Fire/Trick Arrow
I've just rolled a speculative Fire/TA troller band it occurred to me that Smoke and Flash Arrow are doing the same job - so whcih is better to leave out? Do they stack and if so what's the effect?
Anyone have any experinece of this build and can offer any comment? Both sets are powers I've never really taken so I'd be interested in your comments. |
Flash Arrow has two aspects: a -Perception and a smallish but irresistable ToHit Debuff. Smoke does the same thing. The main reason to get both powers is because together, they stack the -ToHit Debuff to be a decent amount. The nice thing is that the -ToHit debuff cannot be resisted by AVs like other ToHit Debuffs.
A key question is your playstyle. Some Fire/TA players use Hot Feet for damage and run in and out of melee -- Super Speed is useful for this. Others don't use Hot Feet at all and stay at range. That's up to you.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
A fire/rad is arguably better but tends to be quite a bit end hungrier.
Flash Arrow + Smoke, combined with the Rock Armor Power from Stone mastery (assuming ED capped slotting and when fighting even con mobs) will have you running the equivalent of 38% defense to smashing/lethal (a single small purple insp will soft cap you to smash/lethal). Some additional Smash/Lethal defense set slotting will soft cap you with out the purple insp.
Hot feet is your main damage power and you can combine the resistance debuffs in Disruption Arrow (can be double stacked) and Acid Arrow. You have 3 AoE control powers at your disposal, a ranged stun an AoE hold, and a PBAoE hold, 2 single target holds, 2 single target immobs, and AoE immob, and 2 AoE slows, 1 PBaoE the other ranged.
My Fire/TA casts Flash Arrow, then Smoke, then an AoE mez, I trundle into Hot Feet range and throw Fire Cages to keep the stuff positioned where I want it, toss in Disruption Arrow, Acid Arrow the tougher targets and control any loose targets while the spawn melts.
Repeat on the next spawn, quite safe and reasonable damage solo though most stuff will be dead on teams before you can apply all your debuffs.
-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
My Fire/TA casts Flash Arrow, then Smoke, then an AoE mez, I trundle into Hot Feet range and throw Fire Cages to keep the stuff positioned where I want it, toss in Disruption Arrow, Acid Arrow the tougher targets and control any loose targets while the spawn melts.
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Its a good combo. I havent taken mine out of the barn in a few months but it is fun.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Thanks guys.
The reason for trying this is I've very limited experience of fire and none whatsoever of TA, after 4.5 years of playing - I have a nice Ice/Rad that's coming along and a rad/rad crupper that I've retired.
Sounds like this has some interesting potential.
One reason for experimenting is I'm hoping to do one of my mad trio things again and run a trio of controllers from 1-50 through every TF/SF in the game and this seems like it may have some use in that regard.
Thelonious Monk
It's not a bad combo and it's pretty fun. You will find that it is an unusual combination.
If you are looking for massive control Earth/TA would be a better combo. For soloing Plant/TA is better but not by much.
For Damage Fire/Kin and Fire/Rad will both be better.
Fire/FF is quite safe though it is slower. It's nice to pair Smoke up with Dispersion bubble, Bubbled Imps last quite a lot longer, and having mez protection means that Hot Feet doesn't get detoggled as long as you are mindful of sleep using mobs. It's a very nice team oriented controller.
-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 an Earth/Thermal at 50 and a Plant/Thorns dom at 50 too... (and some others too) but I like going for the unusual combos.
I may be speaking sacrilege here, but I dislike kin as a powerset. I have a kin defender and I think it was the constant "SBplx" that really got to me like it's an effing one trick pony. I've got another kin troller I'm working on now and frankly I'm not sure I like that at 34 odd.
I've also got a 50 Illusion/Sonic that I'm only slowly warming to and I love my Mind/Storm...
but from this you'll get an idea of where I'm at. Quirky and effective and unusual are where I'm often at.
Thelonious Monk
oh I'm in the same place believe me.
My Fire/Storm/Stone lacks Hurricane
My Plant/TA/Fire skipped all the slow and -damage powers
My Sonic/Ice/Elec blaster skipped the epic armor
My Energy/Energy/Force blapper lives in Melee range with 7% defense to all.
I have a Energy/Elec/Fire blaster with 5 (PB)AoE powers that do damage and knockback and I have them all slotted with KB sets.
Fire/TA is pretty straight forward. It's just not an often seen combination.
-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
Arc #40529 : The Furies of the Earth
It's my understanding that it has been partially fixed. Pets still won't go on it as long as it lasts, but they don't panic and run away, and they don't care about it once it expires.
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I haven't spent much time on my Ill/TA since GR hit -- just ran one set of Tip Missions. But the couple of times I used Oil Slick Arrow with PA out, I noticed that PA didn't seem to run out of the area when Oil Slick lit up. I want to check to see if this is really a change.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
It's my understanding that it has been partially fixed. Pets still won't go on it as long as it lasts, but they don't panic and run away, and they don't care about it once it expires.
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But hey, its not too bad. It used to be that casting oil slick and lighting it made them brain dead and unable to attack for the rest of the mission, even once the slick was gone and the imps were re-summoned. So right now, its almost like a miracle by comparison!
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Enjoying it a lot so far but a bit end heavy pre-fitness. I am liking how flash arrow and smoke are stacking too - specially with stealth
Thelonious Monk
Arc #40529 : The Furies of the Earth
My Fire/TA isn't high enough, but my Illusion/TA just got Oil Slick and I checked. Phantom Army does still run out of the Slick but no worse than that. Probably Imps do the same; although interestingly Phantasm floated quite happily over the flaming Slick.
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It still doesn't make any sense . . . PA should be exempt from this behavior.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
It still doesn't make any sense . . . PA should be exempt from this behavior.
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Here is my un-asked-for Fire/TA build. I actually play with this build on live. It is one of my 3 controllers who is actually slotted up well for real instead of being theoretical. Its fun.
Lewis
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
It really doesnt make sense for any of them to be afraid since it doesn't damage them. Frustrating bug. But, it used to be MUCH worse than it is now.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Really enjoying it so far. Up to 35 (I posted a different question on the board above) but I'm gonna be thinking about APP/PP soon.
What would go nice with this do we think?
Thelonious Monk
Really enjoying it so far. Up to 35 (I posted a different question on the board above) but I'm gonna be thinking about APP/PP soon.
What would go nice with this do we think? |
Earth APP always goes well with Fire too, the melee and AOE play well with the need to be in close for Hotfeet and you can stack the stuns. Poo armour looks like poo but the defense is nice and a self-heal/HP boost would be nice as well.
Earth and Ice Armors stack very well with Flash Arrow and Smoke.
Earth has the advantage of stacking stuns with Fissure and 2 hard hitting single target attacks that can be used to finish off bosses (which is where you'll have the most trouble).
The advantage that Ice has is that it accepts both Resistance and Defense sets allowing you to ED Cap your smash/lethal defense and still slot a Steadfast unique and a Gladiators. The slows in Frost Breath, and Ice Storm stack nicely with Glue Arrow and Hot Feet. Ice also gives you a very nice panic button power in Hibernate.
-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
Mace Mastery looks pretty interesting for this combo as well.
Mace Mastery has the Defense-based armor which stacks well with the debuffs from Smoke and Flash Arrow. You've also got Poisonous Ray which is a single target damage power that puts a damage resistance debuff on a single foe. I would guess that would stack well with the damage resist debuff from Acid Arrow and Disruption Arrow when fighting a hard target such as a Boss. Focused Accuracy and Disruptor Blast seems OK. The Epic Pet is possible place to slot unique pet IOs that buff the Fire Imp's defenses, which of course stacks with Flash Arrow and Glue Arrow.
So Mace Mastery seems pretty neat for Fire/TA. If I weren't already perma-hasten with my Fire/TA/Fire, I'd give it a go.
Soul Mastery also looks interesting. It has Dark Consumption, which is nice for any Fire Controller due to the heavy costs generally, and specifically with Hot Feet. Plus its point blank, which matches where you are likely to be in a fight (I'm always in the middle of things with my Fire/TA). But Soul Drain looks really nice. it is point blank also, which meshes well, and will increase your damage (with Hot Feet, Dark Obliteration, etc). Dark Obliteration is an adequate but lackluster AOE by the look of the numbers, it was probably designed to balance with Soul Drain. The pet will again provide a mule for pet unique IOs that give the fire imps resist or defense, or you can use it outright (or a hybrid approach). The Armor is resist based, which allows for the steadfast unique for 3% defense. Not bad at all.
Leviathan Mastery doesn't seem to be particularly amazing at first glance, but it does have Hibernate, which is nice. You can have your Oil Slick out killing stuff with the Fire Imps while you heal up. Not bad. I do wonder how Water Spout will interact with Oil Slick. I guess the Fire Cages will counteract its knock-up, but I tend to have a pretty long immobilize duration in my Fire Cages, which means that after the first 10 seconds, the spout will be flinging things up and down. Nice. And unlike Tornado, it definitely flings them straight up (IIRC). I just dont know if the knock-up of the spout and the knockdown of the slick will then suddenly start flinging things. This option would be more funny than useful perhaps, but I do like the idea of Hibernating while Oil Slick, Waterspout and Fire Imps do their Chaos thing.
Someone else commented on Mu so I wont touch on that. I don't really like Mu anyway, except for Power Sink. I wont discuss Ice or Stone either since those have been covered.
Primal Forces could be interesting due to Power Boost. A high level Fire/TA has a LOT of control, and Power Boost should increase that. I also wonder if it would magnify the effect of Smoke and Flash arrow. Geez. If so, you'd possibly have some pretty serious accuracy debuff. Plus the whole set is Energy, not that you'd need much more help lighting the Oil Slick considering the Fire Cages, Hot Feet and Fire Imps. The resist armor gives you a place for a steadfast res/def unique. I believe the Energy Torrent may be knockdown which could be interesting. The other AOE is lackluster by the look of it, and I would guess it does knockback, but that isn't all bad, and you can manage it. Primal seems pretty OK overall.
Psionic Mastery doesnt seem too exciting. Mez protection is nice though. The AOE is a pretty nice one. You do have resist armor for slotting the res/def to stack with smoke and flash arrow, and the mez protection armor gives you a place for LOTG recharge mules. Otherwise, not too synergistic. Looks fine tho.
Finally ... Fire Mastery. There is nothing special here, but this is the one I use. The AOE is convenient and comes early. The Fire damage lights the Oil Slick (mostly a non-issue given the Fire Control primary). The AOE damage also works at range quite well, which is important perhaps to people who don't like to play in close with their Fire/TA ... which is crazy talk ... this combo is all about being in the middle of things, IMO. But hey, early ranged AOE if you want it. The armor lets you put a steadfast in for def stacking if you want. Consume isnt great but it is adequate, and hey ... more endurance. Fire/TA definitely wants endurance. The main appeal is the visual style. I really look cool in my Fire Shield armor while tossing around the occasional Fireball. It looks great!
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
It doesnt make sense for any of them to do it ... least of all Fire Imps.
Here is my un-asked-for Fire/TA build. I actually play with this build on live. It is one of my 3 controllers who is actually slotted up well for real instead of being theoretical. Its fun. Lewis Hero Plan by Mids' Hero Designer 1.803 http://www.cohplanner.com/ Click this DataLink to open the build! Code:
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Interesting build. Not sure why you 6 slotted hasten with recharge tho
Thelonious Monk
Interesting build. Not sure why you 6 slotted hasten with recharge tho
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There are other ways I could have done it. I could shave a slot off EMP Arrow and the Fire Imps and take 2 from Hasten and that'd let me get the Sleep Purple set for PGA. Then I could swap out the stun set I have in the build for the purple stun set. The 4th slot on Hasten could then be moved to Fire Blast where I could then pick up another 6.25% due to the Decimation set. That'd get 3-slotted Hasten down to 119.5 seconds, which is even better. But I just cant afford the cost right now. I'm too poor to drop the cash to re-work in that manner, esp as I'm working on purchases for other characters rigth now.
So basically it was the cheap way to get perma-hasten.
Lewis
P.S. Here is what the re-worked version could sorta look like:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Here's one I put together based on the Mu variant PPP
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Thelonious Monk
Your link to open the build is broken, and your data chunk is absent.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I've just rolled a speculative Fire/TA troller band it occurred to me that Smoke and Flash Arrow are doing the same job - so whcih is better to leave out? Do they stack and if so what's the effect?
Anyone have any experinece of this build and can offer any comment? Both sets are powers I've never really taken so I'd be interested in your comments.
Thelonious Monk