TA/A questions: Ice Arrow, Stunning Shot, Flash Arrow, Entangling Arrow
Flash arrow
I would consider pretty much like smoke grenade. 60 second bonus to defenses and helps with perception. From what have been reading in the incarnate missions the new cap is about 52 or 55 so adding another 5 points to you defenses when needed for the whole team or even yourself is nothing to complain about. Its also helpful with high perception mobs when you want to do stealth runs. Again might slow you down, but lessens the chances of being seen and getting into a bad spot deep in a cave mission.
Stunning shot I skipped because I picked up Ice Arrow and Entanglement arrow. Numerically Ice arrow is weaker compared when compared to its other equal counter parts. It holds for not as long cost more endurance. But when its the only thing you have your sort of stuck in that place if you get what I mean. Its better then nothing and it really is not that horrendous. It holds 95% of the time so to me it does the job I need it to do when I need it to do it. Its a power I use to take out one boss while I deal with another. My AOE's handle the regular mobs.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
All things being equal, you want a ST hold rather than an ST stun. Won't make any difference soloing, but when teaming, your teammates will more likely have ST holds than ST stuns, so you'll want to stack with them. Versus AVs, for instance.
Controllers love it when a defender can stack holds with them, so I think Ice Arrow is a must. I like stunning shot personally for solo and small groups, but in large teams a single target defender stun isn't going to do much, and you'll rarely do too much good with stacking it.
Personally, I like flash arrow, it's a little extra boost to defense and can help prevent the group from aggroing another spawn. That said, entangling arrow has it's uses, but honestly they are both kinda black sheep in the set.
Entangling Arrow has more tangible use to me than Flash Arrow—namely, dropping fliers to keep them where they need to be (debuff fields, Oil Slick, etc.).
One argument in favor of Ice Arrow over Stunning Shot is that you can stack it with EMP Arrow if there's a particularly nasty boss in a group that you simply want to shut down FAST, which helps both on teams and when solo.
See they updated since my last posting.
Now its 59..
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I'm respeccing a level 40 character I haven't touched in over a year, and I'm wondering about the some of the powers
I've taken Ice Arrow in the past and I thought it worked well. Would it still be worth it to take Stunning Shot? Since both are available at this level and I rarely exemp, Ice being available sooner isn't much of a factor (and I took it quite late in my current build anyway). Maybe use it with Entangling Arrow as a pseudo-second hold? Or just stick with Ice? Or replace Ice with the Stunning/Entangling combo?
Speaking of Entangling, how is it compared to Flash Arrow nowadays? I didn't take Flash before, but now I'm thinking about fitting it into my build. Even though I took Entangling, I rarely used it and kept it at the default slot, so Flash Arrow might be a better option if Stunning/Entangling isn't recommended