Ice/TA
Ms Marvellous is a lvl 50 ICE/TA
Now this may sound odd but I only chose 4 of my primarys opposed to 7 of my secondarys.
I avoided the imbols from ice as basically they just grab you all the agro for a pittance of damage.
Go for both your holds which are Block of Ice and glacial (slot wise for the holds I slotted 3 holds 2 recharge and 1 accuarcy)
Ice slick is a must slot it with 3 recharges and if you have hastens its has a very small down time .
Shiver is a nice slow inducing power but I find glue arrow in TA much more effective. Glue arrow has a much wider coverage and dosnt require an accuary check its slow duration is also much longer.
Flash freeze I wouldnt bother with if you team as its a sleep inducing aoe hold which usualy last about 0.5 seconds if a team mate useS their own aoe's.
Jack frost is obviously sure fire pick.
Turning to TA
Entagling arrow is total pap but you have to have it
Flash is a great debuff remember its doesnt stack with itself though.
Glue already covered
Ice arrow basically is block of ice but with a shorter duration great to stack holds on bosses but always remember to use ice arrow 1st as its the 2nd hold that actualy holds them and Block has the longer duration.
Poison Gas I thought was a poor power but I only ever used it before the recent TA changes so I cant realy comment on that now.
Acid arrow and disruption are your defense and dam resitance debuffs a must pick for both, again remember they dont stack with thereselves.
Oil slick is similar to Ice slick though I respeced it out as Ice slick has a far shorter down time. Bear in mind though that Oil does have other 2ndary features such as damage and a defense debuff.
EMP
Wow what a power the ingame description does not do this power justice and I very nearly didnt pick it.
Massive aoe hold which does special dmage to machines. The end drain it describes is not massive at all and your recovery down time is abaout 10 seconds Slot it again for holds recharges and accuracy.
Any way hope that helps you a little.
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Entagling arrow is total pap but you have to have it
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Its not that bad, very early on it sets up containment, it can bring down fliers, it works on AVs with purple triangles (its -recharge as well as immob now) when none of your holds will, and is useful in PvP. I wouldn't slot it with more than 1 acc though.
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Flash is a great debuff remember its doesnt stack with itself though.
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Flash is a poor debuff (about -5% acc), but is a useful -perception power, especially good for getting around the Hollows at low level. You might want to respec it out at high level though.
Poison Gas is not quite as bad now, but still a poor choice for a conteroller, avoid it.
Oil slick has a major + over 1ce slick - it can do massive damage. You will need to ignite it though, which will be difficult for Ice unless you have the magic or tech origin power, any fire or energy damage will do. You can pick up a sutible epic power at level 41, at which point Oil Slick is a must, slottted 3 redrec, 3 damage.
Disruption Arrow is a must, slot it with 3 redrecs.
EMP has a high base accuracy, so it only needs one acc enhance slotted, 3 holds, and either redrecs or endrecs in the other slots.
I must get on and write my controller TA guide.
I really should do something about this signature.
Hmm is that realy all flash is 5%.
Im not a number cruncher so I just go on what I observe. I do think it makes them miss a whole lot more and also allows you to postion some of your other powers better due to the - perception.
It is definetly 5%.
You stated that the Acid Arrow and disruption Arrow dont stack with theirselves. Are you sure about that? Cant test that currently. Or can anyone confirm?
Yes Flash is like Smoke. 5% accuracy debuff. Personally I just avoided the Hollows completely.
I think Disruption Arrow stacks with itself as its a Placeable. Acid & Flash shouldn't since they are direct target attacks.
Net is pretty handy in the early game for keeping mobs away from your delicate self. Handy for Containment too.
For Ice I reckon another attack might be needed in the early levels (I found this with Fire). Air Sup is good but TA doesn't have the melee survivablity of other secondaries. The single target immob might be worth getting early to respec out in the 20s. You can then Net & Block of Ice one mob and Ice Arrow & Chilblain the second.
Acid doesn't stack with itself, but disruption does.
The resistance debuff from acid stacks with that from disruption.
Edit: I have written my guide and it can be found here.
I really should do something about this signature.
The figure I got from Flash Arrow is actually 20%.
Also, is Flash arrow handy in PvP? Will it make you "vanish" if that's your first attack on another player?
If you are going by Sherksilver it is seriously wrong on TA, it is around 5%, trust me. In PvP it will reduce the range at which the player can see you, but wont make you disappear entierly unless you stack it with another -preception power such as Smoke.
I really should do something about this signature.
Ah, my bad then. Seems it's rather limited in PvP use then, if I do a PvP respec then, will probably replace it with a stronger immobilise than the TA version. Or AoE immobilise... hmmm.
and for pvp purposes poison gas arrow is aparantly pretty damn hot as it breaks pff
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Thanks alot for the advice, i'll be sure to take it in when constructing my build for him.
Ice/TA Sounds like a fun set can't wait to see its potential.
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If you are going by Sherksilver it is seriously wrong on TA, it is around 5%, trust me. In PvP it will reduce the range at which the player can see you, but wont make you disappear entierly unless you stack it with another -preception power such as Smoke.
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...or a +Stealth power.
The general consensus on the US boards about flash arrow is that it's 5% for controllers and 6.5% for defenders. I'm still umming and aahing about whether to slot 3 debuff SO's in it on my defender. That's 10%ish which isn't bad but is that worth the slots?
I'd say no. 5% is less than 10% less damage taken for the team. So the difference between 1 slotting ( 6% to hit debuff ) and 3 slotting ( 7.8% to hit debuff ) Flash Arrow is only 1.8 to hit debuff, probably about 2-4% less damage for the team.
Being able to sustain a hold on one extra person will make at least 5% difference. Without knowing your build it is hard to say, but an extra slot in a single target hold ( Block of Ice or Ice Arrow ) would probably make more difference than slotting Flash Arrow.
@Unthing ... Mostly on Union.
on a controller i doubt i could spare the slots for flash arrows tohit debuffs but like you i have a defender and not many better damage mitigation powers to slot until epics (you can get a sleep, a disorient and a knockback with sonic blast) but mine has 3 tohit debuffs in it because when it stacks with someones defence it has to help them a lot more in terms of survivability. Way i see it is if its worth slotting 3 defence slots in powers like tough hide its worth slotting 3 tohit debuffs on flash arrow.
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.
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on a controller i doubt i could spare the slots for flash arrows tohit debuffs but like you i have a defender and not many better damage mitigation powers to slot until epics (you can get a sleep, a disorient and a knockback with sonic blast)
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You missed out Howl.. The only -res Cone in the Sonic blast set. If you get that perma ( 2 recharge ) you get another 0.2 resistance debuff which improves the damage debuff effect of Poison Arrow. It stacks with Disruption arrow and Acid Arrow too.
Against evens it is probably the difference between a 0.33 resistance debuff over time ( not slotted for recharge but including disruption arrow) and a 0.4 resistance debuff. This makes it about a 4% difference in damage debuff which is about the same as Flash Arrow. However it also does damage and increases everyone else's damage too.
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but mine has 3 tohit debuffs in it because when it stacks with someones defence it has to help them a lot more in terms of survivability. Way i see it is if its worth slotting 3 defence slots in powers like tough hide its worth slotting 3 tohit debuffs on flash arrow.
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Tough Hide will always stack with Invincibility for the tank in question. It is not reduced in effectness by fighting higher level enemies like a to hit debuff is.
Flash Arrow will only really be effective when stacked with defence sets. But it is a debuff and so will be reduced by enemy level. Flash Arrow is more situational than slotting Tough Hide. If you were comparing it to slotting Maneuvers or Shadow Fall for defence then I would agree with you. It is about on that level of magnitude of protection.
I think even for a defender that 2 extra slots in Ice Arrow may well be more effective from a dmaage mitigation point of view than 2 Flash Arrow slots.
@Unthing ... Mostly on Union.
I didnt think of howl cos i was talking about damage mitigation powers, -res is damage mitigation in terms of fight duration to me though. On a defender like my trick archer i have had no problem finding the slots for flash arrow (no accs for pve) whereas on a controller/TA like i said, i really, really would.
She is roughly like this at 34 (quick knock up):
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Little Hawk
Level: 34
Archetype: Defender
Primary: Trick Arrow
Secondary: Archery
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01) --> Flash Arrow==> TH_DeBuf(1) TH_DeBuf(34) TH_DeBuf(34)
01) --> Snap Shot==> Acc(1)
02) --> Glue Arrow==> Rechg(2) Rechg(3) Rechg(3) Slow(5) Slow(5) Slow(31)
04) --> Entangling Arrow==> Acc(4)
06) --> Ice Arrow==> Acc(6) Rechg(7) Rechg(7) Hold(23) Hold(25) Acc(25)
08) --> Poison Gas Arrow==> Rechg(8) Rechg(9) Rechg(9) Sleep(17) Sleep(17) Sleep(31)
10) --> Hasten==> Rechg(10) Rechg(11) Rechg(11)
12) --> Acid Arrow==> Rechg(12) Rechg(13) Rechg(13) DefDeBuf(15) DefDeBuf(15) DefDeBuf(33)
14) --> Hover==> Fly(14)
16) --> Fly==> Fly(16)
18) --> Disruption Arrow==> Rechg(18) Rechg(19) Rechg(19)
20) --> Aid Other==> IntRdx(20) Heal(21) Heal(21) Heal(23)
22) --> Stimulant==> IntRdx(22)
24) --> Blazing Arrow==> Acc(24)
26) --> Oil Slick Arrow==> Rechg(26) Rechg(27) Rechg(27) Dmg(29) Dmg(29) Dmg(31)
28) --> Assault==> EndRdx(28)
30) --> Tactics==> EndRdx(30)
32) --> EMP Arrow==> Acc(32) Rechg(33) Rechg(33) Rechg(34)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Vigilance==> Empty(1)
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With 30 toons to think about im not sure how good my slotting is but i didnt make a defender to solo.
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.
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I didnt think of howl cos i was talking about damage mitigation powers, -res is damage mitigation in terms of fight duration to me though.
[/ QUOTE ]Damage resistance resists both damage resistance and damage debuffs, thus howl will increase the effectiviness of the damage debuff in poison gas arrow.
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I didnt think of howl cos i was talking about damage mitigation powers, -res is damage mitigation in terms of fight duration to me though.
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But res debuffs improve damage debuffs.
A 0.2 res debuff turns a 0.3 damage debuff into a 0.3*1.2 = 0.36 damage debuff.
So -res is damage mitigation if you have a -damage power.
I thought you were talking about TA/Sonic Blast rather than TA/Archery.
Why are we talking about defenders in the Controller forum?
@Unthing ... Mostly on Union.
Hey, i've just started a Controller Ice/TA I'm just wondering if anyone can give me some pointers on it?