Archery: /mm or /nrg
if you alreayd have a 50 with nrg you might as well go /mm
My first 50 was an Energy / Energy Blaster and I still loved my Archery / Energy. If you go pure range you won't use much from your secondary anyway, just Boost Range and Build Up plus the occasional Power Thrust to get something out of your face. With /Mental you'll either be skipping two of the main powers people take /Mental for (Drain Psyche and Psychic Shockwave) or else you'll be getting a lot closer to the enemy than you would otherwise need to. The big advantage to Archery/Energy is that you can stay 80-100 feet back (and up) at all times and still have a full attack chain and good AoE damage. Slot a couple of Range/Damage HOs and your cone has a 100 foot range. If you don't mind skipping some set bonuses to use Range/Dmg HOs in several attacks you can even do things like shoot Hamidon from outside the goo or snipe someone from so far away you need to target through a spotter.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
Arch/ment is incredible. Properly slotted it lives up to damage as mitigation, and when it doesn't it still has mitigation as mitigation.
You can go pure range, up close and personal and you can do both with same build and be really really good at both.
Just some food for thought.
Stealth into the middle of a spawn hit a point blank rain of arrows while its animating drop a drain psyche and as the arrows land hit psychic shockwave. At the end of 6 seconds you are standing in a field of corpses.
On a fast team ? aim build up, explosive arrow, fistful, psychic scream and the scrapper if he doesn't read the log will think he killed everything.
I like archery, it is such a stealthy killer. You just hear - thwick thwick thwick and then everything falls over. Like the above posted said, if they don't look at the log they won't even know you killed everything.
I love /nrg but went ahead and did /mm. Wanting to move away from blappering but I still like to move in and out of range so the close AOE of MM sounds rediculously fun. Threw together a build in Mids with about 22 ranged def. Just had one question though, would the +stealth IO in SS be enough to sneak into the center of mobs for the RoA + PS combo?
Also here is the build just incase I made some huge glaring mistake I overlooked. Teachers always said to have others check your work.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Stingshot: Level 50 Mutation Blaster
Primary Power Set: Archery
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(37)
Level 1: Subdual -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(5), TotHntr-Acc/Immob/Rchg(9), TotHntr-Acc/EndRdx(42), TotHntr-EndRdx/Immob(43), TotHntr-Dam%(43)
Level 2: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 4: Telekinetic Thrust -- RechRdx-I(A)
Level 6: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Acc/Dmg/EndRdx(36), Thundr-Acc/Dmg/Rchg(37)
Level 8: Hurdle -- Jump-I(A)
Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(40)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(17)
Level 14: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(40)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(36), RgnTis-Regen+(46)
Level 18: Concentration -- RechRdx-I(A), AdjTgt-Rchg(19), AdjTgt-ToHit/Rchg(31)
Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-End%(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod(50), P'Shift-EndMod/Acc/Rchg(50)
Level 22: Drain Psyche -- Nictus-Heal(A), Nictus-Acc/Heal(23), Nictus-Heal/HP/Regen/Rchg(23), P'Shift-EndMod/Acc/Rchg(27), P'Shift-EndMod/Rchg(31), P'Shift-EndMod(37)
Level 24: Aim -- RechRdx-I(A), AdjTgt-ToHit/Rchg(25), AdjTgt-Rchg(31)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: World of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(29), Mlais-Acc/EndRdx(34), Mlais-Conf/Rng(34), Mlais-Acc/Conf/Rchg(46), Mlais-Dam%(46)
Level 30: Super Jump -- Zephyr-Travel/EndRdx(A)
Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(42)
Level 35: Maneuvers -- LkGmblr-Rchg+(A)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(50)
Level 41: Bonfire -- RechRdx-I(A)
Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(45)
Level 47: Melt Armor -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(48), AnWeak-DefDeb/EndRdx/Rchg(48), AnWeak-DefDeb(48)
Level 49: Super Speed -- Zephyr-ResKB(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Ninja Run
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Wanting to make a new Archery blaster but can't decide on a secondary. I had heard good things about Archery with Boost range and I seemingly don't stop hearing good things about MM all around. I would prefer to go the MM route only because I have a 50 nrg/nrg and have used /nrg for 5+ years now. So basically I am trying to find out if boost range with archery is over the top good and worth more alone than what MM can offer me.