I need an Archer


Bionut911

 

Posted

Hey everybody!

So I've been deeply craving an /Arrows/ character, But I'm not sure what to pair it with, or what Archetype it will work well for :[

I've already attempted a Arch/Dev, and an Arch/Fire blaster and neither worked well for me. I'm a blaster-holic so on terms of ranged attacks that's always my "go-to" AT, but I'm wondering if i'm missing out on ranged ATs.

What other pairings/ATs/ have worked well for you guys on terms of having /Archery/ as a ranged set?

EDIT: I'm not looking for a specific build yet since I'm on my mac, and don't have access to mids :[ So any suggestions are welcome


 

Posted

Just so we're clear, a Ninjas Mastermind is out of the question, even though it gets three of the Archery powers?


 

Posted

I love my Earth/TA controller. Tons of control and very slot friendly.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

I'm a fan of Archery/Energy blasters. Archery is all ranged, and many of /energy's abilities work from afar. Plus /energy past its glow-handed melee attacks is pretty visually innocuous, letting you be a 'pure' archer easily. The cream on top is boost range, so you can get some pretty decent reach.


 

Posted

I'm an Arch/Nrg Blaster fan too. Love boost range and that crashless nuke Rain of Arrows.

With enough recharge, you can even farm things like the BM map with relative ease and speed. Also hear dof folks doing the same with Arch/MM blasters.


We don' need no stinkin' signatures!

 

Posted

Much like elec melee with lightning rod on scrappers, I can't imagine playing archery on any AT besides blasters, because RoA is so amazing on blasters. The best secondaries, as mentioned, would be EM or MM. EM for a pure ranger, and MM for lots of survivability.


 

Posted

Quote:
Originally Posted by Supermax View Post
Much like elec melee with lightning rod on scrappers, I can't imagine playing archery on any AT besides blasters, because RoA is so amazing on blasters. The best secondaries, as mentioned, would be EM or MM. EM for a pure ranger, and MM for lots of survivability.
But... what about Rain of Arrows + Scourge + AoE -Res Debuff? It's grisly.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

I would suggest Trick Arrows/Archery Defender.

Trick Arrows' debuffs are the most potent on a Defender, and Defender's Rain of Arrows is the only one that does the correct amount of damage (Blaster and Corruptor both do less than they should, though it's still more than Defenders).

Note though: It's a very late bloomer, TA's debuffs aren't as potent as other debuff-heavy sets, though most TA powers have larger AoEs, and what you bring to teams (offense) is not usually what people are looking for in a Defender.

Corruptors' Scourging Archery is nice, but Corruptors' TA is numerically very similar to the MM version, which is very... um... meager.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Yeah I know, but to me, it just takes too long.

RoA by itself is 4-5 secs of animation time. If you need to spend time debuffing the mobs first, then reacting to their return fire, and only then attacking, it'll be like 10 secs of "fighting" before you do a point of damage to the mobs. On some teams the whole spawn will already be dead by then. Meanwhile with a blaster you just launch RoA from complete safety, and you're not even attacked until the arrows start falling.

At least that's how I imagine it. The only archery toon I've played is a blaster.


 

Posted

I suggest an archery/dark corruptor. Or possible dark/archery on a defender.

You can just about cap, or get close to the cap, on ranged and smashing/lethal defense, and its easy to get aoe defense to 32 or higher. That doesnt even take darkest night into account. Then, the resist debuff is a long duration slow patch so you can just set it down and then simply shoot shoot shoot, and on the corruptor, scourge away!

Plus youd have all the controls and the heal etc for versatility.

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Arch/MM Blaster. Yeah it's awesomesauce.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by GuyPerfect View Post
Just so we're clear, a Ninjas Mastermind is out of the question, even though it gets three of the Archery powers?
Haha, yeah that's not the exact direction I'm looking to head in.

Quote:
Originally Posted by UnicyclePeon View Post
I suggest an archery/dark corruptor. Or possible dark/archery on a defender.

You can just about cap, or get close to the cap, on ranged and smashing/lethal defense, and its easy to get aoe defense to 32 or higher. That doesnt even take darkest night into account. Then, the resist debuff is a long duration slow patch so you can just set it down and then simply shoot shoot shoot, and on the corruptor, scourge away!

Plus youd have all the controls and the heal etc for versatility.

Lewis
I'm liking the sound of the Dark/Archery defender. I'm a huge fan of that tar patch, and with the arrows it would stack nicely.

Quote:
Originally Posted by Supermax View Post
Much like elec melee with lightning rod on scrappers, I can't imagine playing archery on any AT besides blasters, because RoA is so amazing on blasters. The best secondaries, as mentioned, would be EM or MM. EM for a pure ranger, and MM for lots of survivability.
I haven't gotten to try out /MM yet on a blaster. So I might just make one of those too :3


_____________

Aside from that:

I've narrowed it down to a Dark/Archery Defender, or a Archery/MM Blaster.


 

Posted

I just want to underline what Trickshooter said.

Go TA/A defender.

Both rain of arrows and oil slick are comparable on a defender to how they are on more damaging ATs like corruptor. Now just realize that since these two abilities can kill a +2/x8-+3x8 (depending upon enemy type and whether or not you have laid debuffs down) spawn all by themselves, you don't really care if fistful of arrows or whatever is doing a little less damage because that is completely irrelevant.

Also, as Trickshooter said, be aware that the set is very late blooming. It's like the permadoms in the days before when the damage buff also came with domination...one day you go from sucking to kicking ***, and it is unfortunate that you suck for so long because it is deceptive.


"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

Quote:
Originally Posted by Bionut911 View Post
I'm liking the sound of the Dark/Archery defender. I'm a huge fan of that tar patch, and with the arrows it would stack nicely.
i have a Dark/Archery Defender and i have to admit that being able to launch Tar Patch, Rain of Arrows, and Dark Servant from around a corner always makes me smile. Great for softening up groups with virtually no risk. Then step around the corner and finish off the weakened foes face to face.


Dr. Todt's theme.
i make stuff...

 

Posted

I'm a big fan of /Trick Arrow. It's got something for everyone and I've had some great results with a various /TA trollers; Fire/TA, Plant/TA and Mind/TA

They have their strengths and weaknesses, and with the latter two I needed to take some form of igniter APP/PPP to get the best out of Oil Slick Arrow - but there are plenty of choices (personally I found Mu works well)

Of those three, the Mind/TA was potentially the most powerful, but most difficult to play - the best control, but weakest damage - and the Fire/TA was sometimes conflicted, Fire control has a lot of melee attacks and TA by definition is ranged.

Plant/TA is fun, especially with Carrion Creepers and OSA running and plenty of AoE from the Mu, pets and many of the powers of Plant.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

I like my Archery/Energy blaster a lot. Fairly cheap IO'd build with recharge enough to do Snap/Blazing/Snap/Aimed and a bit of ranged defense. Flight, no Hasten, all the Leadership toggles. Power Thrust slotted with six Kinetic Crash on auto. Surveillance and Cryo Ray, I should probably take out the snipe and put in LRM some day for multinuke goodness.


 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
... the Fire/TA was sometimes conflicted, Fire control has a lot of melee attacks and TA by definition is ranged.
Fire/Trick arrow is a lot better than it used to be. I played mine to level 50 back when a lit oil slick caused the fire imps (or any other pet) within it to get AI-locked. They would run to the edge of the slick and never move again within the same mission, even if re-summoned. Later some improvements were made such that they merely moved out of the slick but could still act, but as imps are melee only, they were still screwed. There are still some quirks but these days, the imps fare much better.

Anyway, fire/ta is otherwise a great set. My favorite aspect is opening with both smoke and flash arrow. They stack, and if slotted for to-hit debuff, they can total about 15.6% debuff or so on the enemy attack. I managed to get my controllers ranged, energy, and negative defense to 33% each, and I am only 3 seconds off perma hasten, without even touching incarnate slots. So basically, with smoke and flash arrow, I am range/energy/negative defense capped, and a defense inspiration on top can cap me to everything else.

Good times! And of course, with fire/TA you get control AND damage. Open at range with debuffs and control, then move in with hot feet, and fire imps, and fireball, to kill them in melee range while your oil slick arrow melts them and your resist debuffs help to pile on the carnage.

Anyway, I dont think the OP is looking for a controller, but /trickArrow rocks on a controller. I have plant/ta at 43, fire/ta at 50, earth/ta at 40, and mind/ta at 39. Its good stuff!

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

It all depends on how you want to play the set, as each one plays differently. If you didn't like archery/fire, you might not like Mental manipulation too much either. Both are played in melee a lot.


 

Posted

Quote:
Originally Posted by Bionut911 View Post
Hey everybody!

So I've been deeply craving an /Arrows/ character, But I'm not sure what to pair it with, or what Archetype it will work well for :[

I've already attempted a Arch/Dev, and an Arch/Fire blaster and neither worked well for me. I'm a blaster-holic so on terms of ranged attacks that's always my "go-to" AT, but I'm wondering if i'm missing out on ranged ATs.

What other pairings/ATs/ have worked well for you guys on terms of having /Archery/ as a ranged set?

EDIT: I'm not looking for a specific build yet since I'm on my mac, and don't have access to mids :[ So any suggestions are welcome
FF/Arch defender. Properly built, you're soft-capped to ranged and AoE and one Luck away from it in Melee. Properly played, they never get near you long enough to inflict appreciable damage (lots of "GET THE **** AWAY FROM ME!) powers to make them back off.



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Posted

Quote:
Originally Posted by Hyperstrike View Post
FF/Arch defender. Properly built, you're soft-capped to ranged and AoE and one Luck away from it in Melee. Properly played, they never get near you long enough to inflict appreciable damage (lots of "GET THE **** AWAY FROM ME!) powers to make them back off.
Interesting idea. I like it, and may try one.

EDIT: I think I'll be making a slight change though: A FF/Arch/Mace defender can get themselves to 50+ S/L/E defense while Hovering at a very reasonable speed with very minimal effort.

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@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
Interesting idea. I like it, and may try one.

EDIT: I think I'll be making a slight change though: A FF/Arch/Mace defender can get themselves to 50+ S/L/E defense while Hovering at a very reasonable speed with very minimal effort.

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True. I opted for a resist-based EPP to layer under all that defense. This way, if I get hit, I'm not an eggshell.

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

Click this DataLink to open the build!

Bubbleshot: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Archery
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Flight
Power Pool: Teleportation
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Personal Force Field -- DefBuff-I(A), DefBuff-I(3), Ksmt-ToHit+(3)
Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(9)
Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 4: Fistful of Arrows -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(15), Det'tn-Dmg/Rchg(15), Det'tn-Dmg/Rng(17), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/EndRdx/Rng(19)
Level 6: Deflection Shield -- DefBuff-I(A), DefBuff-I(19), Krma-ResKB(21)
Level 8: Insulation Shield -- DefBuff-I(A), DefBuff-I(21), Krma-ResKB(23)
Level 10: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 12: Dispersion Bubble -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), RedFtn-Def/EndRdx(29), RedFtn-Def/EndRdx/Rchg(31)
Level 14: Boxing -- Dsrnt-I(A)
Level 16: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33)
Level 18: Repulsion Field -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(33), FrcFbk-Rchg/KB(33), FrcFbk-Rchg/EndRdx(34), FrcFbk-Dmg/EndRdx/KB(34), FrcFbk-Rechg%(34)
Level 20: Explosive Arrow -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(36), Det'tn-Dmg/Rchg(36), Det'tn-Dmg/Rng(36), Det'tn-Acc/Dmg/EndRdx(37), Det'tn-Dmg/EndRdx/Rng(37)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(39)
Level 26: Repulsion Bomb -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(39), Det'tn-Dmg/Rchg(39), Det'tn-Dmg/Rng(40), Det'tn-Acc/Dmg/EndRdx(40), Det'tn-Dmg/EndRdx/Rng(40)
Level 28: Maneuvers -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(42)
Level 30: Hover -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(43)
Level 32: Force Bubble -- EndRdx-I(A), EndRdx-I(43)
Level 35: Fly -- Flight-I(A)
Level 38: Rain of Arrows -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(43), Det'tn-Dmg/Rchg(45), Det'tn-Dmg/Rng(45), Det'tn-Acc/Dmg/EndRdx(45), Det'tn-Dmg/EndRdx/Rng(46)
Level 41: Thunder Strike -- Erad-Dmg(A), Erad-Dmg/Rchg(46), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(48)
Level 44: Charged Armor -- EndRdx-I(A)
Level 47: Power Sink -- P'Shift-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(48)
Level 49: Recall Friend -- RechRdx-I(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Heal-I(48), Heal-I(50)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50), EndMod-I(50)



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Posted

So many choices, thanks guys


 

Posted

Quote:
Originally Posted by Bionut911 View Post
So many choices, thanks guys
Durned tootin' baby!



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Posted

Can't believe no one mentioned Archery/Storm. The greatness of having a -res patch like Dark Miasma but chock full of debuffs like -rech and -fly but with the control of an ice slick. Castable from around a corner and a slow toggle to bunch them up. Anything that reaches your corner will get a mouthful of Lightning Storm and vs tough targets like EBs and AVs, you've got multiple tornadoes eating away at them.

Yeah, there's also stuff like Hurricane's knockback/-ToHit too and if you like the synergy, Stunning Shot + Thunder Clap (+ Tornado if you want).

I personally like the thematic link between rain powers too, just a cool trick that will own most foes.

Granted, I don't have an Arch/Storm myself but I can tell it'd be great fun.


 

Posted

As soon as they got Archery, I rolled an Archery/TA Corrupter. Fun ride to 50 and is very powerful with only the basic IOs. I'm sure that he would be a monster if I fleshed him out with IO sets. I'd recommend that to the OP for an archer.


@Joshua.