Is Trick Arrow that bad?!


ArtanixUK_EU

 

Posted

If the ninjas would just stand still, or if another melee based primary is introduced I'm probably making a /poison or /ta depending on it. I'm happy with one /dark (which I picked for stackable fears with my henchmen & stackable holds with henchmen more than anything else)


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

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In comparison to dark, yes.

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I wouldnt agree, a TA mastermind played correctly could take down any AT

[/ QUOTE ]And dark couldn't?

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Whats advantage dark has then?

(I know dark, im just being cheeky )

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Dark has fear and (massive) -acc, wich is in most cases enough already As for the actual powers, dark can do its power instant, while TA still need to grab is bow&arrow.

Or i picked the wrong set (merc/TA) or i just cant play em too wel, but my robot/dark was doing quit abit better then a TA. (pve wise).


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Posted

The Bow redraw issue shouldn't be as much of an issue with Masterminds as they rarely use their Primaries once they are up, unless you're using the Blasts (which aren't very good anyway).

TA has the advantages of an quicker, easy slow & -recharge power (Glue is -run, -recharge, Tar Patch is -run, -DmgResist. Glue is self-stackable for 8-13 seconds with Haste). Howling Twilight also has a -recharge, but Howling Twilight is 3 times slower to recharge & costlier (great power though).

TA has a Defense Debuff (Acid Arrow) which helps the Tier 1s hit a bit and stackable -DmgResists (Acid & a possible 8-13 second overlapping Double Disruption Arrow for 12% each gives 24 or even 36%. Tar Patch is about 18% for MMs). Acid Arrow recharges in 20 seconds and is directly targetted (so mobs can't run out of it a la Tar Patch). Disruption recharges in 60 seconds, Tar Patch 90. Acid is a small 8 ft AOE, Tar & Disruption are both large (25 ft) and induce scattering.

Of course Stacking the same power happens rarely later in the game as you tear through spawns pretty quickly. For AVs & GMs its very handy though.

Dark has the amazing heal and accuracy debuffs. And the Cone Fear is a super control (EMP Arrow is good but that has to wait until level 38). In comparision Poison Gas Arrow doesn't seem anywhere near as good (although NoFuture lists it as a 50% chance to sleep, I thought it was 30%). Still, for a Mastermind I think PGA might be worth it.

Dark is certainly stronger, I actually can't believe some of the figures for powers haven't been nerfed to match similar powers in the other sets.

But TA is no slouch at things either. Its cheaper than Dark End wise, which is handy (Dark is an End hog with those Toggles). And you get Oil Slick at 35 with TA which adds a bit of control & damage.


 

Posted

Honestly, the only thing that sets dark apart from TA is the AoE heal. Guess what, other than that, they are balanced.

Dark provides a heal, more defence

TA provides better damage, lower end cost.


TA IS a late blooming set. And thats because of the absolutely murderous combination of Glue Arrow, Disruption Arrow and Oil Slick Arrow setting us a zone of falling down and rapidly dying enemies. Anyone who has discounted TA, I would say, simply hasnt seen this ghastly combination. Get your henchmen takingo ut the boss (with the addition of an acid arrow) and its hey presto. A no risk, very quick encounter. The only downside is the long recharge (up every two fights or so - although Glue and Disruption should be up every fight or so).

/TA will always outdamage /Dark. But, /Dark provides more protection and is safer.

Redraw to me isnt a problem. Mastermind attacks are pretty weak IMO. Dont take em. I just spam every single TA power.


 

Posted

might have to get me a TA MM, any advice on prim? sounds like alot of fun

have to say yeah, the dark tohit debuffs are mad, i've gone specifically for that, i can pretty much melee with purples and usually not die... dont' ask why, it makes it more fun


 

Posted

If you are going /TA MM, the important thing is to be able to light the defining power of the set, Oil Slick.

Bots will do this very nicely
Ninjas (with Oni) or Thugs (with Arsonist) will do so, more unreliably.
Or, get a Origin based power with energy component, like the taser of tech (cant remember the other one), that is fairly reliable.

Other than that? Synergy? Nothing in particular. I suppose /flash arrow goes well with ninjas but nothing spectacular. And I suppose the ability of /TA to keep things at a distance (with glue arrow, entangle arrow, oil slick) makes ranged minions (/bots, /mercs, /thugs) slightly more useful.

And if you want to attack (use your primary personal attack powers), which personally i never do as a MM, but if you do, then you will have redraw problems unless you take /ninjas as your primary.

Basically, its pretty much your call.