TA/DP direction
Thinking along these lines, not even sure where I would put the other slots.
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Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Flash Arrow -- Acc-I(A)
Level 1: Pistols -- Entrpc-Heal%(A), Entrpc-Acc/Dmg(3), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Dmg/Rchg(5), Achilles-ResDeb%(7)
Level 2: Dual Wield -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(11), ExStrk-Dam%(11)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15), Achilles-ResDeb%(17)
Level 6: Glue Arrow -- TmpRdns-Dmg/Slow(A), TmpRdns-Acc/Slow(43), TmpRdns-Acc/EndRdx(43), TmpRdns-Rng/Slow(43), TmpRdns-EndRdx/Rchg/Slow(45)
Level 8: Poison Gas Arrow -- RechRdx-I(A)
Level 10: Swap Ammo
Level 12: Acid Arrow -- Achilles-ResDeb%(A), RechRdx-I(23), RechRdx-I(25)
Level 14: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(21), ExStrk-Dam%(21)
Level 18: Disruption Arrow -- RechRdx-I(A), RechRdx-I(23)
Level 20: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
Level 26: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29), RechRdx-I(31)
Level 28: Assault -- EndRdx-I(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37), ImpSwft-Dam%(37)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Dark Consumption -- RechRdx-I(A)
Level 44: Dark Embrace -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(45)
Level 47: Soul Transfer -- RechRdx-I(A), RechRdx-I(48)
Level 49: Soul Drain -- RechRdx-I(A), RechRdx-I(50)
Level 50: Spiritual Radial Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(42), EndMod-I(42)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
TA is very group friendly. Leveraging the debuff from glue arrow, acid arrow, and disruption arrow really multiplies damage in a significant way. I shelved a TA/sonic because of solo hell on a low pop server that was hard to find teams at the times I played.
According to Red Tomax, there is a 12.5% debuff that lasts 6 seconds for the chem rounds, maybe not so great on a single target attack but in the AoEs that does add up. |
Another thing to look at is stacking the slows in dp cryo rounds with glue arrow. The Slows can be very effective mitigation, too.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Thanks Psylenz,
I will try the cyro rounds next run. Just finished playing some missions with full team. Hectic, but lots of fun. I think I will take your advice and build for recharge, this character looks to be lots of fun on teams, so I will build for that end, and hope the recharge and tricks can make solo workable.
Think I will skip Executioners, but probably take everything else in DP. Going to skip Net arrow or whatever its called also.
As with traps, immobilization is effective in fights against AVs and tough bosses because immobilization is not resisted like some other mezzes - its a mag 3 immobilize. There is also a recharge debuff in entangling arrow. This effect has the potential to stack with other teammates' slows to provide good mitigation in those tough fights. You might not need it for single target hellions, but later it picks up significance.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Well, I have reached lvl 26 and obtained the glory that is Oil Slick Arrow. Lighting is easy with the fire ammo and pistols AOEs, or atleast it has been so far. Im going to build for recharge, as I love this character for teaming, and want the good stuff back up alot.
Unlike alot of my previous defenders, there are no powers I dont like to use. I find myself not using Acid arrow as much as I should, so many options each battle.
Soloing is doable, but slow. Luckily, people always like to grab defenders. I imagine they groan when they see the powersets I have but no comments have been made, except by a player who had seen this post. Whether Im right or not, the character really seems to add to the team. I have played on several big teams and some small, and I always feel like a contributor. That is not the case with most of my characters, that struggle, or do not mesh well in certain situations.
I think I have teamed with one other TA. Lots of archers though. The one TA was ARch/TA.
As suprised as I am, the redraw has not bothered me at all, with the exception of Acid arrow, which seems a bit slow anyway. I think its because I tend to use it mid battle, so it forces a weapon switch.
As any TA player knows Im sure, and what I have read before, there does not seem to be any good way for the alpha mitigation, so I usually wait for the tank or controller to hit them before letting loose. If I fire first, Im usually dead.
Im still unsure of the usefullness of chem rounds. I used them exclusively at first, but the more I play, the more I doubt how much they are helping. Combined with Poison gas arrow it should be 55% damage reduction I think, but I dont notice much difference. It may be that Im on teams that are either dont need it, or need more than that.
Anyway, he is lots of fun, I think I may actually get defender to lvl 50.
I adore the Siren's sleep power from the Sonic Blast set. Helps a literal ton with Alpha mitigation. The stacking -Res is also a great boon to the teamer and soloist alike. I know you went DP, I just needed to relate.
When there is no room left in Hell, the Dead shall walk the earth.
So my accurately named defender, Redraw Hell, Im trying to decide what may be the best direction to go, recharge or some type of defense. Recharge looks mighty tempting with some of the longish recharge times, and defense looks a bit harder to get, unless I went for s/l. Thinking more along the lines of recharge, and then just upping my resistance, combined with chem rounds (what is the debuff on those by the way?).
As suprised as I am, its quite fun to play in groups, always something to do. I have not tried to solo him yet, so that could be a bit painful, I dont know. I never play defenders, but this one seems fun.
Any thoughts?