Gravity/Trick Arrow build


Hindenburg

 

Posted

I have a level 40 gravity/TA controller I'd like to start messing around with since the new changes to gravity are coming out. I was looking to build something with good ranged defense and a bit of recharge so I could do the whole wormhole+oil slick quite often. I do have this build I created on MIDS. I am by no means an expert with IOs and such. I believe with flash arrow this could cap ranged. Probably will choose spiritual alpha to help with the recharge..or Agility maybe with the rchg and def boost. Any help getting the best out of this combo would be greatly appreciated!

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Controller
Primary Power Set: Gravity Control
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Lift -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Entangling Arrow -- Empty(A)
Level 2: Flash Arrow -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg/EndRdx(33)
Level 4: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(7)
Level 6: Propel -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 8: Crushing Field -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(13), TotHntr-Acc/EndRdx(13), TotHntr-Immob/Acc(15), TotHntr-Dam%(15), TotHntr-Acc/Immob/Rchg(17)
Level 10: Ice Arrow -- Lock-EndRdx/Rchg/Hold(A), Lock-Acc/Rchg(17), Lock-Acc/Hold(21), Lock-Rchg/Hold(23), Lock-Acc/EndRdx/Rchg/Hold(23), Lock-%Hold(25)
Level 12: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(31)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(50)
Level 16: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(31)
Level 18: Gravity Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-Acc/Rchg(19), Lock-%Hold(21), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(46)
Level 20: Acid Arrow -- Achilles-ResDeb%(A), Achilles-DefDeb/Rchg(45)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(29), Stpfy-KB%(31)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Dimension Shift -- EndRdx-I(A)
Level 32: Singularity -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(34), BldM'dt-Acc/EndRdx(40), BldM'dt-Acc/Dmg/EndRdx(43), BldM'dt-Acc(43), BldM'dt-Dmg(45)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rng(37), RechRdx-I(37)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45)
Level 47: Glue Arrow -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(48), P'ngTtl-Acc/EndRdx(48), P'ngTtl-Rng/Slow(48), P'ngTtl-EndRdx/Rchg/Slow(50), P'ngTtl--Rchg%(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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Posted

Not sure if this is a improvement.

went ahead and grabbed some Energy defense.

This is capped with Stealth but the defense will surpress below the soft cap once you start attacking. Flash Arrow should compensate.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Controller
Primary Power Set: Gravity Control
Secondary Power Set: Trick Arrow
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Lift -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(17), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Dmg/EndRdx(33), Thundr-Acc/Dmg/Rchg(33)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Flash Arrow -- Acc-I(A)
Level 4: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(7), G'Wdw-Acc/Rchg(40)
Level 6: Propel -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 8: Crushing Field -- TotHntr-Acc/Rchg(A), TotHntr-Acc/EndRdx(13), TotHntr-Dam%(13), ImpSwft-Dam%(15), GravAnch-Hold%(15), Posi-Dam%(17)
Level 10: Boxing -- Empty(A)
Level 12: Hover -- Zephyr-Travel/EndRdx(A), LkGmblr-Rchg+(25), Zephyr-Travel(31), LkGmblr-Def(50)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 16: Super Speed -- EndRdx-I(A)
Level 18: Gravity Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-Acc/Rchg(19), Lock-%Hold(21), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(46)
Level 20: Acid Arrow -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(45), AnWeak-Acc/Rchg/EndRdx(48)
Level 22: Stealth -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx(25), RedFtn-Def(33), RedFtn-Def/EndRdx/Rchg(40), RedFtn-EndRdx/Rchg(48)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(37)
Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(29), Stpfy-KB%(31)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-EndRdx/Rchg(34)
Level 32: Singularity -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(34), BldM'dt-Acc/EndRdx(40), BldM'dt-Acc/Dmg/EndRdx(43), BldM'dt-Acc(43), BldM'dt-Dmg(45)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rng(37)
Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(50)
Level 47: Rise of the Phoenix -- Erad-Dmg(A), Erad-Dmg/Rchg(48), Erad-Acc/Dmg/Rchg(50)
Level 49: Glue Arrow -- RechRdx-I(A)
Level 50: Agility Radial Boost
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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perma jump is ---> /up 1

 

Posted

IceFracture, one quick thing I saw was that you are going for Ranged Defense. Glue Arrow provides almost no benefit since you have Crushing Field. Why not trade out Glue Arrow for Fire Blast slotted with Thunderstrike? It is slightly more defense, a more useful power and Fireblast can light your Slick in case Fireball misses.

Even with the changes, I'm not convinced that Dimension Shift is worth taking. Consider taking Combat Jumping.


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

Thanks for the reply! I will take fireblast into consideration Local Man. Thank you!


 

Posted

I have to agree with local, I don't think DS will be worth taking.


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

 

Posted

My experience with Trick Arrow is from my Illusion/Trick Arrow and a TA/Arrows Def, and my experience with Gravity is with a Grav/Storm (after trying several other combos with Grav). I don't have direct experience with Grav/TA, but I agree that TA is probably one of the better secondaries with Gravity.

I have tried Flash Arrow and I'm unimpressed. My TA/Arrow Def still has it, but I'm still not impressed. Consider putting a Celerity Stealth in Super Speed and then dropping Flash Arrow. Full invisibility from Super Speed will let you lead Singy into battle to be your tank, and then you can back off to fire your arrows from range. I have Crush in my build, but I skipped Lift. (Mine is a mostly solo Grav/Storm.) The changes to Lift make it more appealing, so I may look at my build to add it back in. However, one advantage of Crush is that it sets Containment if GD misses. It also does OK damage over time.

I slotted GD with 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage. GD can add some decent damage since you use it so often.

By the way, if you keep Flash Arrow, it does not need Accuracy except in PvP. You should slot it with either a ToHit Debuff or Recharge.


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
My experience with Trick Arrow is from my Illusion/Trick Arrow and a TA/Arrows Def, and my experience with Gravity is with a Grav/Storm (after trying several other combos with Grav). I don't have direct experience with Grav/TA, but I agree that TA is probably one of the better secondaries with Gravity.

I have tried Flash Arrow and I'm unimpressed. My TA/Arrow Def still has it, but I'm still not impressed. Consider putting a Celerity Stealth in Super Speed and then dropping Flash Arrow. Full invisibility from Super Speed will let you lead Singy into battle to be your tank, and then you can back off to fire your arrows from range. I have Crush in my build, but I skipped Lift. (Mine is a mostly solo Grav/Storm.) The changes to Lift make it more appealing, so I may look at my build to add it back in. However, one advantage of Crush is that it sets Containment if GD misses. It also does OK damage over time.

I slotted GD with 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage. GD can add some decent damage since you use it so often.

By the way, if you keep Flash Arrow, it does not need Accuracy except in PvP. You should slot it with either a ToHit Debuff or Recharge.
I know this is an a bit of an old thread, but I wanted to say that I really like Flash Arrow.
What I like about it is that the -tohit is unresisted. This is a very cool feature of an otherwise so so power. This means that you can get approx -7.5% tohit for your entire team and it doesn't matter what you're fighting. This is a better tohit debuff on an AV than Darkest Night from a Dark Fender (the same as you would get from DK and fearsome stare if they were unslotted) due to the crippling of debuffs that AVs can do (80% if I remember correctly). Against anything else, you can look at it as a starter 7.5% Defense on your way to capping or helping on Itrials for your team, whathaveyou. The stealth is nice, but for me not really a selling point for this power.

If you don't like the power you don't like it, but I just wanted to give you guys a little bit of a different perspective on it.