Disruption arrow?


ArcticFahx

 

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Is disruption arrow good?


 

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Yes.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

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If you don't tak Disruption Arrow, the other TA players will laugh at you


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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Originally Posted by Plusone View Post
Is disruption arrow good?
Is the Pope Catholic?
Do bears defecate in the woods?
Is the Space Pope Reptilian?


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Originally Posted by Back Alley Brawler
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Apostrophe guidelines.

 

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Originally Posted by Plusone View Post
Is disruption arrow good?
Guide in my sig. Click it you should. Read it you will. All your questions it will answer.

Yoda I am not. Wise in the ways of TA I am. Talking like this I do not know why. Hm. Yes. Stopping now I am.


 

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Originally Posted by ArcticFahx View Post
Is the Pope Catholic?
Do bears defecate in the woods?
Is the Space Pope Reptilian?
Does the pope wear a funny Catholic bear in the woods?

Wait, that didn't come out right...


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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Originally Posted by Fleeting Whisper View Post
If you don't tak Disruption Arrow, the other TA players will laugh at you
Guess I'm going to get laughed at cause I'm not planning to take it in my build

To the OP:
-Res is pretty much always a good thing, however, IMO compared to some other powers in TA it seems to be kind of a one-trick pony. It debuffs resistance, and that's all it does. Is that a bad thing? Not at all, but some things to keep in mind about Disruption is that the resistance debuff cannot be enhanced, and it doesn't take any IO sets. This can be seen as a boon or a bummer. On one hand because you can't slot IO sets you won't get any valuable set bonuses out of it, but on the other hand the power doesn't really need a lot of slots so if you're build is tight in that department that might be something to think about.

Of course, one benefit it has over the other -Res debuff in TA (Acid Arrow) is it's much wider radius. You'll have an easier time hitting most of a spawn with Disruption Arrow than you will with Acid Arrow. Also, I believe Disruption Arrow's effect is auto-hit whereas Acid Arrow requires an accuracy check.

Personally I'm not planning to take it myself for a few reasons. I already have another power that debuffs resistance and would rather have more versatility rather than multiple powers with similar effects, and I'm planning to slot a couple Achilles' Heel procs elsewhere in my build so I shouldn't be hurting on -Res anyway. For me I needed to skip one power in TA and it came down to either Disruption Arrow or EMP Arrow, and like I said for me versatility was more important so I chose EMP Arrow rather than having two powers that do virtually the same thing.

I'm not telling you whether or not you should take it though, as that's really up to you, your personal preferences and the overall goal of your build.


 

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Originally Posted by Kurugi View Post
I shouldn't be hurting on -Res anyway.
The only time more -res is unwanted is when the target is sitting at -300%

(Which, AFAIK, is also impossible to achieve while solo)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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Originally Posted by Fleeting Whisper View Post
The only time more -res is unwanted is when the target is sitting at -300%

(Which, AFAIK, is also impossible to achieve while solo)
I didn't say more wouldn't be useful, I said I shouldn't be hurting


 

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Originally Posted by Plusone View Post
Is disruption arrow good?
A TA skipping Disruption Arrow is on par with a Melee toon skipping their mez protection.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

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It's Ok. It is a one-trick pony, and is far outshined by a lot of other -res powers. For one thing it only does half the -res of Tar Patch, Freezing Rain and Sleet, plus they all have other effects too. Ennervating Field also trumps in in the -Res department, and does -Damage as well.

For a TA it's basically a "must take", since more -res is always useful. But when you look at other, similiar powers in other sets the numbers will make you sad.

It could do with a bit of a buff, say adding some -regen to it as well.


 

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Originally Posted by Miladys_Knight View Post
A TA skipping Disruption Arrow is on par with a Melee toon skipping their mez protection.
While I think you're overxagerrating a bit here (if my tanker didn't have his mez protection he'd be nearly worthless, I doubt it's as severe for a TA that skips Disruption Arrow, not to mention as I've said TA has other means of -Res), since my TA experience is only as far as lvl 30 I'll just go ahead and ask: If you had to skip one power in TA which would it be then if not Disruption Arrow?

I've read Luminara's TA guide and the jist I got about Disruption Arrow from that was that it was "a good power but don't feel bad if you choose to skip it", and he/she seems to be one of the biggest authorities on TA around here so....

Originally I was going to skip EMP Arrow because my friend said it was the most skippable power, but after talking to a higher lvl Thugs/* MM and asking him about how to improve pet survivability (my Arsonist has a 24/7 death wish) he suggested an AoE hold, so after that I opted to take EMP Arrow and dump Disruption since I already had a -Res power in Acid Arrow.


 

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I will say I use Disruption Arrow a lot on my Mind/TA 'troller.

With the non-agro mass sleep power you can sleep all the foes, fire oil slick arrow, fire disruption arrow (which won't wake them up like acid arrow will) at a leisurely pace and then BURN BABY BURN!


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Originally Posted by Kurugi View Post
While I think you're overxagerrating a bit here (if my tanker didn't have his mez protection he'd be nearly worthless, I doubt it's as severe for a TA that skips Disruption Arrow, not to mention as I've said TA has other means of -Res), since my TA experience is only as far as lvl 30 I'll just go ahead and ask: If you had to skip one power in TA which would it be then if not Disruption Arrow?

I've read Luminara's TA guide and the jist I got about Disruption Arrow from that was that it was "a good power but don't feel bad if you choose to skip it", and he/she seems to be one of the biggest authorities on TA around here so....

Originally I was going to skip EMP Arrow because my friend said it was the most skippable power, but after talking to a higher lvl Thugs/* MM and asking him about how to improve pet survivability (my Arsonist has a 24/7 death wish) he suggested an AoE hold, so after that I opted to take EMP Arrow and dump Disruption since I already had a -Res power in Acid Arrow.
Depends on your AT. Personally on my Controller I skipped Flash Arrow. The -ToHit is pretty small and the -perception is only occasionally useful. Poison Gas Arrow isn't the greatest either. It's alright, but not that great. Disruption is more useful than either of them IMO. For a MM I'd drop Flash Arrow myself.

Trick Arrow is good fun, but suffers from having a lot of powers which just seem to be half-powers compared to other debuff sets. It does make up for it somewhat with its top 2 powers though, EMP and Oil Slick are superb powers, but could probably do with some tweaks still.


 

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Okay, here's the skinny on Disruption.

The endurance cost is too high for what it does, the target limit is too low for the type of power it is and it isn't a particularly impressive power. The recharge is too long, too, and since it's immobile, it can be wasted if you aren't getting foes into the AoE or have them secured in place before using it.

However, it comprises half of TA's native -Res, it's got a much larger radius than Acid and it lasts up to 5s after the enemy leaves the AoE. It has a total duration of 35s, due to the 5s long pulses. And it can even interrupt powers with interrupt periods (use it on a Sky Raider Engineer, for example, to stop him from summoning that pesky FFG). Something which is also noteworthy is that it can stack with itself, because it's a pet, so if you have enough +Recharge, you can use Disruption more than once and gain the effects of each use.

It has its benefits and drawbacks. Whether the benefits outweigh the drawbacks will be entirely determined by each individual's play style.

To really utilize Disruption properly, you have to set it up. You have to use Glue or OSA or Tenebrous Tentacles or something else to keep a spawn (or another player) in place before you pop Disruption. If you don't like setting up powers like that, if you prefer to just run and gun, then skip it. It'll just sit in your tray and wait for you to remember it's there once in a while, and annoy you.

If you're comfortable spending a few extra seconds making sure your foes can't wander out of the AoE freely, and you can manage the endurance cost, or you're determined to go for a high +Recharge build and stack -Res until spawns just give up and lie down out of realization of what will happen if you look at them funny with that much -Res on them, then take it and use it.

Different people are always going to play in different ways, and every power isn't going to fit everyone's preference. Heck, different characters are going to have different approaches. I find that I rarely use it on my TA/A or TA/Dark, but I fire it every chance I get when I'm playing my Fire/TA controller or Bots/TA mastermind, and I'm absolutely drooling at the prospect of getting it for my Fire/TA corruptor (just a few more levels... just a few more levels!). You don't have to take it, but it is useful and it does help. If the endurance cost, target limit and recharge time issues are ever addressed, then I'd recommend that everyone take it and even if they don't like using it, adapt and use it anyway, but until then, it's just not the end-all and be-all of TA and if you don't see a compelling need for it, don't fret over it.

For those who do want to use it, here are a couple of binds which can help make it a little less unwieldy.

/bind shift+lbutton "powexec_name Disruption Arrow"

With that bind, you hold down Shift and click the left mouse button, and Disruption will be fired wherever you clicked. Even straight up in the air.

/bind shift+rbutton "powexec_name Disruption Arrow"

With that bind, you hold down Shift and click the right mouse button, and the targeting ring for Disruption will come up on your pointer. This is for those who prefer to see the rings and target it more precisely. When you have your pointer where you want the arrow to fire, click the left button.

You can substitute ctrl or alt for shift, by the way, so those of you with multiple click targeted AoEs, like OSA, RoA, Disruption, Teleport, Recall Friend, etc., can do it all with just ctrl, alt and shift and the two mouse buttons.


 

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Originally Posted by Carnifax View Post
Depends on your AT. Personally on my Controller I skipped Flash Arrow. The -ToHit is pretty small and the -perception is only occasionally useful. Poison Gas Arrow isn't the greatest either. It's alright, but not that great. Disruption is more useful than either of them IMO. For a MM I'd drop Flash Arrow myself.

Trick Arrow is good fun, but suffers from having a lot of powers which just seem to be half-powers compared to other debuff sets. It does make up for it somewhat with its top 2 powers though, EMP and Oil Slick are superb powers, but could probably do with some tweaks still.
I like Flash Arrow. It's nice for using on a closeby spawn in a crowded room to give you a bit more breathing room, and my friends like it for that too.

I might give Ice Arrow the boot tbh. It's nice for taking an LT out of the fight periodically but compared to other ST holds the recharge and duration are horrible until you can get some decent slotting and global recharge into it, and even then it still pales in comparison to other holds.


 

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Originally Posted by Kurugi View Post
I like Flash Arrow. It's nice for using on a closeby spawn in a crowded room to give you a bit more breathing room, and my friends like it for that too.

I might give Ice Arrow the boot tbh. It's nice for taking an LT out of the fight periodically but compared to other ST holds the recharge and duration are horrible until you can get some decent slotting and global recharge into it, and even then it still pales in comparison to other holds.
The Duration is standard for a hold (bearing in mind AT modifiers, which are low for a MM). Agreed on the recharge being slow. In fact it used to be an even worse hold, the Animation Time was ridiculous. At least they cut that. Now it's more or less on a par with Petrifying Gaze, more or less, at the bottom tier of single target holds (Pet Gaze has an annoyingly slow Projectile speed). My controller likes it, but it lasts longer for him and serves well as a back-up hold for stacking on bosses.

On a MM it's certainly skippable, you'd get more value from Disruption Arrow in terms of boosting your pets damage.

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To really utilize Disruption properly, you have to set it up. You have to use Glue or OSA or Tenebrous Tentacles or something else to keep a spawn (or another player) in place before you pop Disruption. If you don't like setting up powers like that, if you prefer to just run and gun, then skip it. It'll just sit in your tray and wait for you to remember it's there once in a while, and annoy you.
Bit confused by this. Why do you need to "set it up"? Disruption doesn't have an Avoid element so things won't specifically try and flee it, and the AOE is large enough that generally things will stay within its effect.


 

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Originally Posted by Kurugi View Post
While I think you're overxagerrating a bit here (if my tanker didn't have his mez protection he'd be nearly worthless, I doubt it's as severe for a TA that skips Disruption Arrow, not to mention as I've said TA has other means of -Res), since my TA experience is only as far as lvl 30 I'll just go ahead and ask: If you had to skip one power in TA which would it be then if not Disruption Arrow?

I've read Luminara's TA guide and the jist I got about Disruption Arrow from that was that it was "a good power but don't feel bad if you choose to skip it", and he/she seems to be one of the biggest authorities on TA around here so....

Originally I was going to skip EMP Arrow because my friend said it was the most skippable power, but after talking to a higher lvl Thugs/* MM and asking him about how to improve pet survivability (my Arsonist has a 24/7 death wish) he suggested an AoE hold, so after that I opted to take EMP Arrow and dump Disruption since I already had a -Res power in Acid Arrow.
The answer is... it depends if you are playing a TA/ defender, a /TA Master Mind, or a /TA controller.

If you are a defender and you have glue arrow perma you can get away with out Entangling though I'd still reccomend it. A defender is best off with all the arrows.

If you are Mastermind you can skip entangling.... except that you can't. The one Arrow I'd reccomend never skipping with the MM would be Disruption.

Controller is a different story. You can either eliminate redundancy or focus on it.

Any controller that has a slow can skip glue arrow. Once you hit the -runspeed cap more slow is wasted.

A controller "can" skip Ice arrow (I don't though. I like to do a fast double stack on a boss).

A controller can also skip Poison Gas Arrow. Since most of the mobs will be locked down the sleep and the -damage aren't all that helpful.

A controller can also skip EMP arrow (I don't though. There are times that I like to be able to double stack an AoE hold. Manticore TF is a case in point)

A controller "can" also skip flash arrow. A hit debuff isn't all that useful against locked down mobs. On the other had if you are playing a Fire/TA then you may want both Smoke and Flash Arrow. Slotted up the 2 together add what amounts to 15% more defense. Paired with Ice or Stone Epic Armor makes for a tough little controller that can get right in there are get the most out of Hot Feet.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

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Originally Posted by Carnifax View Post
Bit confused by this. Why do you need to "set it up"? Disruption doesn't have an Avoid element so things won't specifically try and flee it, and the AOE is large enough that generally things will stay within its effect.
Bad placement, KB, enemies running toward you, enemies running away from you, enemies running because they're debuffed (wish they'd fix that), someone else gets aggro and pulls them out of the AoE, spawn is spread out over too wide an area to be debuffed effectively, any of those reasons and more. Never expect critters to stand still in a nice little cluster and let you beat on them. They don't. Like training a dog, you have to teach them to sit, stay and roll over. Unlike training a dog, we use sharp, pointy sticks and various chemicals and substances to encourage the proper behavior.

If you lay down Disruption on a spawn of five, and two run away because of the buggy run code, two run toward you to use melee attacks, you're left with one in the AoE and you just wasted ~15 endurance to debuff that one, who you can't even spend time attacking because you've got two others who are demanding your attention with their fists. Set it up, make it work for you, rather than make you wonder why you bothered.


 

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Well, I think I've pretty well convinced myself to skip out on Ice Arrow. I like it, but the recharge just kills it for me. Even after it gets slotted and you get some good global recharge bonuses going you still have to be pretty proactive with it in order to get efficient use out of it. About the only really cool (no pun intended there) way to use it I can think of would be to stack it with EMP Arrow to hold a spawn + a boss, but that wouldn't be available every fight as I think at best EMP Arrow can be up every other fight.

*shrug*

I'm starting to think that either TA is a half-done set or it's one of the best designed sets, because as someone else mentioned a lot of the powers feel like half-powers when compared to similar powers in other sets, but at the same time deciding on which power to drop if you need to drop one is very difficult because pretty much every single power is useful to have.


 

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In the context of the set, it's good. Considering I have a grudge against TA since I get frustrated whenever I try to finish my TA/Arch defender to 50 because of how little I feel like I'm adding to the team, whenever I'm not busy getting my *** kicked because I draw tons of aggro since everything I do is AoE... eh.


 

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Originally Posted by Kurugi View Post

I'm starting to think that either TA is a half-done set or it's one of the best designed sets, because as someone else mentioned a lot of the powers feel like half-powers when compared to similar powers in other sets, but at the same time deciding on which power to drop if you need to drop one is very difficult because pretty much every single power is useful to have.
I can see what you mean there because at some times I think it is such a brilliant set and others I just get extremely frustrated. I got my Mind/TA/Fire controller to 50 recently and found TA to be such a brilliant secondary for a controller because it makes you even more 'controlly' and adds in some nice debuffs and oil slick for damage!

Ive tried a couple of TA/* defenders but just got annoyed and deleting them before I could get to decent level because I just felt a bit 'subpar'

Personally I think because TA doesn't bloom until later levels which can be a frustrating point about the set.


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Originally Posted by Zwillinger View Post
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16. Has Paragon Studios redefined "player" to require your mouse to subscribe separately from your keyboard?
If your mouse has greater processing power than your gfx card, the answer is yes.