FF/Archery
My FF mini-guide is in my sig. Westley's guide is probably still around somewhere.
There's not a lot of FF/Archery magic synergy, so I'm just going to say "Archery is archery, check the Blaster boards for details."
FF: Take Maneuvers, and the three defensive bubbles. That's the core curriculum. Force Bolt, Personal Force Field as desired. Repulsion Bomb is highly recommended. For Archery, take whatever you like. Rain of Arrows is your crucial power, I believe.
Bubble everyone up every 3 minutes. Use passive-aggressive binds ("I'm over here with the tank, and your bubbles are expiring soon") on people that aren't around for the bubbling. They'll come back or they won't, they'll live or they won't, not your problem. They made their choice. Avoid getting too much aggro. Shoot people with arrows in your extensive spare time. Remember that everyone ELSE on the team is the tank.
In the upper levels, you can IO up and get yourself some extra ranged and AOE defense. Then you can stop worrying about the aggro and shoot people with arrows even more.
It's really about that simple.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Thanks for the info
About the only synergy between FF and Archery is the fact that Force Bubble keeps things at range and Archery is an all ranged set.
Pretty much everything Fulmens said is accurate.
Basic Slotting is simple:
Defense powers: 3 Defense/1 End
Slot attacks
For IOs if you want personal Defense the sets I prefer are Thunderstrike, Detonation and Red Fortune. A good place to look for IO slotting examples is here. In fact my old build for FF/Archery is there.
And here's the best CoX archery guide.....
Luminara's Archery Codex
-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
I have this build at 50. He needs a respec, but he's very interesting to play. Mostly it's just buff and blast with some positional control as a side dish.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Hello,
Never had a Defender before and after a few hours looking at the different options and thinking out my hero-concepts, I finally made a decision: going for an FF/Archer Defender.
Eventhough I'm an old veteran from the Beta, I'm still quite newbish
I read the stickies and noticed there's no FF/Archer-guide, so I kinda wondered what I should look out for, skills that are skippable, how to slot, etc...
An example build could help as well ofc.
Thx!