though that it makes a better controller secondary than it does a Defender Priamry but thats just me.
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Acid Arrow doesn't stack with itself, so doesn't need recharge reductions, but it migh benefit from defense debuffers.
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Aah I did wonder about that. The dot effect definately ticks twice as fast for a while after the second application but I wasn't sure about the debuff portion. I slotted it 3 acc 2 defdbf 1 rech.
EDIT: Just tested and yeah dot effect definately stacks. -Rez definately doesn't so I'm assuming -Def doesn't either. Disruptions stacked fine.
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Flash doesn't really do much for damage mitigation, IMO it's only good for a -per power. Glue will give you better better damage mitigation as it will stack with itself with recharges and hasten.
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Absolutely but I still felt that I should spend a couple of slots to get some up front and aggro free damage mitigation before the pull even happens. Is flash 8%? so about 12-13% with three SOs and maneuvers about the same? That's still 20-25%ish together on top of your other debuffs?
Yeah, Acid arrow damage stacks, like all damage, but the amount of damage isn't worth bothering with. In different builds I have had it slotted with 2 acc 2 defdebuff, or just 1 acc (as a -res power). You could go with 3 acc 3 defdebuff for use against foes with big defence bonuses.
I really should do something about this signature.
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I am of the opinion though that it makes a better controller secondary than it does a Defender Priamry but thats just me.
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That is my opinion too.
I really should do something about this signature.
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I am of the opinion though that it makes a better controller secondary than it does a Defender Priamry but thats just me.
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That is my opinion too.
[/ QUOTE ]Agreed, it's pretty useless as defender primary at the lower levels.
I also agree, it's fabulous as a controller secondary. LAy the AoE hold, then it's DeBuff City.
Lifting from another thread, i picked up the numbers ;
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Comparing Dark Miasma with Trick Arrow ( Defenders )
Dark miasma
Twilight Grasp -20 dam IIRC a to hit debuff too ( single target )
Darkest night 20% to hit buff, 40%ish -dam, toggle
Fearsome Stare 20% to hit debuff, clicky
Tar Patch 40% -res
Shadow fall 4% defence, stealth, 20% res against N/E/Psi
Trick Arrow
Poison Gas Arrow -30% damage debuff
Disruption Arrow 20% -res
Acid Arrow 20% -res ( almost single target ).
Glue Arrow 30-40% -recharge ( MMs are -20 )
Flash Arrow 5% to hit debuff, stealth.
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Not bad, and a nice lil jack of all....
Considering you can stack 2 disruption arrows as 1 acid arrow for about -60% res.
I really should do something about this signature.
Just a quick update but I'm 28 now and have oil slick with three recharge SO's and hasten. Damage SO's are yet to come but even unslotted for damage that puppy is everything it's advertised to be and makes up for the set's regrettable past.
I was very much enjoying roasting little quirky pumpkin heads yesterday in Croatoa. There are some nice patches of them outdoors and I was hunting down the big 10 man spawns and lighting them up!
Hi2u blasterfenders!
Just wanted to revisit this whole TA thing because now I have a 31 TA/Sonic (Crystal Sting) and a 23 TA/A (Bumblebee Barry). I've also gotten my Dark/Archery (Slave Prince) up to 23 as well.
I have to say that the TA set needs something. I don't see how they can use controllers as an argument because there are situations where similar sets have different powers, or powers in a different order (Mastermind secondaries for example). TA needs something else because having to layer on poison gas, glue, disruption, oil slick and acid repeatedly (especially the acid) is a real pain in the [censored]. The durations are too short on some of these powers considering how long it takes to get them all out on the field.
I just feel that my Dark/Archer provides superior protection and a larger coverage of -Res, that lasts a longer time, with only 3 powers. I only have 4 dark powers and just don't feel the need for any others. DN, TP, FS sets up a huge area of control/debuffage for such a long time that I can tear up with archery and not worry about my primary until the next spawn. Rarely I might need twilight grasp for an overzealous blaster but if I solo then I hardly ever use it unless I want to stack more -Acc -Dmg on a boss but that is proactively rather than needing to spam it for t3h h34lz.
I just don't see why they can't replace Flash Arrow with Greater Flash Arrow for the defender primary set and stick the accuracy debuff up to 20%. They could even make it generate aggro and require an accuracy check but TA needs something else to help mitigate damage because it's just substandard as a whole.
I also temporarily shelved my TA's until oil slick is fixed because having it light once and then "bug" and refuse to light until I zone out of the mission can mean having to watch 10-15 dead slicks on long missions.
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Flash Arrow 5% to hit debuff, stealth.
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Having read a lot of flash threads on the US boards they are of the mind that flash/smoke is ~5% for controllers and flash is 6.5% for defenders.
I just despair of this thing sometimes. One minute it's doing quite a large radius, in keeping with the brief, green cloud that appears on the floor after you use it and then the next minute it's barely hitting anything at all.
I know it's not an accuracy issue because you get Miss messages in the combat box and above the mobs heads when it misses and I even slotted it with six accuracy DO's (TA is only 18 so far) and tested on various spawns of grey mobs. The radius just seems to be completely random each time I use it.
On a side note, why are most of the TA powers just watered down versions of other powers? Poison gas looks like it might have been a decent set-defining, pulsing sleep/dmg debuff cloud back on the test server (like a ranged choking cloud but with slightly different effects). Acid arrow is just a miniature freezing rain with slightly lower values on the debuffs, smaller radius and without the -spd, -rch and knockdown. Disruption arrow is just tar patch with only 1/3rd of the effects. Glue is just snow storm without the -fly.
I look at some of the big combo powers on some of my toons and wonder why the TA powers are so light in comparison. Arctic Air, Darkest Night and Freezing Rain in particular make any of the TA powers look pretty weak in comparison. They need to change poison gas back to a pulsing cloud, completely change flash arrow into a decent accuracy debuff and give it a to-hit check and make the acid arrow radius the same as poison gas and change its recharge to the same as the other large aoe debuffs.
Even at 18 with lvl 20+ DO's I often *feel* like I'm making a huge difference to the team but I think it's just wishful thinking. If I go and solo a spawn of white minions it's a dangerous chore even with flash, glue, gas, disruption and acid. With a dark/sonic I can annihilate an entire spawn of yellow minions with orange lieuts just using darkest night, tar patch, and the occasional heal. With just one power I get fantastic damage mitigation and with another I get control and a 30% damage boost. *shrug*
I'm determined to get this character up to high level as I enjoy him and maybe the oil slick will be so outrageously good at damage mitigation and damage (if it's the same as ice slick then that's a lot of damage mitigation) that I'll forget the shortcomings of the set as a whole but right now I'm thinking they need to sort out TA!!
Crystal Sting. 18 TA/Sonic, Defiant.