Grav/Trick arrow suggestions..


Local_Man

 

Posted

Any thoughts on grav/ TA synergy? How well do the work and such? Also i made a build for it. I mainly focused on recharges so that oil slick arrow and emp arrow could be up often.. Please leave comments and any suggestions. Thanks.

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Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Trick Arrow
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Crush -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(5), Entrpc-Heal%(7), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(13)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Lift -- Dmg-I(A), Thundr-Acc/Dmg(9), Thundr-Dmg/EndRdx(9)
Level 4: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), Dmg-I(29), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(46), Dmg-I(46)
Level 6: Flash Arrow -- Acc-I(A), ToHitDeb-I(15), ToHitDeb-I(15)
Level 8: Crushing Field -- Dmg-I(A), Posi-Dmg/EndRdx(31), Posi-Acc/Dmg(43), Posi-Dam%(46)
Level 10: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
Level 14: Super Jump -- Empty(A)
Level 16: Poison Gas Arrow -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep(17), FtnHyp-Sleep/Rchg(17), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19)
Level 18: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(40)
Level 20: Acid Arrow -- Achilles-ResDeb%(A), ShldBrk-%Dam(21), ShldBrk-Acc/DefDeb(21), ShldBrk-Acc/Rchg(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Tactics -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(25), EndRdx-I(25)
Level 26: Wormhole -- FrcFbk-Rechg%(A), Stpfy-Acc/Rchg(27), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34)
Level 28: Disruption Arrow -- EndRdx-I(A), RechRdx-I(29)
Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31)
Level 32: Singularity -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Oil Slick Arrow -- Posi-Dam%(A), Posi-Acc/Dmg(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Dmg/EndRdx(37), RechRdx-I(37)
Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Fissure -- FrcFbk-Rechg%(A), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(43), Posi-Dmg/Rng(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 47: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Rchg(48), Dct'dW-Heal/EndRdx(48), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(50)
Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(5)



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Posted

Well, I'm not a controller expert (only 50 controller is Ice/Storm) but I have played both Grav and TA a lot in doms and defs.

Your overall goal seems to be recharge first and then s/l def next. Definitely recharge is very important so I can't fault that. I think you can probably move things around a little bit to get closer to the s/l def softcap of 45% though if you try.

(1) Entropic chaos is fine but has sucky accuracy. Decimation is arguably better. This is iffy and could go either way as I see you have some acc bonuses.

(2) The acc in flash arrow is not necessary unless you are pvping because it is autohit in pve.

(3) I think acid is overslotted. I know some people swear by the achilles proc in it, but lets be honest: With an 8' radius flash arrow is not really much of an aoe. Procs are nice for aoes but you have stuck 2 procs in what is basically a single target ability. I treat is as single target and my expectations tend to be met. I would just stick 1 acc or maybe 1 acc, 1 endrdx in it and call it good unless you are going for set bonuses. Keep in mind that it doesn't stack with itself either.

Edit: Note that I still think acid arrow is awesome. I just think it needs minimal slotting. Awesome abilities that need minimal slotting are a blessing, because you can devote slotting to the more slot-hungry powers.

(4) As long as you already going for those expensive miracle and numina uniques in health and are already 3-slotting stamina, you might as well 3-slot it as pshift+end, pshift endmod, endmod or something like that.

(5) I find crushing field to be supremely underwhelming as a damage power but I suppose it might be worth it for controllers. I note that you have 1 damage proc in it. I think you can put more if you want to go that route. I tried it on my dom and found the damage to be so laughable that it was not worth my time but some people like it.


"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

 

Posted

I don't have a Grav/TA -- my experience with Grav is on my Grav/Storm, and my TA experience comes from an Ill/TA and a TA/Arrows Def. _Ail_ had some good comments. I'm not sure I agree with the comment about Acid Arrow, but I agree with everything else.

Personally, I'm not a fan of Flash Arrow. I'm also not a fan of Stealth, especially since half the defense suppresses right when you need it. I would drop both powers, change Super Jump to Super Speed and throw a Stealth IO in Super Speed. That way, you get FULL invisibility AND a travel power all in one toggle. Plus, it will free up a few slots. If you really want a place for a Luck of the Gambler, you could always take Hover, which has some utility.

I like having Ice Arrow . . . mostly for quickly stacking hold on a Boss. (It can also take another Baz Gaze set.) I also liked Glue Arrow on my Ill/TA, but he did not have an AoE Immob.

Speaking of AoE Immob, Damage in Crushing Field is not great. Try this . . . replace the common Damage with the Trap of the Hunter Damage proc in Mids. Your damage actually increases! Procs result in more damage than slotting the power for damage. It really depends on how much you use the power, but I mainly slot for Acc, EndRdx and then damage procs. If you use it a lot and want to devote 6-slots, one way to slot it might be two Acc/Mez Hami-Os, an EndRdx and three damage procs (Posi Blast, Trap of Hunter and Impeded Swiftness). The purple Grav Anchor Chance for Hold is fantastic if you use the power a lot.

Is this mostly a team character or solo? I can see going with Lift for a team character, but Propel does a LOT more damage if you have the time to wait for its animation. Remember that Containment doubles that damage, and you can see that Propel hits HARD. However, on teams, the animation is often so long that you "necro-blast," which is where you clobber something after a teammate just killed it.

Singularity is tough . . . but fitting in one or two of the +Resistance procs will make it a lot tougher. Also, an Acc/Mez or Dam/Mez Hami-O will enhance both the Hold and Immob duration in Singy . . . a Hami-O is worth slotting if you can. I find Singy is most valuable as a Tank/Controller, and the damage, while nice, is less important.


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

 

Posted

Quote:
Originally Posted by Local_Man View Post
_Ail_ had some good comments. I'm not sure I agree with the comment about Acid Arrow, but I agree with everything else.
I change how I feel about acid arrow day by day. I always take it in my build, but sometimes I am more disillusioned than others.

I have little doubt that disruption is more effective in a team build. Yes, it has a low target cap but its aoe radius will insure it is always hitting people and with enough recharge you can get it double stacked all the time. If you are teaming and could only take one of acid or disruption (I know -- an artificial situation) you should definitely take disruption. Yes, acid has -def but who really cares about that (be honest now)?

But acid is very nice soloing and that extra -res is useful against AV/EB-types either soloing or teaming.


"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