here an Post from a Beginners Guide to Defenders:
Shadewe steps up to the podium, adjusts some papers, clears her throat, and looks at her audience with a calm, confident look of determination...
I'd like to take a moment to call to attention what I feel is the misunderstood nature of Trick Arrows.
I have seen now two people claim that it is "flawed", "broken", "tier 3"; I would like to say that I feel that this could not be further from the truth. Trick arrows does one thing, and one thing only; it debuffs. Dark miasma debuffs, but it also heals. Radiation debuffs, but it also resurrects. Trick Arrows does not heal, it does not buff, it does not resurrect; it debuffs, and it does it very very well.
Right out of the gates you have flash arrow. As soon as you start playing, you can neuter your enemies ability to hit anything, making the prized "healer" nigh-useless. Right around the corner is glue; if you don't think glue is useful, ask your blaster and sentinel friends if it's useful having 10+ people all in one tight little bundle that can't move, and then watch as your capstone AoE goes to town on some unsuspecting people.
You might then say, "But Shadewe, what about big nasty bosses, elites, AV's and GM's? You don't have -regen as well as some other skills, you can't possibly do anything useful!" Nay I say, your usefulness is just beginning!
First off is your bread and butter, EMP arrow. EMP a targeted AoE, not PBAoE (safety first!) to both hold nearby minions and -regen the AV, which will buy you a little time while your acid arrow and disruption arrow get added on (oh, the debuffs!), making the offending target as soft as a marshmallow. By then, your precious DPSers and tank should have things firmly under control, and the day is saved.
You might then say, "But Shadewe, Trick Arrows can't do everything, thus it must be bad!" Nay I say, for they whom specialize at everything specialize at nothing.
Yes, there are sets that have more options than trick arrows; I'd argue that ALL primaries have at least as many options as Trick Arrows, for Trick Arrows does only one thing, but it does it very, very well; it debuffs. While others will argue that Trick Arrows is Tier 3 because it does not have multiple options, I counter that it is Tier 1 as its focus is unparalleled.
To further add, Trick Arrows is also the only (as far as I know) power set that gives you extra tricks up your sleeve! Do you like your Fulcrum Shift? One Oil Slick, divided a dozen times or so, and you have targets galore! Do you like extra damage? One Oil Slick with a fireball and you have damage galore! It even acts like a mini-dominatrix, mini-dominator, with Ice arrow and EMP keeping things nice and safe for your group so a silly empath doesn't have to!
I am not expecting this message to sway the masses; keep your Time, Empath, Dark Miasma, your Nature and Thermal! I send this message out to those whom keep an open mind that there is a better way! There are options out there besides "you must have healing in your group" (which, if I remember correctly, was the original point of this thread to begin with)!
If you're watching this thread and feel afraid to try Trick Arrows because others label it Tier 3, I will stand up and proudly say that I am playing Trick Arrows and that I love Trick Arrows! If you want to follow the crowd, your Empath or Time defender awaits. If you want to be different, to have fun, and to bring justice/terror to the world, a Trick Arrows build might be just what you're looking for!
Shadewe collects herself, nods to the crowd, and steps down from podium. She doesn't know if anyone will hear her words, but if even just one person might break out of their shell and try TA, then it will be worth it...