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Incoming Trick Arrow buffs - This is not a drill!


Vanden

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7 hours ago, Carnifax said:

You could squeeze two more procs into Acid Arrow if you can find the slots. On test I found it to be a bit of a proc monster.  

 

Actually you could get 3 if the damn game would let you 7 slot things.

To get the defense where I wanted it. I need to drop some procs.

 

AA has a long recharge relative to most of my attacks. So, I pull slots from there.

 

It's all personal preference. As you can see some my screen shots, there's still plenty of damage. 🙂

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57 minutes ago, JayboH said:

Can anyone help with an TA/AR build?

I will try and put one together later today. If no one does before me.

 

You can straight use the slotting from my build for most powers.

 

AR can be a proc monster on it's own. Remember proc early, proc often.

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22 hours ago, JayboH said:

Can anyone help with an TA/AR build?

Here is one I whipped together. It is expensive. You can use IO or SO damage pieces until you get inf for procs.

 

Use the build as a guide, not as you must slot this way.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

SpecOps Pixie: Level 50 Natural Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flash Arrow -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(3), SphIns-Acc/Rchg(3), SphIns-ToHitDeb/EndRdx/Rchg(5), SphIns-Acc/EndRdx/Rchg(5), SphIns-%ToHit(7)
Level 1: Burst -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(9), SprVglAss-Dmg/EndRdx/Rchg(9), Thn-Acc/Dmg(7), Thn-Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11)
Level 2: Slug -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(13), SprVglAss-Rchg/+Absorb(13), Thn-Acc/Dmg(15), Thn-Dmg/EndRdx(15), Thn-Acc/Dmg/EndRdx(17)
Level 4: Glue Arrow -- RechRdx-I(A)
Level 6: Entangling Arrow -- Acc-I(A)
Level 8: Poison Gas Arrow -- Acc-I(A)
Level 10: M30 Grenade -- PstBls-Dam%(A), ExpStr-Dam%(23), SuddAcc--KB/+KD(25), Ann-ResDeb%(25), Bmbdmt-+FireDmg(27), Bmbdmt-Dam(27)
Level 12: Ice Arrow -- GhsWdwEmb-Dam%(A), UnbCns-Dam%(29), GldNet-Dam%(29), NrnSht-Dam%(31), SprEnt-Rchg/AbsorbProc(31), ImpSwf-Dam%(31)
Level 14: Acid Arrow -- PstBls-Dam%(A), Bmbdmt-+FireDmg(33), AchHee-ResDeb%(33), Ann-ResDeb%(33)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 18: Disruption Arrow -- RechRdx-I(A)
Level 20: Sniper Rifle -- Apc-Dam%(A), StnoftheM-Dam%(34), ExpStr-Dam%(34), GldJvl-Dam%(36), ExpMarks-Rng/FSnp(36), StnoftheM-Acc/Dmg(36)
Level 22: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37)
Level 26: Oil Slick Arrow -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg/EndRdx(39), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), SprDfnBst-Rchg/Heal%(40)
Level 28: Flamethrower -- PstBls-Dmg/Rng(A), PstBls-Dam%(40), Bmbdmt-+FireDmg(42), Bmbdmt-Dam(42), Ann-ResDeb%(42), JvlVll-Dam%(43)
Level 30: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(43)
Level 32: EMP Arrow -- Lck-%Hold(A), Lck-Acc/Hold(43), Lck-Acc/Rchg(45), Lck-Rchg/Hold(45)
Level 35: Boxing -- Acc-I(A)
Level 38: Full Auto -- PstBls-Dam%(A), PstBls-Dmg/Rng(45), Bmbdmt-+FireDmg(46), Bmbdmt-Dam(46), Ann-ResDeb%(46), JvlVll-Dam%(48)
Level 41: Scorpion Shield -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(48), Rct-Def(48), Rct-Def/EndRdx(50)
Level 44: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(50), StdPrt-ResKB(50)
Level 47: Weave -- LucoftheG-Def/EndRdx(A)
Level 49: Invisibility -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(17), NmnCnv-Regen/Rcvry+(19), Mrc-Rcvry+(19)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod(21), PrfShf-End%(21), PrfShf-EndMod(23)
------------

 

 

 

Edited by KaizenSoze
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Little bit end hungry with Tactics on, but it might help Ice Arrow hit since it has a tohit check with zero accuracy in it, in fact there is very little accuracy in the majority of attacks I notice - I suppose Vigor can make up for this issue which also cuts end costs.

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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16 minutes ago, Spectre7878 said:

So not trying to sound dumb. But were the changes only for defenders. Because I looked my corruptor flash arrow and it’s not anywhere close

No, all versions are changed.  The numbers will be different just like they were always different before the patch between ATs.

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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2 minutes ago, Spectre7878 said:

Ok that makes sense. Are defenders trick arrows better then corrupters?

Should be, yes, like all other powersets.  If corruptors have equal or superior versions to defenders then something is broken.  That's the main draw for playing defenders over corruptors, well, that and the strength of the Leadership pool.  Leadership is superior on defenders over any other archetype in the game.

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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1 hour ago, Spectre7878 said:

So not trying to sound dumb. But were the changes only for defenders. Because I looked my corruptor flash arrow and it’s not anywhere close

The in-game stats should show Flash at around 15%. I checked it on my Grav/TA and verified with a power analyser.

 

In Mids Bopper tweaked Flash Arrow yesterday I believe. That's a manual update though as there's some changes still to go.

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9 hours ago, JayboH said:

Little bit end hungry with Tactics on, but it might help Ice Arrow hit since it has a tohit check with zero accuracy in it, in fact there is very little accuracy in the majority of attacks I notice - I suppose Vigor can make up for this issue which also cuts end costs.

Yes, it's end hungry and needs accuracy. But it hasn't been a serious issue leveling in teams. You notice it more when soloing.

 

On the beta server I could fight a whole spawn w/o needed blues as long there was no end draining. Ageless was necessary

 

The build has few toggles and TA is relatively end light overall because you only need to fire a TA power once per spawn usually.

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I made a TA/SA/MM Def build, but could use some advice. Clicky at bottom.

 

Notes:

Focused on -Res; made for team play.

2 slots open, could try for a couple more procs in things or grab a couple more set bonuses. 

Incarnates not selected, but leaning towards Spiritual Radial, Reactive Core, Ageless Core, and Support Radial.

Teleport is not correct, obviously it should be Fold Space in the 5th spot. 

 

Look, a Zelda!

Edited by Chebeck
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5 hours ago, KaizenSoze said:

Yes, it's end hungry and needs accuracy. But it hasn't been a serious issue leveling in teams. You notice it more when soloing.

 

On the beta server I could fight a whole spawn w/o needed blues as long there was no end draining. Ageless was necessary

 

The build has few toggles and TA is relatively end light overall because you only need to fire a TA power once per spawn usually.

What alpha?

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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17 hours ago, KaizenSoze said:

Intuition or Musculature. Both increase -tohit debuff.

 

On the beta server I used Intuition, because it buffs more TA powers than Musculature.

 

Musculature would of course give you better end recovery.

I suppose I could go full sets instead of the proc bombs listed, since proc bombs is exactly what they are planning to nuke at some point in the future.  Vigor would lose its appeal then.

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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