Tell me about Trick Arrows..


kidengineer

 

Posted

What's good, what's skippable, etc. My Demon Summoner is /TA and will be the first TA that I have goten past 30. I am trying to plan my build to see what I can sneak into it.



"Sorry bucko, but CoH and CoV are the same game." -BackAlleyBrawler
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Posted

My recommended powers...

Acid Arrow
Disruption Arrow
Oil Slick Arrow
Ice Arrow
Glue Arrow
EMP Arrow without question

My postponed powers (not exactly skipped)

Entangling Arrow (not an option for you)
Flash Arrow (wasn't an option for me, I was on a Defender and had to pick one of them, I opted for the one that could hinder the most enemies)
Poison Gas Arrow (Trickshooter keeps giving me flack for that )

On a Mastermind, you'll be able to play around more with what powers you choose, because, unlike a Defender, you won't be picking things to deal with protecting your life and cutting the enemy down as fast as possible. You'll be able to very directly see the tactical behavior of each power you utilize (whereas Defenders usually find themselves alone on this server). Basically, the cool thing about Trick Arrow is that you're throwing all of that nastiness back the enemy (mostly PPD and Longbow) that was throwing the same at you.


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Posted

I believe the person to ask is Trickshooter.


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Posted

I've added my comments to what Mr. Grey has stated, in yellow.

Quote:
Originally Posted by Mr_Grey View Post
My recommended powers...

Acid Arrow Use it love it
Disruption Arrow Mostly use it when on teams, good if the enemies are now spread
Oil Slick Arrow Most of the time is my Alpha shot, followed by Flaming Arrow. No comments from you Trickshooter that on my TAD every arrow is a "flaming arrow!"
Ice Arrow Great hold and maybe one of the longest holds in the game.
Glue Arrow Good crowd control
EMP Arrow without question You will like this vs robots

My postponed powers (not exactly skipped)

Entangling Arrow (not an option for you) There is much debate about this power. It is very useful vs flyers to pull them down into the nice spot of glue or flaming oil. If your playing red side then, you will most likely use it on Freakshow, and maybe Werven.
Flash Arrow (wasn't an option for me, I was on a Defender and had to pick one of them, I opted for the one that could hinder the most enemies)
Poison Gas Arrow (Trickshooter keeps giving me flack for that )As by right he should!

On a Mastermind, you'll be able to play around more with what powers you choose, because, unlike a Defender, you won't be picking things to deal with protecting your life and cutting the enemy down as fast as possible. You'll be able to very directly see the tactical behavior of each power you utilize (whereas Defenders usually find themselves alone on this server). Basically, the cool thing about Trick Arrow is that you're throwing all of that nastiness back the enemy (mostly PPD and Longbow) that was throwing the same at you.
The one thing that MAY be a problem is that the Trick Arrow set does not have a heal. I'm not sure if the demon powers have a pet with a heal.


 

Posted

Quote:
Originally Posted by Nylonus View Post
I've added my comments to what Mr. Grey has stated, in yellow.

The one thing that MAY be a problem is that the Trick Arrow set does not have a heal. I'm not sure if the demon powers have a pet with a heal.
The first summoned demon (the tier 2 pet) has a heal and shields, and you can slot it for resistance and heals as well. Not sure if that aspect of slotting is worth it though...

I was thinking of trying a demon/TA... maybe I'll hold onto that and create it on Freedom for days when I am off and no one's around. Let me know what it's like though please Vega? I am curious!

Btw, demon/dark got a lot more interesting once I got fearsome stare. And by interesting, I mean carnage-filled.


 

Posted

Quote:
Originally Posted by Riverdancer View Post
The first summoned demon (the tier 2 pet) has a heal and shields, and you can slot it for resistance and heals as well. Not sure if that aspect of slotting is worth it though...

I was thinking of trying a demon/TA... maybe I'll hold onto that and create it on Freedom for days when I am off and no one's around. Let me know what it's like though please Vega? I am curious!

Btw, demon/dark got a lot more interesting once I got fearsome stare. And by interesting, I mean carnage-filled.
Ahhh Ok. . .I think I only got my Demon/Dark MM up to about 15 on Test. I knew he had the shields just did not know about the heals.


 

Posted

I've learned to recognize the sound of the Ember Demon's heal, and from what I can tell, relying on that is almost as bad an idea as trusting the Merc Medic's heal. Not quite the same, but not much better.


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Posted

Trick Arrows is a... strange set for MMs. The only thing that seems to work in its favor is that it's almost all AoEs, which is nice for the personal team MMs bring along.

Entangling Arrow: Unfortunately, required. Worst immob in the game. I'm sorry.

Flash Arrow: Completely skippable on a MM.

Glue Arrow: As effective on a MM as it is on a Defender, so that's nice, even though it's not as amazing as other slows. It will be your main source of damage mitigation for awhile. Take it, but slotting for Slow will be mostly unnecessary, just go with Recharge redux.

Ice Arrow: Pretty standard buff/debuff set Hold. Not necessary, but not bad. Probably won't find much use on teams.

Poison Gas Arrow: Another of your AoE damage mitigation powers. You should never skip this, but even I put it off till level 30. It's only -15% damage on a MM, but that's kind of like +15% resistance to all (at least again even con enemies, anyway).

Acid Arrow: Of course take this, why would you ever skip it? It's one of the bread-and-butter powers of the set.

Disruption Arrow: Another one you shouldn't skip.

Oil Slick Arrow: Again, don't skip it.

EMP Arrow: If you skip this, I hate you.


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Posted

Again I agree...to bad one cannot skip the first two powers...