Archery or DP in a all rad team?


Amy_Amp

 

Posted

Hey All,

So I'm teaming with 2 Plant/Rads and I want to be a defender (for more Rad buffs/debuffs) so I'm trying to decide between a DP or Archer.

If you had to pick, which is "better" and why?

This team is all about range, and we're trying to get to 50.


 

Posted

archery has more damage in it, and has aim where as dual pistols doesnt.

Archery also has a fast recharging mini nuke with rain of arrows, where as dual pistols gets a melee range dance move with crappy damage lol plus your biggest hitter, executioners shot is melee range too, plus it has no snipe power. If range is what your after you shouldnt be anywhere near Dual Pistols.

Archery is better for what you want everytime.


 

Posted

Quote:
Originally Posted by Predatoric View Post
archery has more damage in it, and has aim where as dual pistols doesnt.

Archery also has a fast recharging mini nuke with rain of arrows, where as dual pistols gets a melee range dance move with crappy damage lol plus your biggest hitter, executioners shot is melee range too, plus it has no snipe power. If range is what your after you shouldnt be anywhere near Dual Pistols.

Archery is better for what you want everytime.
I guess I should have also asked, would playing a/this defender be able to create significant damage? I don't wanna be a blaster for the 3x AM we will be able to get at level 22 and beyond but would I have been better of with another troller for containment damage?


 

Posted

Quote:
Originally Posted by Robert_B View Post
I guess I should have also asked, would playing a/this defender be able to create significant damage? I don't wanna be a blaster for the 3x AM we will be able to get at level 22 and beyond but would I have been better of with another troller for containment damage?
You will get some boost to damage via the new inherit. I'm not sure I would still considering it significant damage, but that depends on your definition of it. If you went melee, Fire/rad would be great with Plant. Since you want range, Ill/rad would be the ideal. Toss in PA and then have them use Seeds. This being if you want to go controller. Even with a defender, you shouldn't have that much of an issue.


 

Posted

Defenders suck for damage, they always have, and always will unless your kinetics using fulcrum shift on some big mobs and hitting damage cap, even then a blaster is still going to hit more damage than you just by hitting build up and aim.

If its any form of damage you want, stay away from defender since even if with the new buff in i17, its still hardly any different. Plus it also removes itself when in a team anyway.

The biggest advantage of playing Archery on any AT though is the fact that Rain Of Arrows recharges so quickly. When slotted you can get the attack once every mob and on a blaster that does significant damage, on defender its minor so you will still take a long time to kill even with radiation since you will find a lot of the time the target you debuff either gets killed first, or runs outside of the mob.

I myself raised a kin/Archery and a rad/ice before to 50 so i know both sets inside out on defender. Defender is always one of those classes you want to be good, but never actually gets there.

If you plan on teaming with just plant/rad controllers, then i suggest you either look into a scrapper or a tanker, or a blaster. Controllers are squishy but they can stop people moving, doing so however gives them crappy damage. To make an effective team you should work on filling these holes with your charecter, either tanking wise with a tank orientated scrapper or a full tanker to take some of the damage away from them or a blaster to get them killed before they die.

If you play a scrapper tanking, you will probably die a lot leveling and unless set out right, will lose agro a lot anyway but you will deal damage and still be able to tank a bit. Blaster you will find that you will be the first one the mobs run at because you will get the most hate so you should practice running

Its up to you what you play but defender really wouldnt be needed in a team of controllers as a rad.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
You will get some boost to damage via the new inherit. I'm not sure I would still considering it significant damage, but that depends on your definition of it. If you went melee, Fire/rad would be great with Plant. Since you want range, Ill/rad would be the ideal. Toss in PA and then have them use Seeds. This being if you want to go controller. Even with a defender, you shouldn't have that much of an issue.
Yea but I really don't want a troller, and the idea here is to be able to stack AM perma 3x (you can at 22 with Hasten, 3 slotted) and I have played archers before, but never got one to RoA.


 

Posted

Quote:
Originally Posted by Predatoric View Post
Defenders suck for damage, they always have, and always will unless your kinetics using fulcrum shift on some big mobs and hitting damage cap, even then a blaster is still going to hit more damage than you just by hitting build up and aim.

If its any form of damage you want, stay away from defender since even if with the new buff in i17, its still hardly any different. Plus it also removes itself when in a team anyway.

The biggest advantage of playing Archery on any AT though is the fact that Rain Of Arrows recharges so quickly. When slotted you can get the attack once every mob and on a blaster that does significant damage, on defender its minor so you will still take a long time to kill even with radiation since you will find a lot of the time the target you debuff either gets killed first, or runs outside of the mob.

I myself raised a kin/Archery and a rad/ice before to 50 so i know both sets inside out on defender. Defender is always one of those classes you want to be good, but never actually gets there.

If you plan on teaming with just plant/rad controllers, then i suggest you either look into a scrapper or a tanker, or a blaster. Controllers are squishy but they can stop people moving, doing so however gives them crappy damage. To make an effective team you should work on filling these holes with your charecter, either tanking wise with a tank orientated scrapper or a full tanker to take some of the damage away from them or a blaster to get them killed before they die.

If you play a scrapper tanking, you will probably die a lot leveling and unless set out right, will lose agro a lot anyway but you will deal damage and still be able to tank a bit. Blaster you will find that you will be the first one the mobs run at because you will get the most hate so you should practice running

Its up to you what you play but defender really wouldnt be needed in a team of controllers as a rad.
yea, I considered a Arch/mm blaster and with Hasten I could get AM (single) perma by 22 or so, but with a Def I can get AM 3x (all rad's of course) by 22, stack 2x assault on top of that (and a tactics) and I should hope damage wise we'll be ok. Also, with 2x Creepers, they can do some of the tanking (or take the alpha atleast) till I can nail all the mobs with seeds


 

Posted

Dual Pistols...

Hail of Bullets is getting buffed in i17 (60% chance for the ticks to go off vs the current 50%, as well as +Defense for 5 seconds), and it's just more fun


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Given the company you plan to keep, I'd go Assault Rifle: Blast and Burn.

Given that you have 2 controllers for Immobilize, I would look into Assault Rifle. IF and ONLY IF, you can immobilize foes, Assault Rifle is the highest damage defender blast set for both AoE and ST. IF and ONLY IF, you can immobilize your foes. That should not be a problem on a team with two controllers. It also gets a crashless nuke. However, I prefer the Archery crashless nuke, if the crashless nuke is the only consideration.

If you had multiple DP on the team, you could stack -damage to useful levels, creating the equivalent of resist shields. (-damage = +resist). This is something you could do even on an all blaster team, and is a somewhat unique niche for a blast set.

Archery and rolling nukes: Aim + APP:Power Build Up + RoA = Impressive Fun. Also, given the way this power is setup, you can hit more than the damage cap number of targets. Each wave of the power is limited to the damage cap, but there are multiple waves of damage.

For the most impressive nuke, I'd go Ice Blast. The Ice Blast nuke pet can be thrown around corners and has some very impressive damage. Ice is also a very strong set for ST damage, and Moderately strong for AoE. It's somewhat the best average of both worlds, but not the very best of either. IE: A Cold Domination/Ice Blast defender Blizzard Nuke (2200) can surpass Blaster Blizzard Nuke (1800) damage when combining all their powers properly.


 

Posted

ice because it out damages archery DP and AR.


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Posted

Quote:
Originally Posted by BrandX View Post
Dual Pistols...
Something else to consider is the Toxic rounds. While the -dam might not seem like much, it's incredibly powerful when you start stacking it with other sources of -dam, like, say, Enervating Field. With 2 Controllers and 1 Defender all throwing down with the EF, you'll have 65% -dam (base), which you can easily bring down to 90-95% -dam with relative ease, even on multiple targets.

Quote:
Hail of Bullets is getting buffed in i17 (60% chance for the ticks to go off vs the current 50%, as well as +Defense for 5 seconds), and it's just more fun
Each tick also got a very small increase to damage as well. The total increase to the damage is small, but not entirely insubstantial. The overall increase to average damage is roughly 20%.


 

Posted

Quote:
Originally Posted by PC_guy View Post
ice because it out damages archery DP and AR.
No it doesn't. Archery has the greatest area damage output of any set except for fire blast.


 

Posted

Dual Pistols fills the unique role of being a blast set that can provide -damage debuffing. 3x Enervating Field is pretty potent already, shaving around 2/3 of the target's damage away... but -dam, like +resist and +def, is a boost that gets exponentially better results the closer you come to the cap. With chem rounds being spammed on a defender, you can come pretty darn close to permanently flooring an AV's damage. Although Hail of Bullets is getting buffed in I17, Archery would still provide a bit more damage thanks to Rain of Arrows recharging in under 20 seconds thanks to 3x AM + Hasten + slotting, and has better range. If boosting the team's damage output is your sole priority then go Archery, but Archery or Dual Pistols will both be able to fill things with holes quite effectively.

If you are open to other possibilities, AR and Ice are unique on a permateam with controllers, in that even on defenders, Ignite, Ice Storm, and Blizzard all use Blaster damage numbers. Ignite (and the others, but they have large AoEs and slows) benefit greatly from immobilizes - if you have a crowd under heavy Plant immob-spam, Ignite is the strongest single-target damage a defender could possibly dish out. AR has more AoE attacks than Ice but Ice Storm and Blizzard (far and away the strongest nuke you could have) balance it out.

Also, if you weren't going to already, your trio should run 3x Assault with the 3x AM. You'll have more than enough endurance, and more dmg = more better.


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

Quote:
Originally Posted by Robert_B View Post
Hey All,

So I'm teaming with 2 Plant/Rads and I want to be a defender (for more Rad buffs/debuffs) so I'm trying to decide between a DP or Archer.

If you had to pick, which is "better" and why?

This team is all about range, and we're trying to get to 50.
Archery,

It has Aim.... nuff said vs. DP


 

Posted

Quote:
Originally Posted by Doctor_Kumquat View Post
Also, if you weren't going to already, your trio should run 3x Assault with the 3x AM. You'll have more than enough endurance, and more dmg = more better.
Well see thats the thing, while I will have Perma 3X AM (and Hasten too boot) I will have alot of toggles going, as me

Me : Manouvers, Assault, Tough, Weave, APP Shield
Plant1: Manouvers, Assault, Tough, Weave, APP Shield
Plant2: Manouvers, Tacticts, Tough, Weave, APP Shield

Maybe SS too, to get the SS + Stealh IO going I dunno.

I think 2x Assault +3x AM should do it dammage wise?

Question is, should I bother with all that defence/resistance?


 

Posted

As someone who has never gotten a Defender past level 20 (I gravitate towards blasters and controllers and my only 50 is a Tank), decided to do a Dark/DP and I love it. It's very controllery and I really enjoy the elemental diversity of DP. I think this'll be the Defender that I take all the way (eventually, damned alt-itis).


JUSTICE
Caveman Etc: Inv/Stone Tank, Hyperdrive Etc: Gravity/Kinetics Controller, Terra-Storm Etc: Earth/Storm Controller, Cpt. Thunderstrike: Energy/Electric Blaster, Psicada: Sonic/Energy Blaster, Neon Ranger: Archery/Electric Blaster, Devlin Hellshot: Dark/Dual Pistols Defender