Trick Arrow/Archery assistance?


Garent

 

Posted

Hi there, everyone. So I was wondering if I might be able to get a bit of input/advice on my TA/A build. Now, I have no idea how good this is - it's the first time I've ever put a build together, and I tried to aim for a few things, primarily by working off of various builds I've seen around.

Essentially, I was aiming for softcapped S/L defense, decent S/L resist, and a high enough recharge to have OSA/RoA up as often as possible. Additionally, I tend to solo a fair bit, so the ability to handle EBs and the like would be amazing, though certainly not required.

Any input/advice would be greatly appreciated. I'm on a bit of a budget, so I'd prefer it if we veered away from any purples, but other than that, feel free to suggest anything.

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

Click this DataLink to open the build!

Topside: Level 50 Natural Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Entangling Arrow

  • (A) Enfeebled Operation - Accuracy/Recharge
  • (3) Enfeebled Operation - Endurance/Immobilize
  • (3) Enfeebled Operation - Accuracy/Endurance
  • (5) Enfeebled Operation - Immobilize/Range
  • (5) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (7) Enfeebled Operation - Accuracy/Immobilize
Level 1: Snap Shot
  • (A) Thunderstrike - Accuracy/Damage
  • (7) Thunderstrike - Damage/Recharge
  • (9) Thunderstrike - Damage/Endurance
Level 2: Glue Arrow
  • (A) Slow IO
Level 4: Aimed Shot
  • (A) Thunderstrike - Accuracy/Damage
  • (9) Thunderstrike - Damage/Endurance
  • (11) Thunderstrike - Damage/Recharge
  • (11) Thunderstrike - Accuracy/Damage/Recharge
Level 6: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (36) Endurance Reduction IO
Level 8: Ice Arrow
  • (A) Neuronic Shutdown - Accuracy/Recharge
  • (13) Neuronic Shutdown - Endurance/Hold
  • (13) Neuronic Shutdown - Accuracy/Endurance
  • (15) Neuronic Shutdown - Hold/Range
  • (15) Neuronic Shutdown - Accuracy/Hold/Recharge
  • (17) Neuronic Shutdown - Chance of Damage(Psionic)
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
  • (19) Recharge Reduction IO
Level 12: Acid Arrow
  • (A) Shield Breaker - Defense Debuff
  • (19) Shield Breaker - Accuracy/Defense Debuff
  • (21) Shield Breaker - Accuracy/Recharge
  • (21) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (23) Shield Breaker - Accuracy/Endurance/Recharge
  • (23) Shield Breaker - Chance for Lethal Damage
Level 14: Kick
  • (A) Kinetic Combat - Accuracy/Damage
  • (25) Kinetic Combat - Damage/Endurance
  • (25) Kinetic Combat - Damage/Recharge
  • (27) Kinetic Combat - Damage/Endurance/Recharge
Level 16: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (27) Reactive Armor - Resistance
  • (29) Titanium Coating - Resistance
  • (29) Titanium Coating - Resistance/Endurance
Level 18: Disruption Arrow
  • (A) Recharge Reduction IO
Level 20: Stealth
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Endurance Reduction IO
  • (48) Endurance Reduction IO
Level 22: Blazing Arrow
  • (A) Thunderstrike - Accuracy/Damage
  • (31) Thunderstrike - Damage/Endurance
  • (31) Thunderstrike - Damage/Recharge
  • (33) Thunderstrike - Accuracy/Damage/Recharge
Level 24: Poison Gas Arrow
  • (A) Recharge Reduction IO
Level 26: Oil Slick Arrow
  • (A) Positron's Blast - Accuracy/Damage
  • (33) Positron's Blast - Damage/Endurance
  • (33) Positron's Blast - Damage/Recharge
  • (34) Positron's Blast - Damage/Range
  • (34) Positron's Blast - Accuracy/Damage/Endurance
  • (34) Recharge Reduction IO
Level 28: Fistful of Arrows
  • (A) Positron's Blast - Accuracy/Damage
  • (36) Positron's Blast - Damage/Endurance
  • (36) Positron's Blast - Damage/Recharge
  • (37) Positron's Blast - Damage/Range
  • (37) Positron's Blast - Accuracy/Damage/Endurance
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Defense/Endurance/Recharge
  • (39) Luck of the Gambler - Defense
Level 32: EMP Arrow
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (39) Basilisk's Gaze - Accuracy/Recharge
  • (40) Basilisk's Gaze - Recharge/Hold
  • (40) Basilisk's Gaze - Endurance/Recharge/Hold
Level 35: Explosive Arrow
  • (A) Kinetic Crash - Damage/Knockback
  • (40) Kinetic Crash - Accuracy/Knockback
  • (42) Kinetic Crash - Recharge/Knockback
  • (42) Kinetic Crash - Recharge/Endurance
  • (42) Kinetic Crash - Damage/Endurance/Knockback
  • (43) Kinetic Crash - Accuracy/Damage/Knockback
Level 38: Rain of Arrows
  • (A) Positron's Blast - Accuracy/Damage
  • (43) Positron's Blast - Damage/Endurance
  • (43) Positron's Blast - Damage/Recharge
  • (45) Positron's Blast - Damage/Range
  • (45) Positron's Blast - Accuracy/Damage/Endurance
  • (45) Recharge Reduction IO
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (46) Red Fortune - Defense
  • (46) Red Fortune - Defense/Endurance
  • (46) Red Fortune - Defense/Endurance/Recharge
  • (48) Red Fortune - Defense/Recharge
  • (48) Red Fortune - Endurance
Level 44: Flash Arrow
  • (A) To Hit Debuff IO
Level 47: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 49: Aim
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification IO
  • (50) Endurance Modification IO
  • (50) Endurance Modification IO
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Vigilance
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1468;659;1318;HEX;|
|78DA65945953D3601486BF6C545ABA51B0949DB62C160C3078EF20A8C30C38085CA|
|A35B6A1CDC8A499B4A8B88EFF4059DC0BCC78EF8DDB1F71F9152EFFA01E725E404D|
|A6ED93BCDF79CF77CE4993853BB32DEF2E3E3E2BA4C8CC9A51ADE667CD55D32E9AA|
|EB66094AC82A023B05271AA56D10CD079EA70397F6E7D75555F71ADC2CDFCB4EB56|
|6E278F56960CBB6416F569B75036DD8DF89C4D30ED9A7E78125DAC54D6F479D3A0E|
|06AD97282DEF5B2639AC5B0777AC12A956B965D8A7B5773F62DAB6ADDB0D6ACDA46|
|D779C72AE83315D75D776A1537BF60144CFAA9D668A30E2A6F90BE9BB2C0D1D0C41|
|34988B42AE4A7E02653DD02B7994D3BCCD7C75E59D405AFED314FEC32B72946E218|
|218DB3F68634853545A9FF1B1F843FB8CF8CD31C352F4143D2DA79DFCC00AFED509|
|E006A0F5CA1B51E55B45C05AF312379F03A336630D3646CE6BC72F328E78B81ADE0|
|73CA1F42FE90A478BE5699D9A6802AF3A406363165CA1F468FE145CED771195C627|
|62E33158A8D722D4A34C9F575A6B9D76E1DCC315F504D71CC338E3AC3E44FE03E24|
|30A35ECC681CDC255F3BEA69C7CC7B31F35ECCBC1F337F46B149EC91C41E2F494B6|
|116A9F788FF007E640E7C023F83F0D6C9DBC55EB50BDE0CBC1978B3F066E155A9A7|
|1ECCA4073D6563CCA104D8C67C45F9FBD05BDF17D99BDFD057E6F037F03B739F904|
|61FE9BBB2E71FBEC73C751F7C003E64E61E31DFCAFCCC1C7807D1470E7DE4D0C718|
|FA18431F639881437F8B11EE471B413FA72360100C33C7436094B945FB8EE27E8C4|
|E71BE08CD4787A623DF1EC54DB0264D60DF49F047909E4309CF61830EF1CBA7FCF4|
|29BF8F1559EA47C6FFD8AD1EBD05E873E0CAF994099F32E953A67CCA199F32EF532|
|E1D285C616351FDEB5DE3AD36C78EDE348D3FC59AE782|
|-------------------------------------------------------------------|


 

Posted

As a player I like to do stuff with no more than the need for one type of support let alone defender, maybe not even for my benefit, but I checked it and thought yep I'd team with that.

Then I compared it to my own and the one thing you don't seem to have is a debuff chain based on an ideal fight cycle but it don't matter too much at all most things ya could perma or fill in a gap with an attack.

Then I looked at slotting suggestions. Bare in mind I don't spend more than 5 mins looking and then I don't like to spend more than 5 mins typing so its guaranteed to have a lot of what you seem to be happy with anyway. So won't be I think untailoring things too much. Everyones TA should be different.

Flash Arrow moved sooner as its unresistable and better than Manuevers, plus its -per. Slots in Poison as it's a 100% chance to sleep, can help ya know, also recharge bonus. Explosive arrow now hurts, KB Prot elsewhere.

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1474;692;1384;HEX;|
|78DA65945B53525114C7F7E11C22501044040451F102A29E74ECBD31ADC6461A521|
|F2B2238C2991C600E58F9D837282FD94DCD697A6AA697AEAFCDD8E50374F9145DBE|
|012DCEFA8B349C017EFBACBDFE6BFFF7E29C9DBC33D7FEEAC2DD334272CDAE662A9|
|5F49CB6A215739A614D66F27A56D0655B2E952B7A4EB3D13878349D3EBBB6B2A22E|
|1B7AF6667AC6304AB7FD8D99C54C31AFE5D419235BD08C75CF7C91A015ABEAD1A02|
|3552AADAA0B5A86922B05BDEC30EF97CA9A96739AC3F37ABE50D58B798F79375FBC|
|A557F41BFAAA5E5D0F9D2BEB5975B664186BE56AC9482733598D7E2A555A2840F68|
|6E9BB6111B86A56714F1222AA08CB7D7083A96C825BCC13DBCC27C75A59EC0A9EDB|
|679EDC63761D10A714B145B912E74AD24BD60FBE20F62AE229CDC9A823EFFEAF77A|
|09EE380B949B956CE15D6698E6D53CC863DD8AE70CDF6ABE035A62B0D5E67BA33CC|
|2809EDA6B19AC53EC6F5DC6027B843F5DBE0AF4D924D5DA795D92533BB3F5292977|
|A46F59CC875A6581FB80C2E327B969832E576F0DA72879FFDF4049861957BD49D60|
|3EA4F21EF4CF035F9101EEAD93EA7831E7F571FE04E6F648E7831F1F7A1B416F23E|
|86D3F7AFB8072FD9CABF80FB94EF89364D6497C669EFA027E653E224D10BD0FBE46|
|BD37E05BE6C03BF03D08FFBBA40D61BD10B483D00E423B04ED10B40AEDB517FF572|
|FF63AE4668E78998FA96E1FF6DCF7CD62F673E43B33F603FCC97C4688C243141E62|
|F030020FA31F4078786EE177A7BEE7616812D024A01987661C9A71ECB94C8F4B1CF|
|EE3F03F0AFF13F0EFA13D8E2167CCD73457EF3B725D94A3E23D5091B34FBE26F11C|
|4C62BD29F09783DE3FAE29A4097E36FE34C72ED220A688DFCDB138E7FD3D8E59A47|
|ED4AD1F1C75EE30C34AE32CA00F5D22D112996C894CB544A65B22A75B220B2D914B|
|F5083BACA594C649232473D6EE6E9C2FB57F3073E4A6|
|-------------------------------------------------------------------|


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.

 

Posted

To the OP: What you have done and what New Dawn have done are both fine.

I personally think your original build probably has too much effort spent on defense. With Stealth toggled and damaged/attacked selected in options menu so it shows its true value, you have 52% s/l def and 22.6% ranged.

I think the 52% is overkill and would just go with 45%. I think the 22.6% is largely useless considering you already have s/l def and you will still probably have to end up getting Clarion if you don't want to get mezzed frequently.

I would take all of that extra stuff and pile it into recharge. In *many* builds recharge shows diminishing returns because you are only looking (for example) at some base 10 second recharge attack and the difference in having merely good recharge and great recharge only amounts to some fraction of second extra for that attack. In TA however, you have oil slick with a base 180 second recharge and so things still keep improving noticeably as you crank up the recharge.

It is entirely in your hands though, and you can be fine with many builds.


"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

I have a similarly built TA/A Defender. He's pretty awesome. I went not only for S&L defense, but AOE and Ranged. I figured I covered a large swath of the types, and would be well covered. No travel power, no hasten, and I do just fine.

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

Click this DataLink to open the build!

Vigil Arrow b1: Level 50 Natural Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flash Arrow

  • (A) Siphon Insight - Accuracy/ToHit Debuff
  • (25) Siphon Insight - Chance for +ToHit
Level 1: Snap Shot
  • (A) Devastation - Chance of Hold
Level 2: Glue Arrow
  • (A) Pacing of the Turtle - Chance of -Recharge
  • (7) Pacing of the Turtle - Accuracy/Slow
  • (7) Pacing of the Turtle - Damage/Slow
  • (9) Pacing of the Turtle - Accuracy/Endurance
  • (9) Pacing of the Turtle - Range/Slow
  • (11) Pacing of the Turtle - Endurance/Recharge/Slow
Level 4: Fistful of Arrows
  • (A) Detonation - Accuracy/Damage
  • (36) Detonation - Damage/Endurance
  • (36) Detonation - Accuracy/Damage/Endurance
  • (37) Detonation - Damage/Range
  • (37) Detonation - Damage/Recharge
Level 6: Ice Arrow
  • (A) Lockdown - Chance for +2 Mag Hold
  • (11) Lockdown - Accuracy/Hold
  • (13) Lockdown - Accuracy/Recharge
  • (13) Lockdown - Recharge/Hold
  • (15) Lockdown - Endurance/Recharge/Hold
  • (15) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 8: Boxing
  • (A) Empty
Level 10: Blazing Arrow
  • (A) Thunderstrike - Accuracy/Damage
  • (19) Thunderstrike - Damage/Endurance
  • (21) Thunderstrike - Damage/Recharge
  • (46) Thunderstrike - Accuracy/Damage/Recharge
  • (46) Thunderstrike - Accuracy/Damage/Endurance
  • (50) Thunderstrike - Damage/Endurance/Recharge
Level 12: Acid Arrow
  • (A) Achilles' Heel - Chance for Res Debuff
  • (21) Achilles' Heel - Defense Debuff
  • (46) Achilles' Heel - Defense Debuff/Recharge
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (43) Aegis - Resistance
  • (43) Aegis - Resistance/Endurance
  • (43) Aegis - Resistance/Endurance/Recharge
  • (45) Aegis - Endurance/Recharge
  • (45) Aegis - Resistance/Recharge
Level 16: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (17) Luck of the Gambler - Defense
  • (17) Luck of the Gambler - Defense/Endurance
  • (19) Luck of the Gambler - Defense/Endurance/Recharge
Level 18: Disruption Arrow
  • (A) Recharge Reduction IO
Level 20: Explosive Arrow
  • (A) Detonation - Accuracy/Damage
  • (37) Detonation - Accuracy/Damage/Endurance
  • (39) Detonation - Damage/Endurance
  • (39) Detonation - Damage/Recharge
  • (39) Detonation - Damage/Endurance/Range
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
  • (25) Luck of the Gambler - Defense/Endurance/Recharge
Level 24: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 26: Oil Slick Arrow
  • (A) Undermined Defenses - Recharge
  • (27) Undermined Defenses - Defense Debuff
  • (27) Undermined Defenses - Defense Debuff/Recharge
  • (33) Undermined Defenses - Recharge/Endurance
  • (33) Undermined Defenses - Defense Debuff/Endurance
  • (33) Undermined Defenses - Defense Debuff/Recharge/Endurance
Level 28: Tactics
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 30: Aimed Shot
  • (A) Devastation - Chance of Hold
  • (34) Thunderstrike - Accuracy/Damage
  • (34) Thunderstrike - Accuracy/Damage/Endurance
  • (34) Thunderstrike - Accuracy/Damage/Recharge
  • (36) Thunderstrike - Damage/Recharge
Level 32: Entangling Arrow
  • (A) Gravitational Anchor - Chance for Hold
Level 35: Poison Gas Arrow
  • (A) Fortunata Hypnosis - Chance for Placate
Level 38: Rain of Arrows
  • (A) Detonation - Accuracy/Damage
  • (40) Detonation - Damage/Endurance
  • (40) Detonation - Damage/Recharge
  • (40) Detonation - Accuracy/Damage/Endurance
  • (42) Detonation - Damage/Endurance/Range
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Defense/Endurance
  • (45) Luck of the Gambler - Defense/Endurance/Recharge
Level 44: Web Cocoon
  • (A) Lockdown - Chance for +2 Mag Hold
Level 47: Summon Disruptor
  • (A) Blood Mandate - Accuracy
  • (48) Blood Mandate - Accuracy/Damage
  • (48) Blood Mandate - Damage
  • (48) Blood Mandate - Damage/Endurance
  • (50) Blood Mandate - Accuracy/Endurance
  • (50) Blood Mandate - Accuracy/Damage/Endurance
Level 49: Ranged Shot
  • (A) Sting of the Manticore - Damage/Interrupt/Recharge
Level 50: Nerve Core Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Vigilance
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - Heal
  • (3) Numina's Convalescence - +Regeneration/+Recovery
  • (5) Miracle - +Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification IO
  • (3) Performance Shifter - EndMod
  • (5) Performance Shifter - Chance for +End



| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1491;700;1400;HEX;|
|78DA65944953134114C77B2613C312961042C080242C09EB9 808770B012D2CA0284|
|BB878488530842953499C242A47BF022E682908AE7860FD02 E27EF763A88017D74B|
|7CCCFB13A99AA9CAFCD2FFEEF75EF7BF7B7AECE69073E3C2A DB342AA1C4CC6B2D9E|
|89036ABA56634C3311ECBE58D5852D05339A527F4A47FC030 D237FCD31107490D47|
|E3A2E7F2B3B3EA65438F5F8D9A03BCC59E4BB154429B51078 CF89C66CCBB4652042|
|D95538FFE544CA4D349F5BC9E98CBE9A94495D91AD562149A 9DD333CEA376863A5D|
|666324755DCFEAD37A52CFCDFB86337A5C1D4C1B463E934B1 BD1B1585CA3573647A|
|5EA698241FADD96E9251DAEA02089129B104D8AA877321F1E F6994F418835424411|
|77640C1705BBB42399DA8975708359B2096E31CBB6994B146 BE358C5B6CEF95A37C|
|06D66DB16B8C9BC4B3176D4B3FF9539DF0FA6F327F88B59F9 1BFCC39468171C98BF|
|A3408F58A68E52642B5DE20A35CBCCDAC7CCDE1570951979C 25CA4D8728E95CBDF5|
|0C34D31AF99BDBB4C1B95AB6037ED155EC974B1AB9F57DF15 06FB983D67C008D345|
|B1551C6BABF2B0565D0B56336BDCCCFB54CE8595B9BA797E2 B875380BB6EB8DB065|
|78370390857833B4C856A7A50D3839A75A859879AF5A85947 63BD3C567831F601D5|
|6C809F0D9FD8F5936FC1774CFF07F023F89EE9A67C3E78E57 BC55AE333F039F3D40|
|BF025B8C67C4468C25A9B703203D8CF00F62D807D6CC5BE2E 504C333C6B9EE43CF7|
|082DD05AAEB0F694D08EDCEDF03104FF42F02F045F3BE1638 68E75077CEC80379DF|
|0B1133EF6C0C76B34B61B35BB71A20DD254F8A8EE73CED35F C003F02BCEE337708F|
|B94A29C2C817FECC5AA372ECCB354F7E9745095B948845E9B 328FD1665D4A28C2BC|
|53BA530A114EF0B2199BDA5D5C55BA0B05746BDD2F1DE83FF 8A2C4DB263F21453B9|
|480C2962DF12F5FD78949F3D9017D85B6591394C1F4704B3F A0770C80392|
|-------------------------------------------------------------------|


 

Posted

@New Dawn - The reason that I had Maneuvers in so early and Flash Arrow in so late is simply because I did fine through the early levels without Flash Arrow, and the only time I can see myself exemping will be when I'm on teams. I'd rather have a bit more defence early on than a debuff that I hardly used in the first place. The sleep in Poison is an interesting take, though - I tend to try and kill things fast enough that the sleep is rather pointless, but sleep sets are rather cheap, so I could likely slot a set in to add a bit more recharge. Thanks for the input. c:

@Ail - I actually don't plan on using stealth too much. It's more for concept/as a LOTG mule, but I do see what you're saying. I do totally understand the need for recharge, and was having a bit of trouble finding a way to get both softcapped defenses and decent recharge, so that's primarily why I just went for the defense angle, assuming you guys could help me out. Any slotting/set suggestions in regards to ways I could pump my recharge higher without sacrificing my softcap?

@Signal of Truth - I really do like your build, and the idea of having such high defenses certainly appeals to me, but I don't think that having such low recharge would really work well with how I play. My playstyle mainly consists of hitting mobs with OSA, Acid Arrow, Disruption Arrow, and RoA, which naturally requires a fair bit of recharge if I want OSA to be up for most fights. I also rely on EMP Arrow in tight spots, so not having that might not work out too well for me. Very interesting build though, and I might have to try it out at some point just to see how well that much defense feels.

Now here's another question for you all. Topside is at level 42 right now, and is only a vigilante. I'm aiming to take her to full villain for as long as it takes to unlock her Patron Power Pools for Scorpion Shield, which as of right now is my highest source of defense. In the meantime, I've dipped into the Power Master APP, and am absolutely loving Power Build Up. With my AOEs, it has increased my damage exponentially. I was wondering, given the fact that Temp Invulnerability is in that same APP, whether it might be better to slot for resistance instead of defense, which would likely be easier, wouldn't require me to go full villain, and would let me keep my Power Build Up.

I'm sure that with Tough + Temp Invulnerability, Weave, Maneuvers, and some clever slotting, I could softcap my S/L resist and get some decent defense, but truth be told, I don't know how effective resistance is when compared to defense. Any suggestions?


 

Posted

I've posted a somewhat recent build on the defenders forums and you only have to search for it, replacing of course whatever you like (I did blazing arrow) with the new ATO set.

I think resistance doesn't work that well in practice for low hit point ATs. Defense blocks the whole attack, if any component of it did damage that the defense defended against. Resistance just blocks that damage type. It might be blasphemy, but I don't even bother toggling tough on (even though defender tough modifiers are AMAZING!) and just use it as a steadfast prot mule.

The -damage in PGA will help you far more IMO--and to be honest I think it only helps me middling.

Best of luck. I tried a ranged-cap defense build by the way. I liked it, but when you get a really recharge-intensive build and realize you can have oil slick up almost all of the time, it is hard to go back to anything else.


"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 Hermeneas View Post
@New Dawn - The reason that I had Maneuvers in so early and Flash Arrow in so late is simply because I did fine through the early levels without Flash Arrow, and the only time I can see myself exemping will be when I'm on teams. I'd rather have a bit more defence early on than a debuff that I hardly used in the first place. The sleep in Poison is an interesting take, though - I tend to try and kill things fast enough that the sleep is rather pointless, but sleep sets are rather cheap, so I could likely slot a set in to add a bit more recharge. Thanks for the input. c:
Flash Arrow is -6.25% Tohit at base, where Manuevers is 3.5%. Flash Arrow is irresistable so is equal to -6.25% Defense, almost twice that of Manuevers. They both take Schedule B enhancements so Flash Arrow always offers more for less potentially.

You're giving other people a free Weave with Flash Arrow and that's better than Manuevers.

Flash Arrow lasts 60s so no need to spam, it'll all depend on how quickly you get through one mob after another as to what its eps is. Your Manuevers constantly on is .39eps with no end slotting, Flash Arrow for 20s fight cycles is 0.39 with no end slotting.

Flash Arrow is more bang for buck given a 20s Fight cycle and some what lower plus should someone be wreckless in where they position themselves in regards to the perception range of other mobs whilst starting on another group, you could of prevented it with -perception. -90% perception to mobs that can't see further than 55ft gives them 5.5ft of view. The unnecessary accidental pull is something that can catch teams out or other defender types out but I know people should really know not to get close to other groups or be aware of blind spots. In the lower levels that's sometimes a lot to ask for.

You may well of been fine in the lower levels and may well have no need to exemp. You may never get an unnecessary second group wiping the team out before your eyes but for me Flash Arrow a Primary Power will always outrank a Pool Power or an Ancillary counterpart as they almost always normally do. Especially as AVs don't resist FA either.


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.

 

Posted

Quote:
Originally Posted by Hermeneas View Post
Now here's another question for you all. Topside is at level 42 right now, and is only a vigilante. I'm aiming to take her to full villain for as long as it takes to unlock her Patron Power Pools for Scorpion Shield, which as of right now is my highest source of defense. In the meantime, I've dipped into the Power Master APP, and am absolutely loving Power Build Up. With my AOEs, it has increased my damage exponentially. I was wondering, given the fact that Temp Invulnerability is in that same APP, whether it might be better to slot for resistance instead of defense, which would likely be easier, wouldn't require me to go full villain, and would let me keep my Power Build Up.

I'm sure that with Tough + Temp Invulnerability, Weave, Maneuvers, and some clever slotting, I could softcap my S/L resist and get some decent defense, but truth be told, I don't know how effective resistance is when compared to defense. Any suggestions?
I am a controller freak. I would gladly put aside any personal defense for being able to better defend a team (unless its my soloing build which ofc would milk PGAs sleep and keep that perma. It's sleeping, it aint hitting me whilst I deal with this guy and I call that Minus-too-much-Dam-to-handle). In a team if I get aggro then either someones down, which could be my bad or someone ain't doing their job. Cup half full I prefer to assume people will be at their best, but anyway being the control freak my EMP is amazing and often, power boost can work on that only too well.

So for me worrying about my defense might be okay in a solo build. Worrying about support is what I do in a team build.


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.

 

Posted

Quote:
Originally Posted by _Ail_ View Post
I've posted a somewhat recent build on the defenders forums and you only have to search for it, replacing of course whatever you like (I did blazing arrow) with the new ATO set.

I think resistance doesn't work that well in practice for low hit point ATs. Defense blocks the whole attack, if any component of it did damage that the defense defended against. Resistance just blocks that damage type. It might be blasphemy, but I don't even bother toggling tough on (even though defender tough modifiers are AMAZING!) and just use it as a steadfast prot mule.

The -damage in PGA will help you far more IMO--and to be honest I think it only helps me middling.

Best of luck. I tried a ranged-cap defense build by the way. I liked it, but when you get a really recharge-intensive build and realize you can have oil slick up almost all of the time, it is hard to go back to anything else.
This. Also, keep in mind that when you have softcapped S/L defense, only 5% of the hits are getting through your defense, so your S/L resist is only cutting down part of the 5% of attacks that get through your. For that reason, I wouldn't bother slotting Tough or toggling it on. As Ail said, just put a steadfast def IO in there and be done.

Edit: Oh, also, use Flash Arrow, especially against AVs. It's an unresistable debuff, so it is just as good as defense.


 

Posted

Quote:
Originally Posted by Wyatt_Earp View Post
This. Also, keep in mind that when you have softcapped S/L defense, only 5% of the hits are getting through your defense, so your S/L resist is only cutting down part of the 5% of attacks that get through your. For that reason, I wouldn't bother slotting Tough or toggling it on. As Ail said, just put a steadfast def IO in there and be done.

Edit: Oh, also, use Flash Arrow, especially against AVs. It's an unresistable debuff, so it is just as good as defense.
Just a reminder that the S/L damage has to be a secondary damage type in the attack to benefit from that defense. So if your getting hit with a Ranged attack that does Energy damage which also has a S/L damage component you will have zero defenses against that attack, assuming your range and energy defenses are zero.

At higher levels and the incarnate type missions your of course noticing that not only is S/L minimal but of course they cheat with the defense reducing attacks.

Personally I went range cap hover blaster type on my TA Archer. I find that I can solo many mob types at 4/8 setting. Which allows me the ability now to farm AE missions and regular missions as needed. Of course as many I am not soloing Malta on 4/8 as many are not doing that. There are just very tough mob groups that many are not soloing on a 4/8 setting and that is a given. There are some that can and I know with my Huntsman build with perma pets and barrier can solo 4/8 Malta. But cycling through radio missions to get a group of council, freakshow or CoTs is not that difficult. I know my TA Archer has a radio mission of CoTs I use on 4/8 setting to get TIP missions and was able to pull out 3 purple drops over the last few months. So this stuff is all possible.

I think that Flash arrow also helps shore up my defenses against debuffs which as I mentioned happens in the new incarnate missions.

The new changes only boosts my build allowing me to lock down mobs with the sleep changes so I am getting hit even less now as I can lock down some mobs with sleep and benefit from range defenses.

As you can see everyone has a different opinion on either defenses or recharge. I would rather give up 20 seconds of recharge and be defense capped knowing I can survive the onslaught of incoming attacks. Again I am completely discussing solo here, because being part of a team means nothing. What I mean about that is on a team you will have enough buffs, debuffs and damage handle 4/8 and of course incarnate stuff usually. But knowing I can handle 4/8 on a team means those 7 other players are just extra for me. As that defense capped tank,brute,scrapper is thinking the same thing. Further there are so many incarnate slotted people now that usually 4 or 5 players are blasting out a judgement attack against a group of helpless 4/8 setting 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

 

Posted

Quote:
Originally Posted by plainguy View Post
Just a reminder that the S/L damage has to be a secondary damage type in the attack to benefit from that defense. So if your getting hit with a Ranged attack that does Energy damage which also has a S/L damage component you will have zero defenses against that attack, assuming your range and energy defenses are zero.

At higher levels and the incarnate type missions your of course noticing that not only is S/L minimal but of course they cheat with the defense reducing attacks.

Personally I went range cap hover blaster type on my TA Archer. I find that I can solo many mob types at 4/8 setting. Which allows me the ability now to farm AE missions and regular missions as needed. Of course as many I am not soloing Malta on 4/8 as many are not doing that. There are just very tough mob groups that many are not soloing on a 4/8 setting and that is a given. There are some that can and I know with my Huntsman build with perma pets and barrier can solo 4/8 Malta. But cycling through radio missions to get a group of council, freakshow or CoTs is not that difficult. I know my TA Archer has a radio mission of CoTs I use on 4/8 setting to get TIP missions and was able to pull out 3 purple drops over the last few months. So this stuff is all possible.

I think that Flash arrow also helps shore up my defenses against debuffs which as I mentioned happens in the new incarnate missions.

The new changes only boosts my build allowing me to lock down mobs with the sleep changes so I am getting hit even less now as I can lock down some mobs with sleep and benefit from range defenses.

As you can see everyone has a different opinion on either defenses or recharge. I would rather give up 20 seconds of recharge and be defense capped knowing I can survive the onslaught of incoming attacks. Again I am completely discussing solo here, because being part of a team means nothing. What I mean about that is on a team you will have enough buffs, debuffs and damage handle 4/8 and of course incarnate stuff usually. But knowing I can handle 4/8 on a team means those 7 other players are just extra for me. As that defense capped tank,brute,scrapper is thinking the same thing. Further there are so many incarnate slotted people now that usually 4 or 5 players are blasting out a judgement attack against a group of helpless 4/8 setting mobs.

One nice thing about capped range I suppose is that it frees up destiny to be something other than Clarion. This is useful.

I think with just 20-ish range def you are still going to need Clarion, though, so middling ranged def doesn't seem that useful to me.


"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 _Ail_ View Post
One nice thing about capped range I suppose is that it frees up destiny to be something other than Clarion. This is useful.

I think with just 20-ish range def you are still going to need Clarion, though, so middling ranged def doesn't seem that useful to me.
Yea that is also true. I need to log in and see what I actually have. I looked at my MIDs build but think I have something different in game or misplaced the actual MIDs build.

I usually use the Alpha slot for the builds short comings. EG my range cap hover blaster AR Device was just too short on endurance so I went Clarion. With the newer Agility I need to see as that might help me as well now. So I might have went Agility with my TA Archer, but just don't recall. Now a days I seem to just be building to 50 and incarnating the builds and then looking to build something else to 50.

I'm actually at the point where I need to decide if I want to level up some of the lower level toons or delete them or I will have to buy more character slots.


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

 

Posted

Quote:
Originally Posted by Hermeneas View Post
I'm sure that with Tough + Temp Invulnerability, Weave, Maneuvers, and some clever slotting, I could softcap my S/L resist and get some decent defense, but truth be told, I don't know how effective resistance is when compared to defense. Any suggestions?
From a min/maxish perspective, going with scorpion shield and capped defenses is best. The difference isn't so huge that you should give up on power build up if you really like it though. My main defender has a resistance shield +tough and he's very survivable (I'm storm though, so that's an advantage there).

Resistance pros: More predictable survivability
Defense pros: Better average survivability, more able to dodge holds and such


 

Posted

Thanks so much for all the help, guys.

With Topside hitting 50 this afternoon, unlocking her patron pools shortly afterwards, unlocking her alpha slot, and running a few trials to craft her first alpha ability (musculature), I'm finding that she works like a well-oiled machine. Ail, I used that build of yours (adapting it slightly to switch hover for combat jumping for thematic purposes, and slotting the ATO set into Blazing Arrow), and she's all slotted out, save for the purple set, which is my next order of business.

Nothing has been more satisfying in this game for me than accidentally splitting off from the group in an ITF and only realizing that I was killing things by myself when someone pointed it out. TA/A is a beast, regardless of how tedious leveling might have been (wasn't all that tedious, as I made Topside a week and a half ago and just have been doing a ton of TFs), and I don't regret my power choices for a second.


 

Posted

Quote:
Originally Posted by New Dawn View Post
Flash Arrow is -6.25% Tohit at base, where Manuevers is 3.5%. Flash Arrow is irresistable so is equal to -6.25% Defense, almost twice that of Manuevers. They both take Schedule B enhancements so Flash Arrow always offers more for less potentially.

You're giving other people a free Weave with Flash Arrow and that's better than Manuevers.

Flash Arrow lasts 60s so no need to spam, it'll all depend on how quickly you get through one mob after another as to what its eps is. Your Manuevers constantly on is .39eps with no end slotting, Flash Arrow for 20s fight cycles is 0.39 with no end slotting.

Flash Arrow is more bang for buck given a 20s Fight cycle and some what lower plus should someone be wreckless in where they position themselves in regards to the perception range of other mobs whilst starting on another group, you could of prevented it with -perception. -90% perception to mobs that can't see further than 55ft gives them 5.5ft of view. The unnecessary accidental pull is something that can catch teams out or other defender types out but I know people should really know not to get close to other groups or be aware of blind spots. In the lower levels that's sometimes a lot to ask for.

You may well of been fine in the lower levels and may well have no need to exemp. You may never get an unnecessary second group wiping the team out before your eyes but for me Flash Arrow a Primary Power will always outrank a Pool Power or an Ancillary counterpart as they almost always normally do. Especially as AVs don't resist FA either.
Dawn, that might be the best explaination of FA ever. I think it's one of the best powers in the set and slotted, it's almost 10% extra Def for everyone on the team.