TA/Something


Adeon Hawkwood

 

Posted

Howdy. I've been in a defender mood lately and when I finish lvling my storm/dark and storm/sonic, I'm considering giving TA another shot.

I like the debuff numbers and I like the concept possibilities but I just never got into it. Anyway, I was hoping you lot could help me decide which secondary to go for. So far I'm leaning towards /AR, mainly because I've never played one (I intended to roll a AR/En blaster, but someone stole the nick I had reserved to it :P).

So, what says you?


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

I'll just list up the experiences that I've rolled with:

TA/Ice - I like this one pretty well, I call it my blastroller - it's got a couple blaster level damage powers with the two rain/pet powers, and it's got extra holds to pair with Ice Arrow (although it's kind of disappointing when you realize that the /Ice hold is around twice as good as the TA/ hold)

TA/Psi - This one is pretty nice too, though my experience is with a superteam full of Trick Arrow teammates. It was my first experience with Psi and I had a lot of fun with it. I did have a bit of trouble everytime I took her out solo though.


 

Posted

If you're going TA/ rather than AR how about Archery? It's fun to just shoot loads of arrows into your enemies, wouldn't be nearly as frusterating as pulling out a new weapon every attack.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

What Katten said. TA/AR is probably the worst combination possible in terms of redraw.

TA/A is of course the most popular since it means no redraw (plus it just looks cool). It's also probably the best option in terms of damage output since it has a crashless nuke (AR does as well, but the redraw will be a killer). Sonic is also up there for edamage due to the -Res debuffs.

On the other hand, TA is generally lacking in passive mitigation so you may want a blast set that helps there. For that I'd actually recommend Dark Blast. Dark adds two more AoE controls for when EMP arrow is recharging and and you can stack the To Hit debuffs with Flash Arrow for decent mitigation.

The only two sets I'd really avoid with TA are AR and Energy. AR because of the redraw and Energy because several TA powers are dependent on enemies remaining in the area so having knockback on all of your attacks will make them harder to use (an attack or two with knockback does come in handy though just not on all your attacks). TA/Energy is not impossible, but i don't see it as being a friendly combination.


 

Posted

My TA/AR is only level 9, so I can only speak from a hypothetical standpoint.

TA/AR, although perhaps redraw intensive, is a strong AoE combination, OSA, Flame Thrower, Buckshot, M30, Ignite, Full Auto, Disruption Arrow... yeah... Anyway, the way to deal with it is the same as any TA/non-Arch combination, fire your debuffs, then your attacks so you aren't continually redrawing.

The big issue with TA/AR that I see is lack of solid mitigation. my TA/Ice has eaten quite a bit of dirt thanks to Ice Storm and Frost Breath, it would just get worse when you stack on more AoEs.

TA/Dark is a very popular combo for playing well, the extra To-hit debuffs really add to survivability and getting Life Drain is also a plus. On top of that, with Dark Pit you can go for Dark Mastery and Oppressive Gloom to get a lot of AoE damage mitigation in the higher levels.

TA/A is popular, but it lacks synergy. my TA/A felt pretty lackluster before Rain of Arrows, which made everything better, but honestly, if you're in it for RoA, you're better off going Kin for Fulcrum Shift, or Rad for, well, being rad, or storm for the stronger debuffs, etc.


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Why /duel is a bad idea

 

Posted

Quote:
Originally Posted by Psyonico View Post
My TA/AR is only level 9, so I can only speak from a hypothetical standpoint.

TA/AR, although perhaps redraw intensive, is a strong AoE combination, OSA, Flame Thrower, Buckshot, M30, Ignite, Full Auto, Disruption Arrow... yeah... Anyway, the way to deal with it is the same as any TA/non-Arch combination, fire your debuffs, then your attacks so you aren't continually redrawing.
From a Blaster viewpoint Archery is generally considered to be better than AR (although personally I love AR). In general RoA is easier to hit the entire spawn with than Full Auto. AR does have an extra AoE in Flamethrower but the fact that it's a DoT makes it less popular with many players. AR also suffers because one of it's ST attacks is Ignite which suffers from a long cast time and the need to prep the enemy with an immobilize. Finally Archery has Aim which is a nice damage bonus (assuming you're one of those people who actually remember to use it).

AR does have better knockback than Archery but for a TA knockback is a double edged sword. Unless you've got a convenient wall to knock enemies into you run the risk of knocking enemies out of range of your Oil Slick or Disruption Arrow (also your Glue Arrow, but the debuff persists for 30 seconds so that's not a big deal). Playing as a Traps/AR I've noticed that my knockback is significantly more noticeable than it is on my AR/Dev Blaster and I'd much rather have a Ragnarok Knockdown Proc in Fistful and just have to be careful with Explosive Arrow than have to worry about Knockback of Slug, Buckshot and M60


 

Posted

I went for TA / Rad...

Rad attacks accept 2 procs, from ranged dmg + def debuff... means dmg procs can make up the dmg that defenders lack.

Works well in PvP, same should apply for PvE

Otherwise go with /Archery and eliminate the redraw.


Consciousness: that annoying time between naps.

 

Posted

Of special note in the Defender secondary damage debate is the fact that Ignite and Ice Storm (and Blizzard) use blaster damage numbers instead of the much lower defender standards. A defender with an immobilize in their primary (or epic) pool can reliably use Ignite to deal well over 500 damage per shot. While Ignite's damage on a blaster is awesome but possibly not awesome enough to justify needing the setup, it is WAY above and beyond the ST damage potential of the average defender (with sonic blast on teams being a special exception due to -res). Ice blast can similarly butcher large spawns if it has a means to prevent them from fleeing. Archery is awesome because of RoA, but outside of RoA it is fairly average.

Damage procs can also make a dramatic difference for a defender since they add a fixed amount of damage for any AT, and therefore add a larger percentile improvement for those with low base numbers. Radiation would make an excellent candidate for mass-proc attacks, with two damage procs + an Achilles Heel slottable in any power from -def sets, along with any KB/AoE/Snipe/PvP/Purple damage procs where applicable. Neutrino Blast can become an absolute meatgrinder with four or five procs in it. Something like Irradiate could theoretically have six damage procs across 5 damage types, though it would probably not be very efficient. Dark (Cloud Senses proc everywhere + a Trap of the Hunter in Tenebrous Tentacles), Energy (Explosive Strike everywhere) and Ice (Impeded Swiftness everywhere) get honorable mentions in that regard.

With TA, it will be very important to have either an origin-temp attack that can light your Oil Slick, or better yet, have a secondary that deals energy (or fire) damage anyway. Something like Howl is beautiful, since it both hurts the spawn initially, lights your slick, and softens them all up for the fire. Energy blast can light slicks and has decent proc potential, but is probably not the best pairing for TA because of the random KB knocking things out of your debuffs (or back into the patches if you're good at aiming it, but unreliably).


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

Posted

Quick update, BaB's has just announced that redraw issues have finally found solution.

Assault Rifle isn't going to be included in the first round of weapons without redraw issues, but TA/ Is and the others are definitely around the corner.

http://boards.cityofheroes.com/showt...9&postcount=74 (BaBs original post)

Enjoy your future TA/AR.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

You could give TA/sonic a try. Sonic blast lights the Oil Slick. "Light, Dang it LIGHT!"


Triumphant Defenders Forever
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HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

I have a level 50 TA/A Defender, but if I were to do it over, I'd probably go with TA/Ice. With your TA debuffs, a killer nuke like Blizzard, and 3 ST holds at your disposal (2 from Ice Blast, and Ice Arrow), you've got a nice mix of damage, debuffs and control.

Another tempting combination would be TA/Sonic due to the sheer debuffing ability. However, I've done Sonic Blast before and I simply don't find it very exciting, despite it's debuffing capacity.

Good luck with your TA!



Leader of Renaissance de la Veritas
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Posted

You might want to try TA/Dark. That gives you a very nice mix of powers and secondary effects.


-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
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Posted

My takes on the 3 I've played.

TA/arch. Great for concept and having either rain of arrows or OSA up every fight is just awesome for consistant high damage aoe's. The only hangup I have with the pairing is archery doesn't offer anything as a secondary effect which is important to me as a defender.

TA/AR. Once again great aoe damage available and very easy to light slicks. For those that can't handle archery because of its lethal damage AR is a nice alternative. Once again the pairing lacks a good secondary effect in return for it's strong aoe's. REDRAW IS NOT A FACTOR!111!!!!! I see this comment time and time again and it's generally from people that have not played the sets together. The bow is drawn at the start of the fight to debuff and the gun is usually brought out afterwards for damage. Occasionally you'll want to or need to switch during a fight but it's hardly the juggling act people make it out to be.

TA/Son. My favorite by far. OSA->Disrupion->Howl is mmm mmm good! The -res from the two sets make it a great force multiplier. Sonic attack is a little weak on aoe but OSA is up quite often and helps make up for any aoe orange number envy you may have.


 

Posted

Quote:
Originally Posted by Roofles View Post
REDRAW IS NOT A FACTOR!111!!!!! I see this comment time and time again and it's generally from people that have not played the sets together. The bow is drawn at the start of the fight to debuff and the gun is usually brought out afterwards for damage. Occasionally you'll want to or need to switch during a fight but it's hardly the juggling act people make it out to be.
That's not the only reason it's not a factor. Redraw is accounted in activation times. Radial knockback on targeted AoEs and (old) exemplaring for more influence, and redraw and weapons are probably the three most common CoH myths.
Quote:
Originally Posted by Luminara View Post
[color=lightgreen][b][*]Redraw
Weapon redraw has, for years, been considered one of the ultimate banes of players. Entire guides, including my own previous TA guide, dedicated entire diatribes on the vileness of redraw and how critical or worthwhile it was to avoid it whenever possible. The truth was only revealed a short few months ago, though.

There is no redraw penalty.
Read Luminara's guide on TA, it will probably answer every question you can imagine.
http://boards.cityofheroes.com/showthread.php?t=122243

I would echo /Ice or /Sonic, though most any combination would work well.


@Gilia1
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