Love/Hate for Trick Arrow
Trick Arrow is a weaker support set for most of the game. It picks up really quickly late game, though, thanks to Oil Slick Arrow and EMP Arrow.
At that point, it's very good at causing damage and speeding up fights (with Oil Slick Arrow's damage and the -Resistance of Disruption Arrow and Acid Arrow). The reason people have issues with it is because:
A) It is such a late bloomer
B) It relies heavily on recharge
C) Damage isn't something most teams are looking for when they want to recruit a Defender
Most of the people that say "Trick Arrows sucks!" is because they want it to be better at debuff and control than it is, and the people that say "Trick Arrows is amazeballs!" say it because they love being steamrollers late-game when you mix in huge amounts of recharge.
I love TA, but the redraw can be a pain for some. Works great with archery for obvious reasons.
Paragonian Knights
Justice Company
So is it accurate that the debuff of TA is not good? It has the powers, but are they just not strong?
Global Name: Denver Nugget
Playing since i3 on 8 servers
It debuffs a little less than the other befuff heavy sets, but it does so in 4 powers instead of 2, and the durations are half as long if you are lucky.
A) It is such a late bloomer B) It relies heavily on recharge C) Damage isn't something most teams are looking for when they want to recruit a Defender |
B) See above.
C) Personally I don't give a **** if I fail to fulfill other people's idea of what a Defender is "supposed" to be. Translation to Noobish: It doesn't have a heal. Cope.
Make it tintable and I'll be happy with whatever glosses are added to the powers. Now that the oil isn't bugged, that (IMO) is it's only serious issue.
"He may be arrogant, but he happens to be correct" - Ellis
"The server is full of crazies" - New_Dark_Age
Rainbow Arcana / Diamond D: Legion of Freedom - Virtue
lof.guildportal.com
I solo 4/8 on my TA / Archer.
I only wish Oil Slick were 10 seconds shorter on recharge. But I don't rely on Oil Slick. It just helps me kill faster.
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
A) TA and lots of other, more popular, sets with no serious perceived problems.
B) See above. C) Personally I don't give a **** if I fail to fulfill other people's idea of what a Defender is "supposed" to be. Translation to Noobish: It doesn't have a heal. Cope. Make it tintable and I'll be happy with whatever glosses are added to the powers. Now that the oil isn't bugged, that (IMO) is it's only serious issue. |
Let me repeat my opinion, explained a little more thoroughly, from a min/maxing standpoint:
A) It is a late bloomer. You will need to wait till you have at least Oil Slick Arrow slotted to start to feel really powerful even if you have decent amounts of +Recharge before then.
B) It needs heavy recharge. TA benefits most from lots and lots of recharge (or possibly lots of Ranged Defense, which is another direction people sometimes build for).
C) It is one of the best sets for doing damage on a Defender, but teams will most likely be inviting other ATs to fill the damage role.
Some people will suggest that the debuffs are poor despite not needing a anchor. Then with all debuffs the higher level you fight the less effective they are whereas buffs remain pretty effective.
Ultimately the level of usefulness varies due to team make up, team dynamics or even over the course of the game. It may well be that a character brings less than another character on some things but there is no definite uselessness.
People should be careful who they exclude from events because one day they might need them and the middle finger could do with a good stretch now and then.
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.
The forums seem to go through seasons with TA. One month everyone is saying they realize the value of TA and it is awesome. The next month I read how terrible it is. The other day I was reading a thread where one person said that TA was useless in iTrials and one person said the only power worth using was [Oil Slick], period.
So I ask the number crunchers, min/maxers--what is the truth on TA? I enjoy playing it quite a bit, which should probably be good enough right there. But I am curious what the real answer is despite any rhetoric...is it really useless in anything 50+? Help me so I don't have to talk out of my butt...! |
I think one of the real knife edge balance issues is that buffing TA as a defender primary may make the carry over to controllers way over powered.
I really like my Earth/TA, my Plant/TA, and my Fire/TA but I can't stand to play my TA/A defender anymore and it was one of my concept toons. Actually a tribute toon to one of my deceased friends. Never got it to 50 and haven't played it for over 1000 days. I had the Plant/TA out a week ago and all 3 of the controllers are level 50.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
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.
Ahh, old PvP with a Trick Archer was tons of fun. People hated you sooooo much.
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.
Ahh, old PvP with a Trick Archer was tons of fun. People hated you sooooo much.
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The last time my group did PvP for fun I had 2 scrapper players cursing me out on Skype yelling "Stop with the %^&*ing GLUE ARROW!!!!!!"
"Well, there's going to be some light music and a short note of apology saying, 'The universe ended last week, we're really sorry, we don't know what you're doing here, didn't you get the message?'"- Steve Moffat
And still is...
The last time my group did PvP for fun I had 2 scrapper players cursing me out on Skype yelling "Stop with the %^&*ing GLUE ARROW!!!!!!" |
I was one in the other thread that said TA was very mediocre in incarnate trials, pretty much for the same reason trickshooter gave. The debuff values are VERY weak, the controls are very weak, it requires double the amount of powers to achieve what other sets do in one, and oil slick's damage when lit is the only thing it brings to a team. That said I would rather bring a damage AT over a TA, as there is no discernible difference in survivalability and the damage AT will do more damage overall due to higher base values and higher dmg caps.
How does one "see" the values of debuff to know what is strong or weak debuff?
Global Name: Denver Nugget
Playing since i3 on 8 servers
My first TA was the TA/A. I got it to 50 pretty quick, not too quick, no PL, no farming, just enjoying the game with friends and even stalled for some PvP. It actually took the last given slot to complete my character, part of its probably cos she was staminaless but nevertheless, it wasn't until 50 she finally got to be what I wanted.
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-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
"Forum PvP doesn't give drops. Just so all of you who participated in this thread are aware." -Mod08-
"when a stalker goes blue side, assassination strike should be renamed "bunny hugs", and a rainbow should fly out" -Harbinger-
How does one "see" the values of debuff to know what is strong or weak debuff?
|
I always found TA quite the lousy set, but the guy that annoyed my Dom the most in PvP was a TA/A. He couldn't kill me but made my life hell, and when I was close to getting him either he used Phase or his friend BS/SR scrapper with invisibility would show up and Headsplitter me - I couldn't touch the /SR guy because my dom is ice/psi so no attacks like mind that aren't positional. Good times tho, I miss the variety of builds in the old pvp, you saw toons of all kinds, even Stone Tankers, energy blasters, at least in casual zone they could have fun (yet the 'friendly i13 pvp' made 80% of the builds useless like my dom who relied on slows or the bunch of defensive based toons like all the Ice/EM tankers I used to see).
I like having TAs on a team. I just can't stand playing them.
@False Fiction - Virtue / Defiant
Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]
ah good ol' -fly -jump effects.
I was one in the other thread that said TA was very mediocre in incarnate trials, pretty much for the same reason trickshooter gave. The debuff values are VERY weak, the controls are very weak, it requires double the amount of powers to achieve what other sets do in one, and oil slick's damage when lit is the only thing it brings to a team. That said I would rather bring a damage AT over a TA, as there is no discernible difference in survivalability and the damage AT will do more damage overall due to higher base values and higher dmg caps. |
With acid and disruption, they are going to be contributing much more to the team's damage in an average setting than any damage AT would be doing. This is because everyone will be able to take advantage of the -res.
I think you are misguided if you believe a traditional damage AT would be contributing more end-game. Simply by fighting the AV and spamming acid and disruption when they are up and otherwise attacking normally, no normal damage AT (brute, scrapper, blaster, stalker, etc.) is going to be able to hope to contribute more overall team damage than they are.
They will have acid + probably double stacked disuption on that AV for -60 resistance meaning the entire team will be doing 60% more damage to the AV. How in the hell is the scrapper going to contribute more damage than (the entire league x .6) in an iTrial to that AV?
As Trickshooter said, they are weak early game but blossom fine end-game. I think that you are basically just mouthing off and have no real experience with an end-game IO'd out TA/ character. Mine can solo +4/x8 and can be used to powerlevel people (!!) if I cared too, and is at the same time very powerful against AV-type enemies that you encounter end game. (And before you mention a sonic/ blaster, just recall that a TA/ character has access to sonic blast too with far better values if they care to.)
I played my character because it was the most gimp levelling up by the way and they definitely have problems there. End game, however, I fail to see how they have any problems. You have the solo-spawn-killing ability of a brute plus the ability to debuff hard targets and benefit the team. Yes, there are de/buff sets that are better than TA, but TA is fairly middle of the road and balanced if you accept them for the balance of control/debuff/damage that they are.
If you doubt the famring claim, see
https://www.youtube.com/watch?v=fZ7qzfXeAH0
for a video at +2/x6 which will show how trivial and skill-less it is more than anything. Completely automatic. I have better recharge now than when I did filming that video, so it would be easier now. I am currently uploading a +4/x8 as well that will hopefully be up soon (recorded in high rez) so that you can see it is also direct, but the +2/x6 is quicker rewards per unit time I think.
"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
Oil slick does tons of damage, so they are going to be doing a lot of damage.
With acid and disruption, they are going to be contributing much more to the team's damage in an average setting than any damage AT would be doing. This is because everyone will be able to take advantage of the -res. I think you are misguided if you believe a traditional damage AT would be contributing more end-game. Simply by fighting the AV and spamming acid and disruption when they are up and otherwise attacking normally, no normal damage AT (brute, scrapper, blaster, stalker, etc.) is going to be able to hope to contribute more overall team damage than they are. They will have acid + probably double stacked disuption on that AV for -60 resistance meaning the entire team will be doing 60% more damage to the AV. How in the hell is the scrapper going to contribute more damage than (the entire league x .6) in an iTrial to that AV? As Trickshooter said, they are weak early game but blossom fine end-game. I think that you are basically just mouthing off and have no real experience with an end-game IO'd out TA/ character. Mine can solo +4/x8 and can be used to powerlevel people (!!) if I cared too, and is at the same time very powerful against AV-type enemies that you encounter end game. (And before you mention a sonic/ blaster, just recall that a TA/ character has access to sonic blast too with far better values if they care to.) I played my character because it was the most gimp levelling up by the way and they definitely have problems there. End game, however, I fail to see how they have any problems. You have the solo-spawn-killing ability of a brute plus the ability to debuff hard targets and benefit the team. Yes, there are de/buff sets that are better than TA, but TA is fairly middle of the road and balanced if you accept them for the balance of control/debuff/damage that they are. |
+4/x8 against easy enemy groups (CoT, Council etc.) is routine for an endgame defender. How do you fare against hard enemy groups e.g. Malta, Rularuu, IDF and Arachnos? Can you solo the Lambda warehouse?
The reason I ask is, trying to design builds in Mids, I found TA impossible to build to the same standard as powerhouse buffdebuff primaries (Rad, Time, Dark, Cold etc etc.) No no def/res/recovery from the powerset so everything needs to be supplied through IOs, which puts very heavy demands on the design. No massive debuff that floors tohit so it has 1 less layer of protection, no heal to recover when the hits start coming through... And just looking at numbers, it didn't seem to control or debuff all that much more than other powersets (-40% res, I think. That's vs. -30% for rad and time and 30%-60% for cold, storm etc.). But I'll certainly change my mind if the facts in game show otherwise. if I've somehow missed a top-tier powerset, I want to know.
This has me interested. Can I come and watch you play? Do you mind sharing your build?
+4/x8 against easy enemy groups (CoT, Council etc.) is routine for an endgame defender. How do you fare against hard enemy groups e.g. Malta, Rularuu, IDF and Arachnos? Can you solo the Lambda warehouse? The reason I ask is, trying to design builds in Mids, I found TA impossible to build to the same standard as powerhouse buffdebuff primaries (Rad, Time, Dark, Cold etc etc.) No no def/res/recovery from the powerset so everything needs to be supplied through IOs, which puts very heavy demands on the design. No massive debuff that floors tohit so it has 1 less layer of protection, no heal to recover when the hits start coming through... And just looking at numbers, it didn't seem to control or debuff all that much more than other powersets (-40% res, I think. That's vs. -30% for rad and time and 30%-60% for cold, storm etc.). But I'll certainly change my mind if the facts in game show otherwise. if I've somehow missed a top-tier powerset, I want to know. |
My character has Clarion so the harder spawns are do-able. The main thing is that if you go up to +4 rather than +2, it takes two rain of arrows to kill off the spawn rather than 1. So even though you glued them at the beginning some might have wandered off and you have to chase them down. But it is fairly do-able against any enemy type at just +2 provided you have clarion so you don't get slaughtered alive. The nem farm I was doing has lots of flamethrowers (you can see them attacking a lot in the 4th group in the video) AND THE CHARACTER HAS ALMOST NO DEFENSE AT ALL AGAINST THEM since they are type aoe/fire but still did fine. The mitigation from glue (recharge-) and oil (bouncing kb) and poison (-dam) is sufficient to let you get off the 2 attacks. Wackier enemy types and/or bosses could necessitate EMP arrow (which I did not use above) and ice arrow. EMPs recharge is such that it is not an every spawn type of ability, however. You could certainly alternate Judgement (which I did not use) and EMP (which I did not use) in addition to the usual tactics to get pretty good effect against most of the more difficult enemy type spawns though.
The video was filmed before I had reactive and when I had a little less recharge. Note that judgement and lore are not used at all by the way so it is not relying on them.
Build is below. For purples, it only has the cheap sleep set. Note that oil slick (with spiritual) is down to 43.77 secs. This is critical because oil slick=dead spawn. Note that it does 642 damage, which is f***ing awesome. This is not including any buffs from -resistance or reactive.
No offense but I have seen a lot of rads/ and darks/ farm and it is definitely less trivial than go up to spawn and annihilate them with 2 attacks + debuffs. There seems to be a lot of running around and making foes clumped and going behind corners and stuff like that.
I am not saying it is uber but it is competitive enough with most of the other end-game builds. I can't imagine why someone would think they didn't contribute in a team to an itrial...
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Pixy: Level 50 Natural Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Entangling Arrow -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(5), Enf'dOp-Acc/Immob/Rchg(5)
Level 1: Snap Shot -- Acc-I(A)
Level 2: Glue Arrow -- RechRdx-I(A)
Level 4: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
Level 6: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(9)
Level 8: Poison Gas Arrow -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(9), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(17), FtnHyp-Sleep/EndRdx(19)
Level 10: Blazing Arrow -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13)
Level 12: Acid Arrow -- Acc-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Aim -- RechRdx-I(A)
Level 18: Disruption Arrow -- RechRdx-I(A)
Level 20: Explosive Arrow -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(21), KinCrsh-Rchg/KB(21), KinCrsh-Rechg/EndRdx(23), KinCrsh-Dmg/EndRdx/KB(23), KinCrsh-Acc/Dmg/KB(25)
Level 22: Hover -- LkGmblr-Rchg+(A), Flight-I(50), Flight-I(50)
Level 24: Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(25), KinCrsh-Rchg/KB(27), KinCrsh-Rechg/EndRdx(27), KinCrsh-Dmg/EndRdx/KB(31), KinCrsh-Acc/Dmg/KB(34)
Level 26: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(40)
Level 28: Ranged Shot -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(29), Mantic-Acc/ActRdx/Rng(29), Mantic-Dmg/ActRdx/Rchg(31), Mantic-Dmg/EndRdx/Rchg(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), LkGmblr-Rchg+(37)
Level 38: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(43)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), LkGmblr-Rchg+(43)
Level 44: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), LkGmblr-Rchg+(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(50)
------------
Set Bonus Totals:
- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8.94% Defense(Energy)
- 8.94% Defense(Negative)
- 3% Defense(Psionic)
- 4.25% Defense(Melee)
- 7.38% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 128.8% Enhancement(RechargeTime)
- 33% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 5% FlySpeed
- 22.89 HP (2.25%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -6)
- Knockup (Mag -6)
- MezResist(Immobilize) 12.1%
- 13% (0.22 End/sec) Recovery
- 24% (1.02 HP/sec) Regeneration
- 5% Resistance(Smashing)
- 9.45% Resistance(Fire)
- 9.45% Resistance(Cold)
- 1.88% Resistance(Negative)
- 11% RunSpeed
Set Bonuses:
Enfeebled Operation
(Entangling Arrow)
- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
(Aimed Shot)
- MezResist(Immobilize) 2.75%
- 11.45 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Ice Arrow)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Poison Gas Arrow)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Blazing Arrow)
- MezResist(Immobilize) 2.75%
- 11.45 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Explosive Arrow)
- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback,Knockup protection (Mag 3)
- 6% (0.25 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Hover)
- 7.5% Enhancement(RechargeTime)
(Kick)
- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback,Knockup protection (Mag 3)
- 6% (0.25 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Oil Slick Arrow)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Ranged Shot)
- 12% (0.51 HP/sec) Regeneration
- 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
- 3% DamageBuff(All)
- 7.5% Enhancement(RechargeTime)
(Tough)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(EMP Arrow)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Weave)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Weave)
- 7.5% Enhancement(RechargeTime)
(Rain of Arrows)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Scorpion Shield)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Scorpion Shield)
- 7.5% Enhancement(RechargeTime)
(Maneuvers)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Vengeance)
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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"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 forums seem to go through seasons with TA. One month everyone is saying they realize the value of TA and it is awesome. The next month I read how terrible it is. The other day I was reading a thread where one person said that TA was useless in iTrials and one person said the only power worth using was [Oil Slick], period.
So I ask the number crunchers, min/maxers--what is the truth on TA? I enjoy playing it quite a bit, which should probably be good enough right there. But I am curious what the real answer is despite any rhetoric...is it really useless in anything 50+? Help me so I don't have to talk out of my butt...!
Global Name: Denver Nugget
Playing since i3 on 8 servers