Fire/Trick Arrow
I think your build needs some work. I prefer to slot powers first to benefit the power and not for set bonuses . . . and your slotting is going to be unworkable. The bigger problems are marked in color.
Char: This one has a lot of options, but I would slot some hold in there in addition to the damage -- you are a controller, after all. Char is used so frequently, it should be 6-slotted.
Fire Cages: I'd replace the Immob with a Damage proc, like the one in Posi Blast.
Flash Arrow: The main benefit of this power that can be slotted is the ToHit Debuff -- and it can be stacked with Smoke. That Dark Watcher proc is nearly worthless.
Hurdle: I still don't understand why people take Hurdle at 6 when there are more useful powers available . . . like Air Sup or Glue Arrow. Oh, well. It won't be a problem much longer.
Glue Arrow seems overslotted to me. Recharge and a little bit of Slow is all you need. You could use those slots somewhere else for more benefit.
Hot Feet: Here's a problem. The Oblit set has a nice Defense bonus, but it has almost no EndRdx. If you don't put EndRdx in Hot Feet, you'll be running out of blue constantly. I Frankenslot Hot Feet, but the Multistrike set can work, too.
Poison Gas Arrow: This is one of the most skippable powers in the set. Why take it so early? And you took Flashfire at 30?? Flashfire should be at 12. The Chance to Placate proc? I have it, and I'm not sure it does anything -- I only have it to finish out the set, as it was cheaper than the other option. I'd only use it if you are 5-slotting the set for the nice Recharge bonus. And frankly, on a Fire/TA I would take Smoke over PGA. Stacked -ToHit Debuff is more effective.
Cinders can be postponed until after Stamina. So can Acid Arrow, but I'd take Acid at 22. But failing to take Flashfire at 12 is a mistake.
Acid Arrow: Needs Accuracy!! Since this is an important Defense Debuff, it needs to hit so your other powers can hit.
Oil Slick Arrow: This is, first and foremost, a damage power. This is a good place to slot that Oblit set, as you want to mainly slot Recharge and Damage.
Fire Imps: I prefer to slot for Max Damage, good accuracy and as much recharge as I can get, so they can be re-cast when one or more die. I suggest the same slotting as Phantom Army: 4 from Expediant Reinforcement (leave off Dam/End and the Resistance proc) plus Dam/Rech and Chance for Build Up from the Soulbound set.
You made some other choices I wouldn't make, but I won't comment on all of them. Personally, I'm not a fan of Stealth. If I want Stealth, I go for Super Speed because it has other benefits. Besides, SS will help you run in and out of melee. If I want a place for a LotG Rech you could go with Hover or Combat Jumping. Since you can get "stealth" from an IO, I find the power to usually be a waste since you can stack a stealth IO with Super Speed to get full invis.
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
Local Man you saved me time! I was 5 mins into a reply when ya already done one.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Thanks for the input Local you've given me somethig to go on
Thelonious Monk
I do want to counter that PGA is skippable, I wouldn't advise omitting it. -20 Dmg is effective against AVs. For soloing or spawn munching purposes, perhaps it is skippable, but when fighting dangerous targets, it will be a good help. Smoke, by the way, is resistable (unlike Flash Arrow) and will frankly be a waste of endurance and activation time for an AV, unlike PGA.
Global = Hedgefund (or some derivation thereof)
I do want to counter that PGA is skippable, I wouldn't advise omitting it. -20 Dmg is effective against AVs. For soloing or spawn munching purposes, perhaps it is skippable, but when fighting dangerous targets, it will be a good help. Smoke, by the way, is resistable (unlike Flash Arrow) and will frankly be a waste of endurance and activation time for an AV, unlike PGA.
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Does PGA stack in repeated applications?
Thelonious Monk
Pity. It's a tough call between that and disruption arrow too. I figure both will be nice to have come I19
Thelonious Monk
Pity. It's a tough call between that and disruption arrow too. I figure both will be nice to have come I19
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Interestingly Disruption Arrow will also increase the amount of -damage PGA does as well due to the way -damage interacts with resistance.
Pity. It's a tough call between that and disruption arrow too. I figure both will be nice to have come I19
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The -Damage in PGA is nice, but one of the reasons it is skippable is that on a Controller with a TA seconary, you have controls to stop the incoming damage so -Damage powers become less important. It does become more important on AVs and foes you can't control. So, if you take Poison Gas Arrow, you can take it later in the build.
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
Reworked:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Bombardier Beetle V2 Mu: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Trick Arrow
Power Pool: Fitness
Power Pool: Flight
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Char -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(3), Entrpc-Heal%(9)
Level 1: Entangling Arrow -- TotHntr-Dam%(A), Enf'dOp-Acc/Rchg(5), P'ngTtl--Rchg%(7)
Level 2: Fire Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(5), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(15), GravAnch-Hold%(15)
Level 4: Flash Arrow -- DarkWD-Slow%(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Air Superiority -- P'ngS'Fest-Stun%(A)
Level 10: Glue Arrow -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(11), P'ngTtl-Acc/EndRdx(11), P'ngTtl-Rng/Slow(17), P'ngTtl-EndRdx/Rchg/Slow(25), P'ngTtl--Rchg%(27)
Level 12: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(19)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Poison Gas Arrow -- FtnHyp-Plct%(A), FtnHyp-Acc/Rchg(46)
Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(21), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(36), UbrkCons-Dam%(40)
Level 20: Acid Arrow -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(21), LdyGrey-DefDeb/Rchg/EndRdx(31), LdyGrey-Rchg/EndRdx(31), LdyGrey-%Dam(33), LdyGrey-DefDeb/EndRdx(34)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(23), P'Shift-EndMod/Rchg(25)
Level 24: Fly -- Zephyr-ResKB(A)
Level 26: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(27), GftotA-Def(36), GftotA-Def/EndRdx(43)
Level 28: Ice Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(37)
Level 30: Flashfire -- Amaze-Stun(A), Amaze-Acc/Stun/Rchg(42), Amaze-Acc/Rchg(43), Amaze-EndRdx/Stun(46), Amaze-ToHitDeb%(46)
Level 32: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(34), S'bndAl-Acc/Rchg(34), S'bndAl-Dmg/EndRdx(42), S'bndAl-Build%(43)
Level 35: Oil Slick Arrow -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(37), LdyGrey-DefDeb/Rchg/EndRdx(39), LdyGrey-Rchg/EndRdx(39), LdyGrey-DefDeb/EndRdx(40), LdyGrey-%Dam(40)
Level 38: Disruption Arrow -- RechRdx-I(A), Range-I(39)
Level 41: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(50), P'Shift-Acc/Rchg(50)
Level 44: Charged Armor -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-EndRdx/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Summon Guardian -- EnManip-Stun%(A), C'Arms-+Def(Pets)(48), SvgnRt-PetResDam(48), EdctM'r-PetDef(48), ExRmnt-+Res(Pets)(50)
Level 49: Hasten -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 2: Ninja Run
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Set Bonus Totals:
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Set Bonuses:
Entropic Chaos
(Char)
- 10% (0.42 HP/sec) Regeneration
- MezResist(Confused) 2.75%
- 2.25% Max End
Gravitational Anchor(Fire Cages)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Resistance(Toxic)
Pacing of the Turtle(Glue Arrow)
- MezResist(Sleep) 2.75%
- 2.5% Enhancement(Slow)
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Obliteration(Hot Feet)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Fortunata Hypnosis(Poison Gas Arrow)
- 4% (0.07 End/sec) Recovery
Unbreakable Constraint(Cinders)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Resistance(Toxic)
Touch of Lady Grey(Acid Arrow)
- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 8% (0.34 HP/sec) Regeneration
- 2% DamageBuff(All)
- 11% Enhancement(Accuracy)
Performance Shifter(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
Blessing of the Zephyr(Fly)
- Knockback Protection (Mag -4)
Luck of the Gambler(Stealth)
- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
Gift of the Ancients(Stealth)
- 2% (0.03 End/sec) Recovery
Lockdown(Ice Arrow)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Absolute Amazement(Flashfire)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Soulbound Allegiance(Fire Imps)
- 16% (0.68 HP/sec) Regeneration
- 30.5 HP (3%) HitPoints
- 4% DamageBuff(All)
- MezResist(Held) 4.4%
- 5% Defense(Psionic)
Touch of Lady Grey(Oil Slick Arrow)
- 15.3 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 8% (0.34 HP/sec) Regeneration
- 2% DamageBuff(All)
- 11% Enhancement(Accuracy)
Performance Shifter(Power Sink)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
Impervium Armor(Charged Armor)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
Call to Arms(Summon Guardian)
- 5% Defense
Sovereign Right(Summon Guardian)
- 10% Resistance(All)
Edict of the Master(Summon Guardian)
- 5% Defense
Expedient Reinforcement(Summon Guardian)
Thelonious Monk