Rain of Arrows
I put it here because I want to know if the differences in the three versions follow the usual damage modifier, so not a Corr-only question.
Ranged_Damage modifiers for the three at level 50:
Blaster 62.562 Defender 36.147 Corruptor 41.708
Blaster Scale 1.20 Defender Scale 1.35 Corruptor Scale 1.19
Corruptors in general have a fairly low base damage, depending on Scourge to prop that up.
As an aside, it looks like Defender Rain of Arrows does considerably more damage in PvP than the others. There's an unconditional damage tick and a "player only" damage tick. The other versions all have it as a "critters only" tick and a "players only" tick.
Thanks Codewalker, I couldn't find the damage modifier in CoD since it summons pets.
Seems the defender version gets the edge then. I rolled a corr anyway because I like the AT so much.
I know corrs have base low damage, but in the case of RoA they're basically identical, I know Full Auto doing about 16 more damage for corrs isn't a big deal, but you showed me the modifiers are different for defs. Well as long as it's (almost) the same as Blasters I'm fine with that
Thanks Codewalker, I couldn't find the damage modifier in CoD since it summons pets.
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Well as long as it's (almost) the same as Blasters I'm fine with that |
When it comes to pets, if the Devs decide that the damage they cause should be different depending on AT, they have to fake it by manually calculating and setting the damage, rather than relying on damage scales to multiply a base damage (like normal attacks). Just wanted to make that clear before anyone reads the rest of this post and dismisses it because Rain of Arrows is a pet and doesn't actually use the AT damage scales.
Anyway, having said that I'm pretty sure both the Corruptor and Blaster versions do less damage than they should.
It looks like the Rain of Arrows pet that Blasters use was never updated to reflect the increase in the Blaster Ranged Damage scale from 1.0 to 1.125. This may or may not be why the Corruptor version is lower, too. By that, I mean if the Corruptor version's damage value was calculated using the Blaster's damage value, under the assumption that the Blaster version's damage value was correctly calculated using the 1.125 ranged damage scale, that might explain the Corruptor version's lower damage.
On to the math!
Assuming the Defender version is correct, we can divide the Defender version damage by the Defender ranged damage scale to guess the "base damage" (that is, the damage value calculated if it was multiplied by a 1.0 damage scale).
48.76997 / 0.65 = ~75.03
So now we can assume that ~75.03 is RoA's damage value at an AT damage scale of 1.0.
Then we look at the Blaster version and see that it causes: 75.0735.
Given the similar values, it's very likely that the Blaster version wasn't recalculated with their updated damage scale. If the Blaster version was calculated correctly using their 1.125 damage scale, their version would actually cause:
75.03 * 1.125 = 84.41
Now, looking at the Corruptor version, we can find the level of damage it should cause by multiplying 75.03 by 0.75.
75.03 * 0.75 = 56.2725
But the Corruptor version actually only causes 49.4929. Why?
If we assume that the Corruptor version was originally a copy of the Blaster pet, and that whoever made it assumed that the Blaster version was calculated correctly using a 1.125 damage scale, that might explain it.
75.0735 / 1.125 = 66.732
If we assumed all of that, 66.732 would incorrectly be RoA's damage value at an AT damage scale of 1.0. If we multiply this value by the Corruptor damage scale of 0.75:
66.732 * 0.75 = 50.049
Pretty close to the actual damage value of 49.4929. Not exact, which is why this whole post could be wrong, but it's still worth thinking about.
So to wrap this up:
Actual Values Defender: 48.77 Corruptor: 49.49 Blaster: 75.07 |
Corrected Values Defender: 48.77 Corruptor: 56.27 Blaster: 84.41 |
Just personal experience here: I made an rad/arch defender, and thought I was going to die of boredom. Doing anything was so tedious! I only got in the 30's somewhere before I moved it to the oblivion of another server. I really liked the character though, so remade it as a corruptor (arch/rad).
The corruptor version isn't bad. Occasionally I will complain about her lack of damage to friends I'm teaming with, and what I invariably hear a) laughter, and b) "are you kidding? You're wiping them out!". Apparently I'm too accustomed to my blaster. Also, am not accustomed to the bulk of my damage being at the tail end of any encounter, so it doesn't really register to me that I'm doing a whole lot.
So basically (and remember this is purely subjective), the defender version is really low damage, and it stays really low damage. The corruptor version is not "leading man/leading lady" material like a blaster is, but it does pretty good damage for a "support only" toon.
If I were to remake it again, though, I'd probably make something different - great as archery is on a blaster, it's a bit underwhelming on a defender or a corruptor.
Scourge is delicious that is all.
Trickshooter seems to have the best explanation, but anyway it's difficult to ask for a 'buff' to RoA when it does basically the same damage as Overcharge sans Disintegration, but Overcharge has thrice the recharge.
The fact that the only AT where RoA does significantly more base damage than Overcharge is Defenders also supports the theory that Defs' RoA is doing more damage than it should, or maybe the opposite (Blaster/Corr doing less). The pseudopets aren't properly balanced anyway, Corrs get h4x Rain of Fire (Blaster damage PLUS Scourge), Defenders get a properly modded one while Ice Storm is the same across all three.
I wanted a TA toon so I rolled a A/TA anyway, 22 now - didn't want redraw and also didn't wanna make another Fire Blast corr - the fire corr I teamed with did make me envious for a bit, RoF on a corr is just too good lol.
Trickshooter seems to have the best explanation, but anyway it's difficult to ask for a 'buff' to RoA when it does basically the same damage as Overcharge sans Disintegration, but Overcharge has thrice the recharge.
The fact that the only AT where RoA does significantly more base damage than Overcharge is Defenders also supports the theory that Defs' RoA is doing more damage than it should, or maybe the opposite (Blaster/Corr doing less). The pseudopets aren't properly balanced anyway, Corrs get h4x Rain of Fire (Blaster damage PLUS Scourge), Defenders get a properly modded one while Ice Storm is the same across all three. I wanted a TA toon so I rolled a A/TA anyway, 22 now - didn't want redraw and also didn't wanna make another Fire Blast corr - the fire corr I teamed with did make me envious for a bit, RoF on a corr is just too good lol. |
I'd reroll it as a TA/A if I were you. Just realize that most of your damage from A/TA or TA/A is going to be coming from oil slick and rain of arrows, to the extent that everything else is almost irrelevant. So you might as well go TA/A because the damage is so similar there and TA will get better -resistance buffs so you will be doing better there.
AOE-damage-wise, all other powers are completely irrelevant at 50. I'm serious. I might do a explosive arrow every now and then but I'm not kidding myself that it matters compared to the big guns of oil slick and rain of arrows. Single target, of course, other powers matter but not AOE.
The better debuff values from having TA as a primary will help you a lot more than the small extra damage you get from having A as a primary.
"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
Hi Kioshi,
I'd reroll it as a TA/A if I were you. Just realize that most of your damage from A/TA or TA/A is going to be coming from oil slick and rain of arrows, to the extent that everything else is almost irrelevant. So you might as well go TA/A because the damage is so similar there and TA will get better -resistance buffs so you will be doing better there. AOE-damage-wise, all other powers are completely irrelevant at 50. I'm serious. I might do a explosive arrow every now and then but I'm not kidding myself that it matters compared to the big guns of oil slick and rain of arrows. Single target, of course, other powers matter but not AOE. The better debuff values from having TA as a primary will help you a lot more than the small extra damage you get from having A as a primary. |
I was thinking about that. I made a tentative build (got some ideas from yours in the 'ta sucks or not' thread btw) and saw that the debuff values are noticeably higher on defenders, unlike the 50 buff/debuff powersets I played in controllers/corrs (empathy, traps and kin, not a ton of difference on trollers/corrs). My only high-level defender is a rad and I also felt it's a set that Defenders really benefit more from.
Another thing is that my build has the same s/l def bonuses as yours but my s/l is only at 36.9% (would be at 39%ish if I took Hover like you), but yours is softcapped because defenders get much better values from Maneuvers, Weave and even Scorpion Shield (SS alone gives 3% more def alone in Defenders). I saw a corr build with softcap s/l but it was full of purples, some kinetic combat muling and it didn't have the recharge yours (and mine below) has, so softcapping a corr is way more expensive, like doing it with other powersets like time and traps (although traps work very well for me on corrs).
I'll try to translate this into a Defender build to see what I get, the idea is to grab Agility as Alpha:
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Kioshi: Level 50 Magic Corruptor
Primary Power Set: Archery
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Entangling Arrow -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-EndRdx/Immob(15)
Level 2: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(23)
Level 4: Glue Arrow -- RechRdx-I(A)
Level 6: Blazing Arrow -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(45)
Level 8: Flash Arrow -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/EndRdx/Rchg(9), Cloud-ToHitDeb(9), Cloud-ToHitDeb/EndRdx/Rchg(11)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 12: Aid Other -- Empty(A)
Level 14: Aid Self -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal(46), Dct'dW-Heal/EndRdx(46)
Level 16: Poison Gas Arrow -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(17), FtnHyp-Sleep/EndRdx(19), FtnHyp-Plct%(19)
Level 18: Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(46), KinCrsh-Rchg/KB(48), KinCrsh-Rechg/EndRdx(48), KinCrsh-Dmg/EndRdx/KB(48), KinCrsh-Acc/Dmg/KB(50)
Level 20: Acid Arrow -- Acc-I(A), Achilles-ResDeb%(21)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(27), RedFtn-Def/Rchg(27), LkGmblr-Rchg+(29)
Level 26: Stunning Shot -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(40), Amaze-EndRdx/Stun(40), Amaze-ToHitDeb%(40)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-Def/Rchg(33), LkGmblr-Rchg+(33)
Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34), RechRdx-I(36)
Level 35: Oil Slick Arrow -- AirB'st-Dmg/Rchg(A), Posi-Dmg/Rchg(36), Det'tn-Dmg/Rchg(36), Ragnrk-Dmg/Rchg(37)
Level 38: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/Hold(39)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-Def/Rchg(43), LkGmblr-Rchg+(43)
Level 44: Assault -- EndRdx-I(A)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Super Speed -- Clrty-Stlth(A)
Level 50: Agility Radial Paragon
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7), P'Shift-End%(7)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 4.25% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 6.75% Max End
- 48% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 120% Enhancement(RechargeTime)
- 3% Enhancement(Immobilize)
- 24.1 HP (2.25%) HitPoints
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 14.6%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 15% (0.25 End/sec) Recovery
- 6% (0.27 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 13.23% Resistance(Fire)
- 13.23% Resistance(Cold)
- 1.88% Resistance(Negative)
- 3% RunSpeed
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(and after making that I saw defs get a very decent damage bonus from Aim and Assault which I didn't pick, lol I'm so not used to them)
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Hrm. I posted elsewhere, the issue is that they based the Corruptor version on the Blaster version, and does (0.75 / 1.125) 2/3 of the damage.
The Blaster version (along with every other Blaster rain power) never was adjusted when Defiance 2.0 buffed their ranged damage modifier, so is based on a scale 1.0. So the Corruptor Rain of Arrows has a "damage scale" of 0.667.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Hrm. I posted elsewhere, the issue is that they based the Corruptor version on the Blaster version, and does (0.75 / 1.125) 2/3 of the damage.
The Blaster version (along with every other Blaster rain power) never was adjusted when Defiance 2.0 buffed their ranged damage modifier, so is based on a scale 1.0. So the Corruptor Rain of Arrows has a "damage scale" of 0.667. |
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I have a question, dos PGA's -dam stack? I was on a team fighting +3s so I used it more than once in a mob, the recharge was fast because we had a kin.
So basically (and remember this is purely subjective), the defender version is really low damage, and it stays really low damage. The corruptor version is not "leading man/leading lady" material like a blaster is, but it does pretty good damage for a "support only" toon.
If I were to remake it again, though, I'd probably make something different - great as archery is on a blaster, it's a bit underwhelming on a defender or a corruptor. |
That said I decided to level the defender, she just hit 24 yesterday (the corr is 22 anyway but he was PLed to 18, gotta love the free farms on freedom when the farmers are bored and there's no one to pay because it's 3 am so they broadcast free ones lol).
I'm hoping RoA will make the big difference, although I like Fistful (Explosive is meh to me, I even skipped it on the Def).
TA is a bit of an odd set tho since it's purely debuff. You won't turn the tide like a rad (my rad 'caused' some teamwipes when the team seemed to be steamrolling pink mobs and I decided to nuke or do some silly thing like take the alpha and faceplant - anchors drop, team dies lol), or the elec troller the other day that allowed the melee team (I was a broot) to turn of the diff just because he kept everyone perma sapped.
I'm liking TA a a lot, just wish the debuffs were a bit stronger since it's all it has besides damage on a long recharge (and a little control, <3 ice arrow). I'm finding Flash Arrow very lackluster tho, it's the one power that feels very underwhelming to me. Acid Arrow is great the way it is imo because it has a short recharge on SOs and you can use it all the time. Although I don't have OSA or RoA yet, I can see how Ta benefits from recharge because we had a kin most of the time and I was 120% rech bonus (hasten+SB), the toon felt a lot more powerful.
I have a question, dos PGA's -dam stack? I was on a team fighting +3s so I used it more than once in a mob, the recharge was fast because we had a kin.
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Also, the -Damage values were buffed for Controllers, Corruptors and Masterminds when the pet was changed to be the source of the power's effects. Controllers and Corruptors went from -20% to -25% Damage. Masterminds went from -15% to -18.75% Damage. Defenders value (-31.25%) didn't change since they were already using a higher base value (before modifiers) than the other ATs.
The Sleep was also buffed for MMs and Corruptors. For both of them, the sleep duration was increased, and for MMs, the Sleep chance was increased from 50% to 66%, like the other ATs. The Sleep duration was shortened for Controllers, though. But it doesn't really matter now, since it pulses the sleep anyway.
Defender damage is fine, especially solo, when it really matters.
I have a question, dos PGA's -dam stack? I was on a team fighting +3s so I used it more than once in a mob, the recharge was fast because we had a kin.
That has been my experience, but Archery never feels very damaging until you get the best mininuke. My Arch/EM blaster was deleted before RoA so I never had it, I deleted him because I always felt the damage was low - and I'm satisfied with my energy blaster so I'm not expecting the set to be 'OMG Fiar'. That said I decided to level the defender, she just hit 24 yesterday (the corr is 22 anyway but he was PLed to 18, gotta love the free farms on freedom when the farmers are bored and there's no one to pay because it's 3 am so they broadcast free ones lol). I'm hoping RoA will make the big difference, although I like Fistful (Explosive is meh to me, I even skipped it on the Def). TA is a bit of an odd set tho since it's purely debuff. You won't turn the tide like a rad (my rad 'caused' some teamwipes when the team seemed to be steamrolling pink mobs and I decided to nuke or do some silly thing like take the alpha and faceplant - anchors drop, team dies lol), or the elec troller the other day that allowed the melee team (I was a broot) to turn of the diff just because he kept everyone perma sapped. I'm liking TA a a lot, just wish the debuffs were a bit stronger since it's all it has besides damage on a long recharge (and a little control, <3 ice arrow). I'm finding Flash Arrow very lackluster tho, it's the one power that feels very underwhelming to me. Acid Arrow is great the way it is imo because it has a short recharge on SOs and you can use it all the time. Although I don't have OSA or RoA yet, I can see how Ta benefits from recharge because we had a kin most of the time and I was 120% rech bonus (hasten+SB), the toon felt a lot more powerful. |
I agree. Flash arrow really is weak, and to me, isn't worth taking unless, maybe, you plan to only have 1 type/level of stealth. All the rest are great. But if the set needs any changes, and I think it might, it needs a power with better mitigation. Once you get your build all in place, and you defenses from other stuff set up, it's crazy on the damage output, but you have to wait a LONG time for that. Of course, that is all my opinion, and it's based on only 1 TA Def at level 50 and 1 TA Troller at lvl 30ish, so I'm far from the most knowledgeable TAer out there.
I agree. Flash arrow really is weak, and to me, isn't worth taking unless, maybe, you plan to only have 1 type/level of stealth. All the rest are great. But if the set needs any changes, and I think it might, it needs a power with better mitigation. Once you get your build all in place, and you defenses from other stuff set up, it's crazy on the damage output, but you have to wait a LONG time for that. Of course, that is all my opinion, and it's based on only 1 TA Def at level 50 and 1 TA Troller at lvl 30ish, so I'm far from the most knowledgeable TAer out there.
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It could be changed to something akin to Fearsome stare (-18%ish base tohit, longer recharge and some mitigation effect, it's a big *Boom Flash*, they can think of something).
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Thanks Trickshooter, didn't see your answer before on the -dam from PGA! I'm enjoying the set (well except flash lol), and I'm really enjoying some powers I didn't think I would (Acid Arrow and Ice Arrow), it's certainly nice to play a set with no redraw between primary and secondary. And I like the speed - when you think 'well acid and blazing are kinda slow' and then you see they only have a 1.83 sec cast time, means the set is really fast
I'm on the fence on Explosive arrow tho. I was gonna skip it but I feel I need some mitigation, I got aid self at least for the leveling build.
I posted this question in corruptor forum but do you think Blaster's Voltaic Sentinel is using Blaster's old 1.00 damage modifier or the new one? Mids lists that both Blaster and Corruptor VS does the same damage. That doesn't seem right?
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But if you really wanna see broken stuff that shifts the balance more than a lousy pet, just look at Ice Storm across Blasters, Corrs and Defs, same damage.
Fire Blast for Corrs is hax because Rain of Fire does Blaster damage and SCOURGES. The defender version was properly modded and does way less damage.
Don't forget that Flash Arrow, unlike (all?) other -to hit powers is unresistable.
So while the base is lower, the in game effect is actually more than decent for a non aggro AOE power when it matters most (big bad fights)
When coupled with Musculature Radial T4, 4 slots get you 14% unresistable -to hit which is nothing to scoff at from a team or solo standpoint.
@Viper Kinji
Currently working on:
Turtle Snapper - SD/MA/Ice Tanker
Yeah they do the same damage. Dunno if the corr version scourges because elec blast's damage makes me cry so I never got it past 20. I think it does because iirc there was some talk about the Dom version scourging. But if you really wanna see broken stuff that shifts the balance more than a lousy pet, just look at Ice Storm across Blasters, Corrs and Defs, same damage. Fire Blast for Corrs is hax because Rain of Fire does Blaster damage and SCOURGES. The defender version was properly modded and does way less damage. |
Yeah, Corruptor's VS can definitely scourge and Dominator's version used to scourge too.
I wonder why they never really fixed Blaster's versions?
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Don't forget that Flash Arrow, unlike (all?) other -to hit powers is unresistable.
So while the base is lower, the in game effect is actually more than decent for a non aggro AOE power when it matters most (big bad fights) When coupled with Musculature Radial T4, 4 slots get you 14% unresistable -to hit which is nothing to scoff at from a team or solo standpoint. |
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
So I was thinking about making an Archery Corr, but both Mid's and CoD are telling me that Rain of Arrows only does a little more damage than the Defender version (I know it scourges and all, but the base damage look almost the same).
So is Archery on a Corr not that good or using a similar modifier to Defs in the tier 9? I want an Archery toon that's not a Blaster and I was never able to like Defender damage. Or am I missing something? Overcharge does about 20 more base damage in the Corr version, Full Auto and HoB are alike (16-18), now RoA is like.. 2 damage less (unslotted lvl 50 values)?
Thanks!