Buff Trick Arrows!
TA is a debuff, control, and direct damage set.
1. TA debuffs, and everybody who plays the set knows this.
2. TA has a single target hold (not the best ST hold, based on stats) and an AOE hold on long recharge that offers better stats than the AOE hold in most control primaries. If also offers AOE knockdown through OSA and an AOE sleep for minions through PGA (admittedly only as a 50% chance, mag 2, and short duration). It also has a single target immobilize in its tier one power.
3. TA offers direct AOE damage through OSA (when it lights, which is clearly an important implementation issue).
TA is not a controller primary, but several types of controls that you typically find in a controller primary are present. Obviously, the devs expected TA players to be using the set's controls and labeling TA a "Debuff only set" is inappropriate. In fact, TA is at or near the upper end in each of three categories (debuffs, controls, and direct damage), when compared against the mean of defender primaries.
@Luminara: While I apologize for mistaking Trick Arrow's accuracy stats with those of Archery and thus I am at least partially wrong, Red Tomax does list Entangling Arrow as having higher than 1.0 accuracy which I guess is where the misunderstanding for the set as a whole comes from.
I hope I don't sound too harsh in my replies below. I just have a pretty strong opinion about TA and its shortcomings. Assorted replies below.
TA debuffs, and everybody who plays the set knows this. |
TA has a single target hold (not the best ST hold, based on stats)... |
...and an AOE hold on long recharge that offers better stats than the AOE hold in most control primaries. |
If also offers AOE knockdown through OSA... |
...and an AOE sleep for minions through PGA (admittedly only as a 50% chance, mag 2, and short duration). |
It also has a single target immobilize in its tier one power. |
In fact, TA is at or near the upper end in each of three categories (debuffs, controls, and direct damage), when compared against the mean of defender primaries.
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For debuffs, let's break it down into offensive debuffs and defensive debuffs. Offensive being things that make enemies die faster, with defensive being things that make it harder for enemies to kill you. Defensive debuffs are important for a support set to have because you're competing for a slot on a team where you were most likely invited to make sure that badguys don't kill everyone.
Offensive Debuffs:
Cold Domination (ST) - -31.25% DEF
Cold Domination (AoE) - -30% DEF, -60% RES
Dark Miasma (ST) - -50% regen
Dark Miasma (AoE) - -30% RES, -500% regen
Radiation Emission (ST) - N/A
Radiation Emission (AoE) - -31.25% DEF, -30% RES, -1500% regen
Storm Summoning (ST) - N/A
Storm Summoning (AoE) - -45% DEF, -35% RES
Traps (ST) - N/A
Traps (AoE) - -26.75% DEF, -26.75% RES, -1000% regen
Trick Arrow (ST) - N/A
Trick Arrow (AoE) - -50% DEF, -40% RES, -1000% regen
Defensive Debuffs:
Cold Domination (ST) - -87.5% RECH
Cold Domination (AoE) - -402.5% RECH, -33% END
Dark Miasma (ST) - -12.5% DMG, -6.25% ToHit
Dark Miasma (AoE) - -37.5% DMG, -37.5% ToHit
Radiation Emission (ST) - N/A
Radiation Emission (AoE) - -25% DMG, -31.25% ToHit, -75% RECH, -55% END
Storm Summoning (ST) - N/A
Storm Summoning (AoE) - -37.5% ToHit, -102.5% RECH, -60% range
Traps (ST) - -62.5% RECH
Traps (AoE) - -26.5% ToHit, -26.5% DMG, -30% RECH
Trick Arrow (ST) - -25% RECH
Trick Arrow (AoE) - -6.25% ToHit, -31.25% DMG, -20% RECH, -55% END
Let's not forget that even if it looks like some of those sets don't have debuffs as good, they all still have BUFFS too. Like how Cold Domination can add about +28% DEF vs all and RES vs some exotic elements. I also didn't even bother to count things like Dark Servant. Or things like how Tornado and Acid Mortar can stack. I didn't even count Fallout because it's not something you can always have available. And Trick Arrow STILL sucks compared to ALL of the other debuff-oriented sets. Even BEFORE you count the buffs they offer.
Just look at the numbers. On the defensive end, every set but Cold does 5x the amount of ToHit. The -DMG isn't bad, but still only average. The RECH is pitifully low and beaten by every set but Dark. And the -END is unreliable. On the offensive end, I'd say it's pretty decent. The -regen is unreliable, but the RES and DEF are pretty good. Or would be if they didn't take 3 powers that can't stack (with themselves), be up all the time, and/or have a small radius.
Basically, TA has fairly good offensive debuffs but not enough that it's really significantly high. Defensive debuffs, it's really poor. And this is ALL before we even consider that all the other sets we're comparing it to ALSO have buffs like +DEF (Cold, Traps), heal (Dark, Rad, Storm), +RES (Cold, Dark, Storm), +DMG (Rad), and various other things.
As far as mez and "direct damage," Cold, Dark, Rad, and Traps all have pretty reliable mez and/or knockdowns, and the only direct damage in TA is Oil Slick which isn't up all the time or even works all the time. And requires a matching origin or secondary.
TA needs a buff.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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How much better would Poison Gas Arrow be ... if instead of causing Sleep (knockout gas) ... it instead caused Fear (tear gas?). The Sleep on PGA of such limited utility as to be almost useless, even when soloing, since Sleep is so easily broken. Fear however ... lasts ... and even if it's a "leaky" mezz, in the sense that mobs still get to shoot back at you while Feared, it does at least offer SOME *attack* mitigation.
To Oedipus Tex:
There's nothing overly harsh about your reply. You were courteous and you focused on the issues, from my perspective. Where we may disagree is in how comparisons are best made across powersets.
It is better to compare sets on a holistic basis. Comparing powers in isolation (one power at a time or a group of powers) from others in a set tends to lead to an incomplete and misleading analysis. TA is a debuff / control / direct damage set. In exchange for providing no ally buffs and no healing, it provides a trifecta of other benefits that, taken as a package, are unique among defender primaries.
TA offers more damage than rad and dark, against which TA is routinely compared for debuffs, more control than probably any other defender primary (dark arguably comes close because of fearsome stare and its pet; still, one AOE fear power is not equivalent to TA's three AOE controls put together), and more debuffs (in numbers and in the numbers) than most defender primaries.
As an example from your post of how it can be misleading to compare individual powers across sets, instead of thinking in holistic terms, putting freezing rain on a 2 minute timer would just about eviscerate much of the appeal of storm, especially for teams. In contrast, having a more or less "every spawn" OSA that functions much like ice slick and that also does high damage would essentially turn TA into a control primary mislabeled as a defender primary, with a lot of damage added to the mix.
I believe TA would be more fun to play if it received some buffs and that there is room to boost the trifecta of debuffs / control / damage further without overpowering the set. I also believe it will be a challenge to buff it without having to subsequently nerf it, mostly because of how close TA already is to being a control primary. On a related note, the current near equivalence of TA to a control primary leaves relatively little room for recharge to be the focus of buffs.
My own experiences are that spawns melt faster with a good TA player along and the occasional problem that comes up with over-aggro from additional spawns and such things simply and quietly goes away. Rightly or wrongly, and of course I might be proven wrong when the devs do finally buff TA, I believe that -regen is the missing ingredient that would indirectly help to shine a light on the already considerable strengths of the set. Like a lot of other sets that were underappreciated for extended periods of time (ie: rad and storm), TA needs to be played more to be appreciated more; as long as TA remains a likely candidate for the "pity spot" on a variety of upper-level content, it will probably continue to be under-appreciated.
To Oedipus Tex:
There's nothing overly harsh about your reply. You were courteous and you focused on the issues, from my perspective. Where we may disagree is in how comparisons are best made across powersets. It is better to compare sets on a holistic basis. Comparing powers in isolation (one power at a time or a group of powers) from others in a set tends to lead to an incomplete and misleading analysis. TA is a debuff / control / direct damage set. In exchange for providing no ally buffs and no healing, it provides a trifecta of other benefits that, taken as a package, are unique among defender primaries. TA offers more damage than rad and dark, against which TA is routinely compared for debuffs, more control than probably any other defender primary (dark arguably comes close because of fearsome stare and its pet; still, one AOE fear power is not equivalent to TA's three AOE controls put together), and more debuffs (in numbers and in the numbers) than most defender primaries. As an example from your post of how it can be misleading to compare individual powers across sets, instead of thinking in holistic terms, putting freezing rain on a 2 minute timer would just about eviscerate much of the appeal of storm, especially for teams. In contrast, having a more or less "every spawn" OSA that functions much like ice slick and that also does high damage would essentially turn TA into a control primary mislabeled as a defender primary, with a lot of damage added to the mix. I believe TA would be more fun to play if it received some buffs and that there is room to boost the trifecta of debuffs / control / damage further without overpowering the set. I also believe it will be a challenge to buff it without having to subsequently nerf it, mostly because of how close TA already is to being a control primary. On a related note, the current near equivalence of TA to a control primary leaves relatively little room for recharge to be the focus of buffs. My own experiences are that spawns melt faster with a good TA player along and the occasional problem that comes up with over-aggro from additional spawns and such things simply and quietly goes away. Rightly or wrongly, and of course I might be proven wrong when the devs do finally buff TA, I believe that -regen is the missing ingredient that would indirectly help to shine a light on the already considerable strengths of the set. Like a lot of other sets that were underappreciated for extended periods of time (ie: rad and storm), TA needs to be played more to be appreciated more; as long as TA remains a likely candidate for the "pity spot" on a variety of upper-level content, it will probably continue to be under-appreciated. |
Defenders are a buff/debuff focused AT. The debuff values in TA aren't high enough for a defender to make TA a good primary. The amount of control offered isn't enough to compensate for the low value debuffs.
HOWEVER when it is used as a controller secondary it is nearly overpowered. Controllers are control oriented. The additional controls make for an ubertroller. Since controllers also have buff/debuffs as a secondary the lower debuff values of TA are lost in the white out of the extra power provided by the control of TA. The lower buff numbers make almost no diference since the extra control gives you all the extra time and safety that the team needs to safely defeat a spawn.
There is no question for me that TA/ needs a buff for defenders but I don't actually see a way for the devs to do that with out making it overpowered as a controller secondary. This is also the reason that I believe that Dark Miasma will either, never be a controller secondary, or will be gutted so much that no controller will want to use it except for concept reasons. (Same applies to Traps as a controller secondary. I don't think it will ever happen.)
Bottom line for me... I love my /TA trollers. I have taken 3 of them to level 50 and have 5 others in the low 40s.
I've hated every TA/ defender I've ever played and deleted every one of them except a TA/Arch tribute toon that I have that has been stalled out at level 37 for almost 2 years.
It's the same power set. Why should I love it for one and hate it for the other? The answer is that it doesn't pair well with ANY defender secondary but it's awesome when paired with any control primary, even the lack luster Grav. That says broken to me.
-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
There is no question for me that TA/ needs a buff for defenders but I don't actually see a way for the devs to do that with out making it overpowered as a controller secondary.
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They did that before, when they made Electric Melee. Thunder Strike in Elec Melee has a lower DS and only does Knockdown, whereas Thunder Strike in Elec Manip/Elec Assault has a higher DS, longer Rech, higher END cost and will do Knockback.
Also, we already have the powers that summon up pseudopets call up different versions based on what AT the caster is. Those could be relatively easily changed to boost Defenders while keeping Controllers as they are.
So they could make specific powers that the Defender version calls up... but it's just far "easier" to just tweak the scalars and allow the AT Mods to "fix" it. Unfortunately, that means they run right into that balancing issue you bring up.
EDIT: Of course, it's far easier for the game to read Electric_Melee.Thunder_Strike vs Electric_Manipulation.Thunder_Strike as two different powers while Trick_Arrow.Poison_Gas_Arrow does look rather similar to Trick_Arrow.Poison_Gas_Arrow.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
HOWEVER when it is used as a controller secondary it is nearly overpowered. Controllers are control oriented. The additional controls make for an ubertroller. Since controllers also have buff/debuffs as a secondary the lower debuff values of TA are lost in the white out of the extra power provided by the control of TA. The lower buff numbers make almost no diference since the extra control gives you all the extra time and safety that the team needs to safely defeat a spawn. |
HOWEVER when it is used as a controller secondary it is nearly overpowered.
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Entangling Arrow - Immobilize. You're not going to be dazzling anybody with a single target immobilize. Let's be honest here.
Ice Arrow - Hold. A single target hold at that. 18s recharge with 12s duration for Defender or 15s for Controller. So all you get is +25% duration on something that's easy to perma anyway. But it's still single target so you aren't going to making or breaking any teams with that.
Poison Gas Arrow - Sleep. Okay, sleep sucks. But just for the sake of argument... This is 66% chance, and mag 2. So even if it does hit, it's only working on minions. But you can't rely on it working anyway. One advantage sleeps have is that they last a long time, but this one doesn't, at only 11s. And if you're actually doing your job, two of your TA powers are going to wake enemies up. And most of your primary. And every other person on your team. The sleep is more like a quick jolt than anything, so the duration is irrelevant.
Oil Slick Arrow - Knockdown. Mag is the same. Same for both ATs.
EMP Arrow - Hold. This is the only one that really matters. It's a 28s duration hold. But it's also on a 5 minute recharge. So again all you get is +25% duration, but only every two and a half minutes.
So yeah, it's overpowering if you count an extra 7 seconds of hold on a power you get at 38 that you can only use every two and a half minutes overpowered. Because other than that, none of the other ones matter.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I don't see this being the case at all. IMO the control powers fill in for some of TAs weaknesses and make it less lopsided, but it is still weaker than the other secondaries. The Control combinations that edge toward overpowered are the ones that award endurance, recharge, damage, and healing in one package: Kinetics and Radiation. If the Controller secondaries are participants in a high school prep rally, Trick Arrow is sitting under the bleachers with Sonic Resonance smoking cigarettes and complaining that life sucks.
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I respectfully disagree that the Control aspects are meaningful enough to keep you alive. If all the powers were on 45 second timers they might be because you could stack all your big powers and make significant mitigation. But with many of the "control" powers up every third mob its just not fun and you don't feel like you contribute to the team like you should as a defender.
Nothing on Trick Arrow overpowers a team. And Trick Arrow is still very hard to solo. Maybe I'm not using my "entangling arrow" and "ice arrow" enough or properly. But both would slow down my kill time, not speed it up since there is no damage modifier in either power.
Trick Arrow doesn't buff your endurance or your life. I'm not saying it should. But Trick Arrow should have some really good benefits for not having some of the benefits that the other sets have. I feel like I'm trick-or-treating and everyone else got Gigantic Candy Bars of Awesomeness and I look in my bag and got an apple.
I'm not saying Trick Arrow is unworkable. I'm saying its gimped compared to many of the other Defender sets and I'm embarrassed to try to get on teams with a Trick Arrow. Teams never get what they expect and we are not the force multiplier that all other Defender sets are.
You guys are doing it wrong, apparently.
My Plant/TA has so many different way to immobilize, hold, mez, and debuff enemies that it's hard NOT to be useful.
Primarily, it's a lock down beast with 2 ST holds, 2 Immobilize powers (plus Carrion Creepers), 2 AoE holds, and 2 Location AoE KD powers (Disruption Arrow and Oil Slick Arrow). Oh yeah, AND Seeds of Confusion! The only enemies who give me trouble to lock down are EBs and AVs, and even those I can immobilize.
THEN add in Trick Arrow's debuffs to Damage, Resistance, Movement Speed, and Recharge Speed.
There's no doubt in my mind that Trick Arrow is primarily a support set for weakening and incapacitating enemies rather than speeding up the rate at which they're killed, but that doesn't mean it's a useless set. And it DOES give burst AoE Damage with Oil Slick Arrow.
You're right. It can't solo as well as a Fire/Kin can, and it isn't game breaking. It's still plenty useful, though.
I think the set is fine as is.
Too many alts to list.
TA has five control powers:
Entangling Arrow - Immobilize. You're not going to be dazzling anybody with a single target immobilize. Let's be honest here. Ice Arrow - Hold. A single target hold at that. 18s recharge with 12s duration for Defender or 15s for Controller. So all you get is +25% duration on something that's easy to perma anyway. But it's still single target so you aren't going to making or breaking any teams with that. Poison Gas Arrow - Sleep. Okay, sleep sucks. But just for the sake of argument... This is 66% chance, and mag 2. So even if it does hit, it's only working on minions. But you can't rely on it working anyway. One advantage sleeps have is that they last a long time, but this one doesn't, at only 11s. And if you're actually doing your job, two of your TA powers are going to wake enemies up. And most of your primary. And every other person on your team. The sleep is more like a quick jolt than anything, so the duration is irrelevant. Oil Slick Arrow - Knockdown. Mag is the same. Same for both ATs. EMP Arrow - Hold. This is the only one that really matters. It's a 28s duration hold. But it's also on a 5 minute recharge. So again all you get is +25% duration, but only every two and a half minutes. So yeah, it's overpowering if you count an extra 7 seconds of hold on a power you get at 38 that you can only use every two and a half minutes overpowered. Because other than that, none of the other ones matter. |
You've neglected Glue arrow which is a control.
Taking the powers in isolation doesn't make it jump out at you or say wow but combining it with another power of the same type from a controller primary does make it a wow.
Entangling arrow for example can be used by a plant troller to bring down a flier. Flying mobs can't be hit by Roots or Entangle but Entangling arrow solves that problem. On the lowly Posi TF Vaz resist immobs. A cast of the AoE immob followed by an entangling keeps that Embalmed where he won't be hurting any teammates and it keeps the Murk out of melee range of the squishies so that OG is not a problem. On an ITF it means that Rom is going no where. On an STF it means that Ghost Widow stays at range.
Ice arrow is indeed a single target hold BUT combined as a one-two punch with the single target hold from the primary it means that a troublesome boss is locked down in 3ish seconds, fast enough that the boss has no chance to cause any real trouble, and far earlier than a controller without a second single target hold. It's quite valuable early, the Posi TF is again an excellent example. Ice arrow a Ruin Mage and he turns on Dispersion bubble but before he can do anything nasty like drop an earthquake in the middle of the team or slap his hold on one of the squishies your follow up single target hold from your primary locks his mystic little keester down.
Oil slick yeah as a control and KD power it's a bit lack luster but what if we are talking Earth/TA? Now we don't need to go for a high recharge build since we can alternate Earth Quake and OSA that's without even taking into account the damage that OSA "can" put out. Quite valuable for a low damage AT like a controller or quite overpowering when combined with a Primary that has a damage aura that can light the slick like Fire/. Even Ice/ benefits since you can use OSA just before Ice Slick expires and just keep things perma flopping.
Emp Arrow? Yeah it's good on it's own but it's even better when combined with the AOE hold from the primary. Manticore TFs where there are large multi boss spawns? An AoE Hold followed by EMP arrow locks down the whole ball of wax, nasty PPs included. Volcanic Gasses and EMP Arrow is the bee's knees and I still chuckle evilly every time I use the 2 powers together.
Bottom line is that any controller that is good is just that much better with /TA as a secondary but TA/ as a primary for a defender doesn't do enough for the defender, not even when combined with /Dark as a secondary.
-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
You guys are doing it wrong, apparently.
My Plant/TA has so many different way to immobilize, hold, mez, and debuff enemies that it's hard NOT to be useful. Primarily, it's a lock down beast with 2 ST holds, 2 Immobilize powers (plus Carrion Creepers), 2 AoE holds, and 2 Location AoE KD powers (Disruption Arrow and Oil Slick Arrow). Oh yeah, AND Seeds of Confusion! The only enemies who give me trouble to lock down are EBs and AVs, and even those I can immobilize. THEN add in Trick Arrow's debuffs to Damage, Resistance, Movement Speed, and Recharge Speed. There's no doubt in my mind that Trick Arrow is primarily a support set for weakening and incapacitating enemies rather than speeding up the rate at which they're killed, but that doesn't mean it's a useless set. And it DOES give burst AoE Damage with Oil Slick Arrow. You're right. It can't solo as well as a Fire/Kin can, and it isn't game breaking. It's still plenty useful, though. I think the set is fine as is. |
For one, Trick Arrows exists as more than a Controller Secondary. Consider the Corruptor version for a moment. On a Defender, TA gets higher debuff values, but shorter controls. On a Controller, TA gets longer controls, but lower debuff values. On a Corruptor, TA gets lower debuff values AND shorter controls. No other set really suffers the same way TA does when ported like that, because no other set is as heavy on controls. Play the set on more than a Controller before you decide whether the set does or doesn't need even a small buff.
Second, Plant Control is one of the best control sets in the game. Dismissing everyone in here because your Plant Controller is very good at locking down enemies is silly.
Third, the damage caused by Oil Slick Arrow is by no means "burst damage". Yes, it's a lot, but it's over 15 seconds.
Fourth, nobody wants Trick Arrows to be "game breaking", and brushing aside all requests for buffs that way is also silly. People in this thread only want the set to perform competitively with the other buff/debuff sets, which it doesn't except maybe on Controllers.
But I guess there'll always be people that take others asking for buffs to a set as some sort of personal insult because they like it as is. They were there for War Mace, Electric Armor, Ice Melee, Claws, Dark Melee...
On a Corruptor, TA gets lower debuff values AND shorter controls.
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Anything that makes TA work better gets a pass in my book.
We'll always have Paragon.
I really don't want to hear any controllers opinions, at least in if they are saying that Trick Arrow is working. I'll concede:
Trick Arrow maybe working for:
Controllers
Trick Arrow is not working for:
Defenders
Corrupters
Masterminds
Why? Controllers can stack immobolizes and holds. Simple as that.
The holds and immobilizes cannot be stacked in the other Archetypes for the most part. The effects for a Defender or Corrupter are too weak to give the type of mitigation that you expect from Defenders.
Single Target Holds and Immobilizes get more and more deminished the larger the team. Since larger teams have larger spawns. IE its more useful for solo or small team play which is not what Defenders are supposed to be focused on.
The damage that Trick Arrow gets is really kinda minimal when you think about the fact that the recharge on Oil Slick is 180 seconds. Three minutes is a long time.
Oedipus, I respectfully disagree that the Control aspects are meaningful enough to keep you alive. If all the powers were on 45 second timers they might be because you could stack all your big powers and make significant mitigation. But with many of the "control" powers up every third mob its just not fun and you don't feel like you contribute to the team like you should as a defender. |
My Plant/TA has so many different way to immobilize, hold, mez, and debuff enemies that it's hard NOT to be useful. |
I really don't want to hear any controllers opinions, at least in if they are saying that Trick Arrow is working. |
I hope you're just saying you feel the set is fine for Controllers. It's unfair to dismiss the concerns of others here because your Plant/Trick Arrows Controller is "fine as is".
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- The control primaries have ST holds that can be stacked Ice Arrow.
- Controllers powers have powerful secondary effects (slows, -def, etc..) that can stack with the slows and debuffs in TA.
- Not to mention immobilizes that can hold enemies in debuff aura's and burn patches. (Plants immobilize don't negate knockdown..).
That also brings up the issue that buffs to TA, while a boon for defenders/corruptors, could possibly lead to balance issues with controllers. Again the real hard core numbers folks out there would be experts on balance issues.
But I can't help wondering if that's part of the issue of why we haven't seen TA buffs.
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
The thing is if you read the Controller boards you'll see that the two sets that TA is usually associated with are Mind and Illusion. Why? Not because the powers stack, but because they add things those power sets lack. Taking TA on a Controller for stacked mezz is 90% pointless because:
- The single target immob in all Control sets that have it is already mag 4, which will immob most bosses anyway, on top of doing damage and a debuff superior to Entangling Arrow.
- The need to hold bosses instantly is overstated. Controller single target holds already recharge in 8 seconds, 4 seconds once slotted, and the Controller won't have charged in with a hold at all, but with an AoE mezz. Instantly holding bosses is far more important on ATs like Blasters, Corruptors or Defenders who lack good defenses that are up every fight.
- Oil Slick Arrow doesn't stack with controls in any meaningful way. In fact bugs in pet AI make them run away from the slick once it's on fire.
The thing is if you read the Controller boards you'll see that the two sets that TA is usually associated with are Mind and Illusion. Why? Not because the powers stack, but because they add things those power sets lack. Taking TA on a Controller for stacked mezz is 90% pointless because:
- The single target immob in all Control sets that have it is already mag 4, which will immob most bosses anyway, on top of doing damage and a debuff superior to Entangling Arrow. - The need to hold bosses instantly is overstated. Controller single target holds already recharge in 8 seconds, 4 seconds once slotted, and the Controller won't have charged in with a hold at all, but with an AoE mezz. Instantly holding bosses is far more important on ATs like Blasters, Corruptors or Defenders who lack good defenses that are up every fight. - Oil Slick Arrow doesn't stack with controls in any meaningful way. In fact bugs in pet AI make them run away from the slick once it's on fire. |
Firstly, I have and do read the controller boards. The most recent threads there that deal with /TA controllers are:
Plant/TA - Thoughts? Which you participated in.
plant/ta which was removed by the OP.
Best Secondary for Earth? which has lots of votes for /TA specifically because of the stacked controls.
Good 2ndary for Grav troller which also has several reccomendations for a pairing with /TA.
Some help with Earth/TA?
Gravity/Trick Arrow/Primal Forces Mastery
Fire Control/TA?
Plant / TA
Sanity check for Earth/TA build
That goes all the way back to August, 18th of 2009 and not a single post title mentioning Ill/TA or Mind/TA.
Not only that but I can't recall anyone saying that insta holding bosses was "needed" but it's certainly not overstated. Insta holding bosses is very very useful especially when you have a team that has a large number of blasters or other squishy ATs or new or poor players. It's also very good early in the game when you don't have the single target hold fully slotted especially pre-level 22 before SOs are available and I can't stress how nice it is late in the game for things like green mitos in a hami-raid where a second single target ranged hold in the secondary makes you worth almost 2 controllers on the green team.
Your contention that OSA doesn't combine well with any other control is likewise bogus. There are several ways that OSA can be combined with other controls. My Earth/TA has kept ambush spawns and adds busy by using earthquake on one spawn, OSA on another, and Quicksand on a third, likewise my Ice/TA except with Ice Slick, OSA, and Arctic Air.
I can also tell you that having a spawn immobilized or held in a burning OSA is quite meaningful, bugs in pet AI or no. My Plant/TA rarely casts Fly Trap and doesn't miss the damage from it one bit. My Fire/TA loves the 15ish % -To hit from Smoke + Flash Arrow and standing in a burning Oil Slick with Hot Feet running and the mobs all stuck in Fire cages is a thing of beauty even if the Fire imps are freaking out.
The saddest thing about that? None of my TA/ defenders have/had anywhere near that kind of contribution on a team even though 1/2 the powers are nearly identical.
-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
In fairness, the Best Secondary for Earth thread offers many more suggestions for storm and rad than TA and pretty much runs the gamut of all the secondaries. To my recollection, Gravity seems to be the primary most offered up with TA, but that could very well be because Gravity is seen to lack a great deal of control of its own.
In fairness, the Best Secondary for Earth thread offers many more suggestions for storm and rad than TA and pretty much runs the gamut of all the secondaries. To my recollection, Gravity seems to be the primary most offered up with TA, but that could very well be because Gravity is seen to lack a great deal of control of its own.
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Grav as you says "seems" to be paired up most frequently with /TA but the thread titles going back 5 months don't seem to support that. My own personal observations don't support that either as I can't recall ever having teamed with a Grav/TA though I can remember a few Grav/Rads and a spectularly hideous TF that was lengthened to almost 3 times the amount of time it should have taken by a very poorly played Grav/FF.
On the other side of the coin I have teamed with several Earth/TAs, a few Plant/TAs and a Fire/TA that was extremely well played. My Ice/TA is the only one that I have seen to date though.
-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
Grav as you says "seems" to be paired up most frequently with /TA but the thread titles going back 5 months don't seem to support that. My own personal observations don't support that either as I can't recall ever having teamed with a Grav/TA though I can remember a few Grav/Rads and a spectularly hideous TF that was lengthened to almost 3 times the amount of time it should have taken by a very poorly played Grav/FF. |
At any rate, I would put my donuts on the line that we see TA less often as a controller secondary than most other sets. The problem could be with redraw or that TA is simply overshadowed by the debuffs in other sets.
Trickshooter I would endorse all your changes. If Trick Arrow is the only Debuff only set, it should be the best Debuff set and I'm not convinced at all that it is.
I would also suggest looking at SpiritFox's idea of Disruption Arrow creating an unmoving pet that does AoE -ToHit, - Resistances, and Taunt. I think interesting things could be done with this and it would help Trick Arrow tank an Alpha Strike when solo. I think it would have interesting play applications and be nuanced.
The other option is to give this thing a taunt aura. Now wouldn't THAT be an interesting toy. Give it the ability to take about double the damage of a seeker drone, and a taunt aura, -res, and -perception. Makes enemies run in close to angrily try to stomp the thing to oblivion. Give it a decent range on that taunt aura, and you've got an alpha taker, or a handy positioning tool. I've always wanted a power that could pull enemies towards one point, this is a close second.