TA/Psy/Psy advice
I don't know anything about TA, but if you have any intention of blasting you need to take Will Domination and TK Blast when they become available. along with Subdue, they are your best attacks
I dunno, entangling arrow is pretty useful - takes down fliers too. Flash arrow does little in the grand scheme of things.
I didn't skip any powers in TA though.
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Just to echo others here: TK blast, will dom, and subdue are awesome.
I think flash arrow is pointless. Relying on slight debuffs like this for your defense is lame IMO and the -perception is useless. Entangling arrow is also useless 95% of the time, but the 5% of the time it is useful it is very useful.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
The bad news: TA/Psi/Psi is hungry for your power choices. Choose your power pools carefully. Whirlwind and Fly and Invisibility may be infeasible.
* Could you do without Maneuvers? To me, at least, Vengeance is the whole point of Leadership, anything less is a set mule.
* Could you do without Invisibility? Super Speed plus Stealth, or Super Speed plus a Stealth proc IO in a travel power, softcaps your stealth against most critters.
* Would you consider a rocket pack instead of Fly?
* Hasten, Grant Invisibility, and Air Superiority are nice to have but may also need to be put on the chopping block.
The good news: TA/Psi/Psi runs nice and lean on slotting. Lots of autohit powers, lots of powers that can only be enhanced for one useful thing. If you're skipping TKB and WD, that indicates you're shooting for a more mez/debuff oriented, less damage oriented build.
* Flash Arrow: Autohit in PvE. Can't stack it. Can't slot it for range. Hostile procs spoil its sneakiness. 2 or 3 tohit debuff enhancements is all you need.
* Glue Arrow: Autohit. Slot for recharge and a bit of slow movement.
* Ice Arrow: Stacks with EMP Arrow, Dominate, and Telekinesis, but not with Scramble Thoughts or Psychic Wail. Slot for hold duration and a bit of accuracy. Recharge too if desired. Slow movement is probably not useful.
* Poison Gas Arrow: Autohit. Stacks with Mass Hypnosis. 2 to 3 recharge enhancements is all you need. Sleep duration too if desired.
* Acid Arrow: Can't stack it. Just slot for a bit of accuracy. Defense debuff too if desired. Damage is probably not useful.
* Disruption Arrow: Autohit. 2 to 3 recharge enhancements is all you need.
* Oil Slick Arrow: Autohit. 2 to 3 recharge enhancements is all you need. Add a bit of slow movement if you want to be able to movement floor enemies without Glue Arrow. Add damage if you have a way of lighting it. Defense debuff too if desired.
* EMP Arrow: Mez nuke. Slot for hold duration and recharge. Endmod is probably not useful.
* Mental Blast: For stacking moderate -recharge on bosses. Slot for recharge/endredux and a bit of accuracy. Damage too if desired.
* Subdue: Immobilization does not proc reliably (only 80% chance). But the magnitude and duration are decent. Slot for immob duration and a bit of accuracy. Damage and recharge/endredux too if desired.
* Psychic Scream: For stacking heavy -recharge on 10 enemies at once. Slot for range, recharge/endredux, and a bit of accuracy. Damage too if desired.
* Psionic Tornado: For stacking moderate -recharge on 16 enemies at once. Slot for recharge/endredux and a bit of accuracy. Damage and knockup too if desired.
* Scramble Thoughts: Stacks with Psychic Wail, but won't stack with Ice Arrow, EMP Arrow, Dominate, or Telekinesis. Slot for stun duration and a bit of accuracy. Recharge too if desired.
* Psychic Wail: Another mez nuke. Slot for stun duration and recharge. Damage if desired.
* Dominate: This will be your best single target mez. Stacks with Ice Arrow, EMP Arrow, and Telekinesis. Slot for hold duration, recharge/endredux, accuracy. Damage if desired (recharge is too long for a standalone damage power, but its fast animation makes it decent in a chain).
* Mass Hypnosis: Sleep only, no debuff. Won't be useful every spawn, so recharge enhancement is optional. Sleep duration is preferable, since if you have to use MH, you probably want to keep stuff mezzed a long time. Don't forget accuracy.
* Mind Over Body: Armor toggle. Resistance and endredux.
* World of Confusion: Sucks.
* Telekinesis: You will be using this more for repel than for hold, to keep enemies bunched together. Slot for recharge, so you can turn it off when you've pushed the enemies sufficiently together, and have it come back in time for the next spawn.
Suggested slotting order:
1) 1 or 2 recharge in powers with 45 seconds or longer base recharge times (except Mass Hypnosis).
2) Accuracy in powers that need it.
3) Psychic Scream.
4) Psionic Tornado (except knockup, that can wait).
5) Any other powers you want to slot for damage.
6) Any other powers you want to slot for mez duration.
7) Everything else.
If you need something to light Oil Slick, the magic and tech origin temp power do energy damage and can be used to light it. If that doesnt fit your concept im sure there are other temp powers you can make in game.
EDIT: your definatly going to want to slot oilslick for max damage and max recharge, if you plan to solo at all.
Thank you all for the advice! I dropped Invisibility - I've never used super speed before, so I wasn't sure about how it stacked with Stealth but now I know and can drop a power. I also dropped Fly since I don't need two travel powers, and I have Hover for vertical coverage; this let me pick up Will Domination and Poison Gas Arrow (though I'm still not sold on the latter...)
This is what I came up with, any suggestions? The empty slot in Psionic Tornado is for the Force Feedback proc, but I left it empty because it was screwing with the calculations.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Psychic Blast
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Flash Arrow
- (A) Cloud Senses - ToHit Debuff: Level 30
- (23) Cloud Senses - Accuracy/ToHitDebuff: Level 30
- (23) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
- (25) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (3) Thunderstrike - Damage/Endurance: Level 50
- (3) Thunderstrike - Damage/Recharge: Level 50
- (5) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (5) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (7) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Thunderstrike - Damage/Endurance: Level 40
- (17) Thunderstrike - Damage/Recharge: Level 40
- (19) Thunderstrike - Accuracy/Damage: Level 50
- (19) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (21) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (21) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (7) Luck of the Gambler - Defense: Level 50
- (A) Recharge Reduction IO: Level 50
- (9) Recharge Reduction IO: Level 50
- (9) Recharge Reduction IO: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (11) Positron's Blast - Damage/Endurance: Level 50
- (11) Positron's Blast - Damage/Recharge: Level 50
- (13) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (13) Positron's Blast - Chance of Damage(Energy): Level 50
- (A) Achilles' Heel - Chance for Res Debuff: Level 20
- (15) Analyze Weakness - Accuracy/Defense Debuff: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (15) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (17) Luck of the Gambler - Defense: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Decimation - Accuracy/Damage: Level 40
- (25) Decimation - Damage/Endurance: Level 40
- (40) Decimation - Damage/Recharge: Level 40
- (43) Decimation - Accuracy/Endurance/Recharge: Level 40
- (43) Decimation - Chance of Build Up: Level 40
- (A) Explosive Strike - Damage/Knockback: Level 20
- (27) Explosive Strike - Chance for Smashing Damage: Level 20
- (40) Explosive Strike - Accuracy/Knockback: Level 20
- (A) Endurance Reduction IO: Level 50
- (A) Undermined Defenses - Recharge: Level 21
- (27) Undermined Defenses - Defense Debuff/Recharge: Level 21
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (29) Positron's Blast - Damage/Endurance: Level 50
- (29) Positron's Blast - Damage/Recharge: Level 50
- (34) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (37) Positron's Blast - Chance of Damage(Energy): Level 50
- (37) Empty
- (A) Red Fortune - Defense/Endurance: Level 50
- (31) Red Fortune - Defense/Recharge: Level 50
- (31) Red Fortune - Endurance/Recharge: Level 50
- (31) Red Fortune - Defense/Endurance/Recharge: Level 50
- (34) Red Fortune - Defense: Level 50
- (34) Red Fortune - Endurance: Level 50
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (33) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (33) Basilisk's Gaze - Recharge/Hold: Level 30
- (33) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (A) Stupefy - Accuracy/Recharge: Level 50
- (36) Stupefy - Endurance/Stun: Level 50
- (36) Stupefy - Accuracy/Endurance: Level 50
- (36) Stupefy - Stun/Range: Level 50
- (37) Stupefy - Accuracy/Stun/Recharge: Level 50
- (46) Stupefy - Chance of Knockback: Level 50
- (A) Obliteration - Damage: Level 50
- (39) Obliteration - Accuracy/Recharge: Level 50
- (39) Obliteration - Damage/Recharge: Level 50
- (39) Obliteration - Accuracy/Damage/Recharge: Level 50
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Obliteration - Chance for Smashing Damage: Level 50
- (A) Basilisk's Gaze - Accuracy/Hold: Level 30
- (42) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (42) Basilisk's Gaze - Recharge/Hold: Level 30
- (42) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
- (A) Malaise's Illusions - Accuracy/Recharge: Level 50
- (45) Malaise's Illusions - Endurance/Confused: Level 50
- (45) Malaise's Illusions - Accuracy/Endurance: Level 50
- (45) Malaise's Illusions - Confused/Range: Level 50
- (46) Malaise's Illusions - Accuracy/Confused/Recharge: Level 50
- (46) Malaise's Illusions - Chance of Damage(Psionic): Level 50
- (A) Fortunata Hypnosis - Sleep: Level 50
- (48) Fortunata Hypnosis - Sleep/Recharge: Level 50
- (48) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
- (48) Fortunata Hypnosis - Accuracy/Recharge: Level 50
- (50) Fortunata Hypnosis - Sleep/Endurance: Level 50
- (A) Steadfast Protection - Resistance/Endurance: Level 30
- (50) Steadfast Protection - Resistance/+Def 3%: Level 30
- (50) Steadfast Protection - Knockback Protection: Level 30
------------
Level 1: Brawl
- (A) Accuracy IO: Level 50
- (A) Unbounded Leap - +Stealth: Level 50
Level 2: Rest
- (A) Recharge Reduction IO: Level 50
Level 2: Swift
- (A) Flight Speed IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Jumping IO: Level 50
- (A) Endurance Modification IO: Level 50
Set Bonus Totals:
- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 4.875% Defense(Smashing)
- 4.875% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 21.44% Defense(Energy)
- 21.44% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 24.88% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 81.25% Enhancement(RechargeTime)
- 2.5% Enhancement(Confused)
- 3% Enhancement(Stun)
- 56% Enhancement(Accuracy)
- 8% FlySpeed
- 45.78 HP (4.502%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 7.45%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 23.5% (0.392 End/sec) Recovery
- 20% (0.849 HP/sec) Regeneration
- 6.93% Resistance(Fire)
- 6.93% Resistance(Cold)
- 8% RunSpeed
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I see what ya doing, not gonna try and change it I think as I'd rather find out how it turns out.
If it were me, Stealth would become combat jump, whirlwind would become fly, I know that much.
A quality with Psi is its range, compare it to other blast sets and you will see that you have perhaps an extra 20ft. This does make certain enemies, easier to solo and kite. I might of tried to get some of the TAs debuffs to share the range, well Acid, PGA and Ent arrow anyway but you carry on doing what your doing.
PGA's -Dam is v good, players on other ATs would kill for that. Even when it comes to tanks the Ice/Kin is becoming popular for the amount of -Dam players can create with it. -31% over 16 targets or on an AV adds up to a lot of damage mitigation, its a shame Oil Slick isn't slotted to do damage as on 16 targets it adds up once again. I've always had powers to light mine so never relied on a temp or others.
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.
That was one of my biggest issues - I wasn't sure how to slot Oil Slick Arrow. It's worth slotting up for damage, then? I have the chance for energy proc in Tornado, and I'm looking for a temp that could light it.
That was one of my biggest issues - I wasn't sure how to slot Oil Slick Arrow. It's worth slotting up for damage, then? I have the chance for energy proc in Tornado, and I'm looking for a temp that could light it.
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For stealth, why not just take superspeed and stick a +stealth IO in it and have perfect stealth? If you are doing this just to zip through missions. TA doesn't really need stealth because all of its abilities are ranged, so it is not like you need to sneak into melee range to get your ability off.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
I'm playing TA and psy both for the first time and I really have no idea where to start with the build. Lots of the powers for each set look really good, but there also seems to be some overlap with each other and the Psy APP so I feel like I can skip some. I also have no idea how to slot the TA powers and most of the guides seem a little out of date... Any advice would help a ton, since I'm completely new to this
I'm definitely skipping: Entangling Arrow, Psionic Lance, Telekinetic Blast, Will Domination
I'd like to take: Whirlwind (concept), Fly, Stealth, Maneuvers, Invisiblity if possible