Plant/TA - Thoughts on skippable powers in TA?


Kosmos

 

Posted

So I rolled a Plant/TA and the first things I normally do is play around in mids and see what sort of build I can muster up.

I've played have a 50 Plant Controller and a 50 Plant Domi so I know that side of things, but I haven't played much TA.

I'm wondering what powers people tend not to find very useful? I'm think I'm going to quite like Flash Arrow (for some -ToHit), but I could be convinced to skip it, and the same goes for Poison Gas Arrow, Glue Arrow and Ice Arrow.

So what do you guys think?


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
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Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

My experience with TA is with my level 50 Ill/TA and a TA/Arch Defender in the mid-20's. The -ToHit in Flash Arrow is pretty small. The nice thing about it is that it is unresistable. Since my Illusion/TA has invisibility, I found Flash Arrow skippable. I added it back in when Stamina became inherent, but plan to respec it out again as I rarely use it. On fast moving teams, the -Perception is virtually worthless.

The next most skippable power in TA is probably Poison Gas Arrow. It just doesn't do enough. The -Damage is OK but not huge, and the 50% chance of sleep is ruined by Acid Arrow. HOWEVER, it is a great place to slot the purple Fortunata Hypnosis set for a nice 10% recharge from the cheapest of all the purple sets.

I find Ice Arrow and Glue Arrow to be worth while. Ice Arrow lets me stack holds on bosses. I lead with Ice and then my single target hold. It is not a great hold, but it works. Glue Arrow is nice because it is persistant . . . when other guys run into the area, they are slowed, too. Your AoE controls WILL miss guys every now and then, and Glue Arrow will catch them.

Granted, my Ill/TA did not have an AoE Immob, so I got more use out of Glue Arrow than some other controllers.

When I rolled up my Ill/TA, the primary purpose was to experience the TA set. The only power I skipped leveling up was Flash Arrow. And now that I have added Flash Arrow back in, I find that it is still the most skippable power in the set. But if you do skip it, you may want to consider getting some kind of invis, like Super Speed with a Stealth IO (which I have on most of my Controllers).


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

My theory behind my plant/TA was nothing that makes the mobs do less damage to themselves while they are confused.

With that in mind I skipped:

Glue Arrow - since that gives the mobs - rech and slows their ability to damage each other.

Poison Gas Arrow - since this reduces the damage that the mobs do to each other.

I didn't skip flash arrow even though it provides a hit debuff as the hit debuff is relatively minor. I get great mileage out of Flash Arrow while soloing since the -perception means that a miss with seeds won't chain aggro the other mobs. That means the confuse is applied to the mobs before the alpha rather than just after.

I also find Flash Arrow useful on Master of TFs and on PUGs with inexperienced players.

Flash Arrow has just a single end reducer in it since it lasts 60 seconds.

Entangling got a single HO Endo.

Also don't forget to take magic or tech origin so that you can ignite your own Oil Slick Arrow. If you did forget don't despair any renewable temp power that does energy damage (like the rune of warding for instance) will do the trick or you can take the Fire APP.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
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Posted

Quote:
Originally Posted by Miladys_Knight View Post
Also don't forget to take magic or tech origin so that you can ignite your own Oil Slick Arrow. If you did forget don't despair any renewable temp power that does energy damage (like the rune of warding for instance) will do the trick or you can take the Fire APP.
Since this is energy damage, can the Vet Nemesis Staff suffice?


The game ends at 50. Smilegasm
Do not ever give Mind Control a pet. We need more control sets without pets.
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Global chat @Lxndr My servers: Defiant, Liberty, Pinnacle, Virtue

 

Posted

Quote:
Originally Posted by Lxndr View Post
Since this is energy damage, can the Vet Nemesis Staff suffice?
No, it only does Smashing damage. The Apprentice Charm (Magic) and Taser Dart (Tech) Origin attacks will light Oil Slick. The day job Rune of Purification works (Midnighters' + graveyard), as do the Invention Temps Plasmatic Taser and Stun Grenades. The pets from Backup Radio can also light it. I find it's nice to have two options, as none of those powers hits with any regularity.


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

Great, thanks for all the input guys. Yeah I think I'll be skipping Poison Gas Arrow and then maybe Glue Arrow. Flash Arrow looks fun and there aren't many other powers like it so I'll give it a try.

I will post up a build at some point in the near future.

EDIT: And once again, I want to go with the Stone epic (which I know I probably will for SL cap/Fissure) but Rock Armor is just so ugly!


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

My opinions on the powers mentioned:

Flash Arrow: Skip.

Glue Arrow: Take. Don't use it on confused enemies, but you can't confuse everything.

Poison Arrow: I'd skip it on a Controller, take it on a Mastermind (to help protect your pets a little).


Arc #40529 : The Furies of the Earth