Archer Advice




I've been resepccing (and respeccing, and respeccing, and respeccing, and respeccing...), and I've come to my Green Arrow/Hawkeye homage character. He's giving me a hard time. I haven't played him much (he's L3), so I don't know much about the trick arrow/archery sets. I'm looking for advice on the build.

Here's my first pass. What would you do differently? Am I skipping or delaying powers that are too useful? Am I taking things that aren't helpful? Any suggestions are welcome.

Hero Plan by Mids' Hero Designer 1.90

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Greatbow: Level 50 Natural Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Entangling Arrow -- EndRdx(A), Acc(3), Immob(3), Immob(5), Immob(5)
Level 1: Snap Shot -- EndRdx(A), Acc(7), Dmg(7), Dmg(9), Dmg(9)
Level 2: Aimed Shot -- EndRdx(A), Acc(11), Dmg(11), Dmg(13), Dmg(13)
Level 4: Glue Arrow -- EndRdx(A), Slow(15), Slow(15), Slow(17)
Level 6: Flash Arrow -- EndRdx(A), Acc(19), ToHitDeb(19), ToHitDeb(21), ToHitDeb(21)
Level 8: Poison Gas Arrow -- EndRdx(A), Sleep(23), Sleep(23), Sleep(25)
Level 10: Blazing Arrow -- EndRdx(A), Acc(27), Dmg(27), Dmg(29), Dmg(29)
Level 12: Combat Jumping -- DefBuff(A), DefBuff(17), DefBuff(25)
Level 14: Super Jump -- Jump(A)
Level 16: Ice Arrow -- EndRdx(A), Acc(31), Hold(31), Hold(31), Hold(33)
Level 18: Fistful of Arrows -- EndRdx(A), Acc(33), Dmg(33), Dmg(34), Dmg(34)
Level 20: Explosive Arrow -- EndRdx(A), Acc(34), Dmg(36), Dmg(36), Dmg(36)
Level 22: Stealth -- EndRdx(A)
Level 24: Disruption Arrow -- EndRdx(A)
Level 26: Oil Slick Arrow -- EndRdx(A), Dmg(37), Dmg(37), Dmg(46)
Level 28: Ranged Shot -- Acc(A), Dmg(37), Dmg(39), Dmg(39)
Level 30: Assault -- EndRdx(A)
Level 32: EMP Arrow -- EndRdx(A), Acc(39)
Level 35: Stunning Shot -- EndRdx(A), Acc(40), Dsrnt(40), Dsrnt(40), Dsrnt(42)
Level 38: Rain of Arrows -- EndRdx(A), Acc(42), Dmg(42), Dmg(43), Dmg(43)
Level 41: Conserve Power -- RechRdx(A), RechRdx(43), RechRdx(45)
Level 44: Aim -- RechRdx(A)
Level 47: Tactics -- EndRdx(A), ToHit(48), ToHit(48), ToHit(48)
Level 49: Acid Arrow -- Acc(A), DefDeb(50), DefDeb(50), DefDeb(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal(A), Heal(46), Heal(46)
Level 2: Stamina -- EndMod(A), EndMod(45), EndMod(45)



Acid arrow - Should be taken much earlier (ideally at 12)

The -damres debuff is important for boost your and your team offensive potential

Same with disruption arrow, you take it late (24) you should take it at 18

Personally, I don't slot PGA for sleep duration, as I view the sleep chance purely as a mechanism to break up the alpha strike. Its not going to last on a team, or even solo the way I play it.

I tend to have enhanced the recharge of the TA debuffs rather than their effects.

Glue arrow up every mob is more important to me than the mobs being slowed longer than they usually survive.

TA/Archery is definitely a fun combination for me.

It does take some practice to be useful solo. You have to balance out when to debuff and when to damage.

In general terms grabbing thunderstrikes into the ranged attacks is going to help (with the +ranged def)

@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617