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Posted

Loving this build so far, recharge is insane with Incarnate, basically, Rain of Arrows every 15 seconds:

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Magic Blaster

Primary Power Set: Archery

Secondary Power Set: Tactical Arrow

Power Pool: Speed

Power Pool: Leaping

Power Pool: Flight

Power Pool: Concealment

Ancillary Pool: Munitions Mastery

 

Hero Profile:

Level 1: Aimed Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Acc/Dmg/Rchg(13), Dcm-Dmg/Rchg(23), Dcm-Acc/EndRdx/Rchg(31), Dvs-Acc/Dmg/EndRdx/Rchg(31)

Level 1: Electrified Net Arrow -- EnfOpr-Acc/Immob(A), EnfOpr-Acc/Immob/Rchg(11), EnfOpr-Acc/EndRdx(42), EnfOpr-EndRdx/Immob(42), EnfOpr-Acc/Rchg(42)

Level 2: Fistful of Arrows -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(3), PstBls-Dmg/Rchg(5), PstBls-Dmg/Rng(25), PstBls-Acc/Dmg/EndRdx(34), Dtn-Acc/Dmg/EndRdx(50)

Level 4: Ice Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(5), BslGaz-EndRdx/Rchg/Hold(37), BslGaz-Acc/EndRdx/Rchg/Hold(37), EssofCrr-Acc/EndRdx(43), GhsWdwEmb-Acc/EndRdx(45)

Level 6: Blazing Arrow -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(11), Dcm-Acc/Dmg/Rchg(13), Dvs-Acc/Dmg/EndRdx/Rchg(23)

Level 8: Aim -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)

Level 10: Upshot -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)

Level 12: Hasten -- RechRdx-I(A)

Level 14: Combat Jumping -- Krm-ResKB(A), Ksm-ToHit+(46), LucoftheG-Rchg+(46)

Level 16: Explosive Arrow -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rchg(17), PstBls-Dmg/Rng(21), PstBls-Acc/Dmg/EndRdx(27), FrcFdb-Rchg/EndRdx(31)

Level 18: Flash Arrow -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(19), SphIns-Acc/Rchg(19), SphIns-ToHitDeb/EndRdx/Rchg(40), SphIns-Acc/EndRdx/Rchg(40)

Level 20: Glue Arrow -- PcnoftheT-Acc/EndRdx(A), TmpRdn-Acc/EndRdx(21), TmpRdn-Acc/Slow(43)

Level 22: Hover -- Krm-Def/Rchg(A), LucoftheG-Rchg+(27)

Level 24: Eagle Eye -- HO:Golgi(A), HO:Golgi(25), HO:Golgi(40)

Level 26: Stealth -- LucoftheG-Rchg+(A)

Level 28: Agility -- Run-I(A)

Level 30: Stunning Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(46), Dcm-Dmg/Rchg(48), Dcm-Acc/EndRdx/Rchg(48), Dcm-Acc/Dmg/Rchg(48)

Level 32: Rain of Arrows -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), EndRdx-I(34)

Level 35: ESD Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(36), BslGaz-EndRdx/Rchg/Hold(36), BslGaz-Acc/EndRdx/Rchg/Hold(36), EffAdp-EndMod/Acc(37), EssofCrr-Acc/EndRdx(43)

Level 38: Gymnastics -- LucoftheG-Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39), LucoftheG-Def/EndRdx/Rchg(39)

Level 41: Ranged Shot -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(45), StnoftheM-Acc/ActRdx/Rng(45), StnoftheM-Dmg/ActRdx/Rchg(50), StnoftheM-Dmg/EndRdx/Rchg(50)

Level 44: Grant Invisibility -- LucoftheG-Rchg+(A)

Level 47: Body Armor -- StdPrt-ResKB(A)

Level 49: Misdirection -- Acc-I(A)

Level 1: Brawl -- Empty(A)

Level 1: Defiance

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 -- Empty(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- Mrc-Rcvry+(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

Level 50: Spiritual Core Paragon

------------

 

 

 

 

Posted

Not even started on IO's to be honest, this is a build that I will most likely get to seriously when we know whether the servers will be wiped or when we have a definitive server. In any case, the best way I have found for IO's is to hoard as many merits as possible via TF's and story arcs and exchange them for recipes at any Merit vendor machine. As an example, any LotG enhancement costs 50 merits so it's not a bad start to start getting IO recipes until we know more about the servers.

  • 2 weeks later
Posted

I’m totally new to CoH and it’s been a challenge trying to find secondaries that work well with blasters. I started a pistols and tactical arrow build last night and I really liked the net arrow. I’m so new to this though I don’t know anything about high solo capability but the glue bomb arrow reminded me of kiting in Everquest. I can picture that skill allowing you to kite melee mobs at any level.

Posted

This is an old build I used in I24 for an Arch/En build. Soft capped ranged def, it was a Sentinel before there were any.

 

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Posted

blizofoz45 : Tactical Arrow has been serving me immensely well. Here's a little review of each power for you since you're starting out:

 

Electrified Net: Range 80 makes this a proper second "Tier 1" attack. It's basically the same as whatever first thing is in most primaries, but with immobilize as its secondary effect, and I believe a slightly higher base accuracy (won't matter in endgame but can make slotting a little easier). I don't actually use my primary's T2 and instead have this and Beam's Single Shot doing the work.

 

Glue Arrow: It's quite the slow. It's longer ranged than Caltrops but does no damage, instead adding a -recharge component to slow down their attacks. Being out of space I had to respec out of it later, but it was quite handy leveling up especially against large groups, so YMMV. At the very least, if you stop using it, it will have gotten you where you are.

 

Ice Arrow: Low damage average-ranged Mag 3 Hold, with -spd and -recharge. You can't really go wrong with this. That said, I didn't have other holds until time came for epics, so this got specced out faster than Glue Arrow. My primary offers Stuns not Holds after all. Someone with another hold who needs a second mezzing dose to overtake elite bosses reliably, like with Tesla Cage, will probably be happy with this one's performance later on.

 

Upshot: It's Build-Up but with some +Recharge speed on it as well. Anything Build-Up-like is good. I don't think I need to go into much detail beyond the flat numbers: For 10s: +20% to-hit, +100% damage, +30% recharge speed on all your powers. Throw all your biggest (or widest) murderings in that little window.

 

Flash Arrow: I love these. A slightly faster casting (if you have no-redraw set at the tailor's) Smoke Grenade. THIS DOES NOT AGGRO.

So what you do is you pre-debuff the enemy group's accuracy(mildly but hey) and perception(by like 90%). The group could just sneak by, plant Timebombs (do have stealth up, 90% is not 'right in their face' invis without some stealth), or jump in with like half a second more before they start shooting and a 5-7%ish accuracy debuff for the whole fight (it does last a minute after all). This is in no way powerful, but it's one of those handy versatile little things that's hard to find anywhere else.

 

Eagle Eye: Yes. You can't buff that to-hit boost like Targeting Drone can, but this power's meant for slotting Endurance and Heal stuff anyways. This toggle gives you +Accuracy (yes), perception (matters less often but hey), and acts as a second Health and Stamina while up. It costs no energy, so just remember to turn it back on when it drops for whatever reason. Long ago at 14 and 20 most of us took Health and Stamina (they weren't inherent back then), well, now you can take it again - both of them in one power.

Edit: Clarification: As it gives accuracy and not To-Hit, Eagle Eye unlike Targeting Drone, does not count towards perma-snipe. But you're pistols so that doesn't really matter.

 

Agility: This power isn't for the slots, it's for a permanent 20% recharge speed on you. The fact that it makes you jog and fly a tiny bit faster are just cherries on top - I guess you can stuff a hamidon-origin movement thing in there later to help'em out. Doubt you'd have reason to put a 2nd slot in though, you needed the power, not the space. 20% recharge. You're welcome.

 

Gymnastics: Why'd I skip the other? Because the other's your real prize. For now: Gymnastics is a jump-height buff, knockback protection, hold/immobilize/stun duration reductions (against you, don't worry about the ones that you throw out) and a (very mild. what can I say, we're blasters) defense buff all in one. It all rather adds up really.

 

ESD ARROW: What happens when you take a decently ranged targeted area hold with more radius (somewhat) than a fireball, and you stack one of the (possibly THE) strongest endurance drains around? You like holds, it is holds. You like endurance drain, it's got more than Power Sink (also it's ranged not PBAoE). A powerful dual-method shutdown package easily paired with the screwjobs in other sets, just waiting for your slots.

And because that wasn't enough, when it hits stuff like Robots, it also causes decent damage too. Because why not.

 

Hope that gives you some hope for your choice secondary set.

Posted

HEy, I love your build. I'd wanted to ask, is there a skill that could replace hover maybe? I dont like playing in mid air ^^

EDIT: Maybe if you could explain me why you did choose hover please :) I'm a very new player, and don't understand things too good :)

 

 

Cheers

Posted

HEy, I love your build. I'd wanted to ask, is there a skill that could replace hover maybe? I dont like playing in mid air ^^

EDIT: Maybe if you could explain me why you did choose hover please :) I'm a very new player, and don't understand things too good :)

 

 

Cheers

 

Hello,

 

I just chose hover as a set mule for a Luck of the Gambler: +rchrg enhancement, I usually never activate it unless caltrops or Speed Boosted on complicated maps. I have the blaster at lvl 40 currently and I toned down that build a bit avoiding a couple overkills and shaving off a few inf millions:

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Magic Blaster

Primary Power Set: Archery

Secondary Power Set: Tactical Arrow

Power Pool: Speed

Power Pool: Leaping

Power Pool: Teleportation

Power Pool: Concealment

 

Hero Profile:

Level 1: Aimed Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Acc/Dmg/Rchg(13), Dcm-Dmg/Rchg(23), Dcm-Acc/EndRdx/Rchg(31), Dvs-Acc/Dmg/EndRdx/Rchg(31)

Level 1: Electrified Net Arrow -- EnfOpr-Acc/Immob(A), EnfOpr-Acc/Immob/Rchg(11), EnfOpr-Acc/EndRdx(42), EnfOpr-EndRdx/Immob(42), EnfOpr-Acc/Rchg(42)

Level 2: Fistful of Arrows -- Dtn-Acc/Dmg(A), Dtn-Dmg/EndRdx(3), Dtn-Acc/Dmg/EndRdx(5), Dtn-Dmg/Rchg(25), Dtn-Dmg/EndRdx/Rng(34), RechRdx-I(40)

Level 4: Ice Arrow -- EssofCrr-Acc/Hold(A), EssofCrr-Acc/EndRdx(5), EssofCrr-Acc/Rchg(37), EssofCrr-Acc/Hold/Rchg(37), TmpRdn-Acc/EndRdx(43)

Level 6: Blazing Arrow -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(11), Dcm-Acc/Dmg/Rchg(13), Dvs-Acc/Dmg/EndRdx/Rchg(23)

Level 8: Aim -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)

Level 10: Upshot -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)

Level 12: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(50)

Level 14: Combat Jumping -- LucoftheG-Rchg+(A)

Level 16: Explosive Arrow -- Dtn-Acc/Dmg/EndRdx(A), Dtn-Dmg/EndRdx/Rng(17), Dtn-Acc/Dmg(17), Dtn-Dmg/EndRdx(21), Dtn-Dmg/Rchg(27), FrcFdb-Rchg/EndRdx(31)

Level 18: Flash Arrow -- RechRdx-I(A), EndRdx-I(19), ToHitDeb-I(19), ToHitDeb-I(40)

Level 20: Glue Arrow -- RechRdx-I(A), RechRdx-I(21), Dmg-I(34), Dmg-I(39), Dmg-I(39)

Level 22: Recall Friend -- IntRdx-I(A)

Level 24: Eagle Eye -- Heal-I(A), Heal-I(25), EndMod-I(27), EndMod-I(40)

Level 26: Stealth -- LucoftheG-Rchg+(A)

Level 28: Agility -- Run-I(A)

Level 30: Stunning Shot -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(39), Stp-Acc/EndRdx(46), Stp-Stun/Rng(48), Stp-Acc/Stun/Rchg(48)

Level 32: Rain of Arrows -- Dtn-Acc/Dmg/EndRdx(A), Dtn-Acc/Dmg(33), Dtn-Dmg/EndRdx(33), Dtn-Dmg/Rchg(33), Dtn-Dmg/EndRdx/Rng(34), RechRdx-I(45)

Level 35: ESD Arrow -- EssofCrr-Acc/Hold(A), EssofCrr-Acc/Rchg(36), EssofCrr-Acc/EndRdx(36), EssofCrr-Acc/Hold/Rchg(36), EffAdp-Acc/Rchg(37), EffAdp-EndMod/EndRdx(43)

Level 38: Gymnastics -- LucoftheG-Rchg+(A)

Level 41: Ranged Shot -- ClbAcc-Acc/Rchg(A), ClbAcc-Acc/Dmg(43), ClbAcc-Acc/Dmg/Rchg(45), ClbAcc-Acc/EndRdx(45), ExpWkn-Dmg/EndRdx(46), ExpWkn-Dmg/Rchg(48)

Level 44: Invisibility -- LucoftheG-Rchg+(A)

Level 47: Teleport Foe -- Acc-I(A)

Level 49: Team Teleport -- EndRdx-I(A), EndRdx-I(50), Range-I(50)

Level 1: Brawl -- Empty(A)

Level 1: Defiance

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 -- Empty(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- Mrc-Rcvry+(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

Level 50: Spiritual Core Paragon

------------

 

 

 

 

This time I got Invisibility and went teleportation pool instead of Flight pool so no Hover. With team teleport I can ghost a few missions.

 

 

 

 

 

Posted

HEy, I love your build. I'd wanted to ask, is there a skill that could replace hover maybe? I dont like playing in mid air ^^

EDIT: Maybe if you could explain me why you did choose hover please :) I'm a very new player, and don't understand things too good :)

I recommend Combat Jumping. I'm the same way, I don't like playing in mid-air. Combat Jumping is a good alternative to Hover, it gives you the same options as a set mule and gives you sufficient in-combat mobility for most missions and as an added benefit you get protection from immobilization and it's got a lower endurance cost than hover.

Defender Smash!

Posted

HEy, I love your build. I'd wanted to ask, is there a skill that could replace hover maybe? I dont like playing in mid air ^^

EDIT: Maybe if you could explain me why you did choose hover please :) I'm a very new player, and don't understand things too good :)

I recommend Combat Jumping. I'm the same way, I don't like playing in mid-air. Combat Jumping is a good alternative to Hover, it gives you the same options as a set mule and gives you sufficient in-combat mobility for most missions and as an added benefit you get protection from immobilization and it's got a lower endurance cost than hover.

 

CJ has always been in the original build as well as the new one. I don't think I skip CJ in any char I roll.

Posted

Would it be safe to say one could condense Novacat's rundown of the new set as follows?

 

Electric Net, Glue, Ice, Flash, ESD: as per their Trick Arrow equivalents.

Upshot: like Build Up

Eagle Eye: like the +Sustain powers Blasters got in other sets, give it a couple of Heal slots and be done with it.

Agility: like SR's Quickness, a one-slot wonder

Gymnastics: like a beefed-up Acrobatics. Might be worth devoting slots to if you were going to use a specific Defense Set for its set bonus.

 

Does that sum it up accurately?

Posted

Would it be safe to say one could condense Novacat's rundown of the new set as follows?

 

Electric Net, Glue, Ice, Flash, ESD: as per their Trick Arrow equivalents.

Upshot: like Build Up

Eagle Eye: like the +Sustain powers Blasters got in other sets, give it a couple of Heal slots and be done with it.

Agility: like SR's Quickness, a one-slot wonder

Gymnastics: like a beefed-up Acrobatics. Might be worth devoting slots to if you were going to use a specific Defense Set for its set bonus.

 

Does that sum it up accurately?

 

Pretty much :)

Posted

I love Tactical Arrow so much that I have made a toon with every blast set with /Tactical Arrow as my secondary.  In my opinion it helps you focus purely on your blast set more than even /Energy.  Almost all Blaster secondaries force you mostly into a Blapper role more than an actual purely ranged Blaster and /TA takes care of that.

 

One thing I want to note.  Do not underestimate the power of Glue Arrow.  It's insanely powerful not only does it Slow and cause mobs to flee that area more than shoot you it also debuffs baddies with -Recharge and does damage unlike the Trick Arrows version.  Much like Caltrops, once you put procs in it the power it becomes a force to be reckoned; very high damaging.  Not only can you stack it but you can add damage procs and Knockdown procs (which will make mobs pop up and down like popcorn) which is just insane. 

 

For example at lvl 50 with a few procs thrown in and counting the buffs from Aim and Upshot my Glue Arrow is dealing 390.7 damage and Knocking down mobs.  You could of also thrown in the -Res proc which adds even more damage.  Keep in mind double stacked Glue Arrow would Knockdown more mobs and deal a whopping 781.4 damage within 45 seconds. 

 

I'm assuming that's why the set needs only need 3 damage powers because between the buffs and Glue Arrow's Utility you are set.

Posted

One thing I want to note.  Do not underestimate the power of Glue Arrow.  It's insanely powerful not only does it Slow and cause mobs to flee that area more than shoot you it also debuffs baddies with -Recharge and does damage unlike the Trick Arrows version.  Much like Caltrops, once you put procs in it the power becomes a force to be reckoned and very high damaging.  Not only can you stack it but you can add damage procs and Knockdown procs (which will make mobs pop up and down like popcorn) which is just insane. 

 

Glue Arrow is awesome, it helps me keep all baddies together in time for Rain of Arrows and the Flash Arrow debuffs. I haven't explored about procs since, if I amnot mistaken, procs were changed by Synapse (always him *sigh*) and tied to the power recharge so, the higher recharge time, the higher chance for a proc to happen. If I am mistaken, I would ahppily review that build and probably many others.

 

Posted

One thing I want to note.  Do not underestimate the power of Glue Arrow.  It's insanely powerful not only does it Slow and cause mobs to flee that area more than shoot you it also debuffs baddies with -Recharge and does damage unlike the Trick Arrows version.  Much like Caltrops, once you put procs in it the power becomes a force to be reckoned and very high damaging.  Not only can you stack it but you can add damage procs and Knockdown procs (which will make mobs pop up and down like popcorn) which is just insane. 

 

Glue Arrow is awesome, it helps me keep all baddies together in time for Rain of Arrows and the Flash Arrow debuffs. I haven't explored about procs since, if I amnot mistaken, procs were changed by Synapse (always him *sigh*) and tied to the power recharge so, the higher recharge time, the higher chance for a proc to happen. If I am mistaken, I would ahppily review that build and probably many others.

 

Not the first time I heard about this!  It must of happened even though I don't remember it :'(.

 

Well in that case even without the Procs Glue arrow hits for 596.2 damage in 45 seconds with it double stacked.  Which is nothing to sneeze at I suppose.

Posted

Here is my build:

 

Goals:

Softcap Ranged

Insta-Snipe

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Trickshooter: Level 50 Natural Blaster

Primary Power Set: Archery

Secondary Power Set: Tactical Arrow

Power Pool: Speed

Power Pool: Leadership

Ancillary Pool: Force Mastery

 

Hero Profile:

Level 1: Snap Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(36)

Level 1: Electrified Net Arrow -- HO:Endo(A)

Level 2: Aimed Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(36)

Level 4: Fistful of Arrows -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/EndRdx(25), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(31), SprBlsWrt-Rchg/Dmg%(37)

Level 6: Blazing Arrow -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(37)

Level 8: Aim -- RechRdx-I(A)

Level 10: Upshot -- RechRdx-I(A)

Level 12: Explosive Arrow -- Rgn-Dmg(A), Rgn-Dmg/Rchg(13), Rgn-Acc/Dmg/Rchg(13), Rgn-Acc/Rchg(15), Rgn-Dmg/EndRdx(31)

Level 14: Ice Arrow -- BslGaz-Slow%(A), BslGaz-Acc/EndRdx/Rchg/Hold(21), BslGaz-Acc/Hold(29), BslGaz-EndRdx/Rchg/Hold(48)

Level 16: Hasten -- RechRdx-I(A), RechRdx-I(48)

Level 18: Ranged Shot -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(19), ExcCnt-Dmg/ActRdx(19), ExcCnt-Dmg/Rng(21), ExcCnt-Dmg/Rchg(23), ExcCnt-Stun%(39)

Level 20: Eagle Eye -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(40), NmnCnv-Heal/Rchg(40), NmnCnv-Heal/EndRdx/Rchg(45), NmnCnv-Heal(46), NmnCnv-Regen/Rcvry+(46)

Level 22: Flash Arrow -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(34), CldSns-Acc/Rchg(39), CldSns-ToHitDeb/EndRdx/Rchg(43), CldSns-Acc/EndRdx/Rchg(45), CldSns-%Dam(45)

Level 24: Maneuvers -- LucoftheG-Rchg+(A)

Level 26: Stunning Shot -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(27), Stp-Acc/EndRdx(27), Stp-Stun/Rng(29), Stp-Acc/Stun/Rchg(34), Stp-KB%(37)

Level 28: Agility -- Run-I(A)

Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(36), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Build%(42), AdjTrg-ToHit(42), AdjTrg-ToHit/EndRdx(43)

Level 32: Rain of Arrows -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/EndRdx(33), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(34), SprDfnBrr-Rchg/+Status Protect(39)

Level 35: ESD Arrow -- Lck-Acc/Hold(A), Lck-Acc/Rchg(40), Lck-Rchg/Hold(43), Lck-EndRdx/Rchg/Hold(46), Lck-Acc/EndRdx/Rchg/Hold(48), Lck-%Hold(50)

Level 38: Gymnastics -- Ksm-ToHit+(A), LucoftheG-Rchg+(50)

Level 41: Personal Force Field -- LucoftheG-Rchg+(A)

Level 44: Temp Invulnerability -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(50)

Level 47: Force of Nature -- GldArm-3defTpProc(A)

Level 49: Glue Arrow -- Slow-I(A)

Level 1: Brawl -- Acc-I(A)

Level 1: Defiance

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 2: Rest -- RechRdx-I(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- Prv-Absorb%(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), EndMod-I(3)

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

------------

 

 

 

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  • 2 weeks later
Posted

OK this is my definitive build, I've tweaked it to squeeze the most To Hit possible from Tactics so as per Mid's now I have 22.5% To Hit and as per game info 22.46%, still, no insta-snipe so I guess the info about 22% to hit was wrong or Zeleski fucked up another thing besides everything else he already fucked up.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Magic Blaster

Primary Power Set: Archery

Secondary Power Set: Tactical Arrow

Power Pool: Speed

Power Pool: Leaping

Power Pool: Leadership

Power Pool: Flight

 

Hero Profile:

Level 1: Aimed Shot -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Dmg/EndRdx/Rchg(13), Thn-Dmg/Rchg(23), Thn-Acc/Dmg/Rchg(31), Rui-Acc/EndRdx/Rchg(31)

Level 1: Electrified Net Arrow -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(27), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(46)

Level 2: Fistful of Arrows -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Acc/Dmg(3), PstBls-Dmg/EndRdx(5), PstBls-Dmg/Rchg(25), PstBls-Dmg/Rng(34)

Level 4: Ice Arrow -- EssofCrr-Acc/Hold(A), EssofCrr-Acc/EndRdx(5), EssofCrr-Acc/Rchg(37), EssofCrr-Acc/Hold/Rchg(37), TmpRdn-Acc/EndRdx(43)

Level 6: Blazing Arrow -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(7), Thn-Acc/Dmg(7), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(13), Rui-Acc/EndRdx/Rchg(23)

Level 8: Aim -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)

Level 10: Upshot -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)

Level 12: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)

Level 14: Combat Jumping -- Ksm-ToHit+(A)

Level 16: Explosive Arrow -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rchg(17), PstBls-Dmg/Rng(21), PstBls-Acc/Dmg/EndRdx(27), KntCrs-Rechg/EndRdx(31)

Level 18: Flash Arrow -- RechRdx-I(A), EndRdx-I(19), ToHitDeb-I(19), ToHitDeb-I(40)

Level 20: Glue Arrow -- RechRdx-I(A), RechRdx-I(21), Dmg-I(25), Dmg-I(34), Dmg-I(39)

Level 22: Maneuvers -- LucoftheG-Rchg+(A)

Level 24: Eagle Eye -- Heal-I(A), EndMod-I(40), EndMod-I(50)

Level 26: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(39), ToHit-I(42), ToHit-I(50), ToHit-I(50)

Level 28: Agility -- Run-I(A)

Level 30: Stunning Shot -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(39), Stp-Acc/EndRdx(46), Stp-Stun/Rng(48), Stp-Acc/Stun/Rchg(48)

Level 32: Rain of Arrows -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Acc/Dmg(33), PstBls-Dmg/EndRdx(33), PstBls-Dmg/Rchg(33), PstBls-Dmg/Rng(34), RechRdx-I(45)

Level 35: ESD Arrow -- EssofCrr-Acc/Hold(A), EssofCrr-Acc/Rchg(36), EssofCrr-Acc/EndRdx(36), EssofCrr-Acc/Hold/Rchg(36), EffAdp-Acc/Rchg(37), EffAdp-EndMod/EndRdx(43)

Level 38: Gymnastics -- LucoftheG-Rchg+(A)

Level 41: Ranged Shot -- ClbAcc-Acc/Rchg(A), ClbAcc-Acc/Dmg(43), ClbAcc-Acc/Dmg/Rchg(45), ClbAcc-Acc/EndRdx(45), ExpWkn-Dmg/EndRdx(46), ExpWkn-Dmg/Rchg(48)

Level 44: Hover -- LucoftheG-Rchg+(A)

Level 47: Super Jump -- Jump-I(A)

Level 49: Vengeance -- LucoftheG-Rchg+(A)

Level 1: Brawl -- Empty(A)

Level 1: Defiance

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 -- Empty(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- Heal-I(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

Level 50: Spiritual Core Paragon

------------

 

 

 

 

  • Like 1
Posted

OK this is my definitive build, I've tweaked it to squeeze the most To Hit possible from Tactics so as per Mid's now I have 22.5% To Hit and as per game info 22.46%, still, no insta-snipe so I guess the info about 22% to hit was wrong or Zeleski fucked up another thing besides everything else he already fucked up.

Have you tested to the attack to see if you can interrupt it? I think this is actually a display bug where the To Hit required for the yellow ring to appear is higher than the To Hit required for the fast-snipe to activate. I encountered a similar issue where when I have a To Hit bonus of 22.37% the yellow ring wasn't appearing but I was still getting the fast snipe animation (and was unable to interrupt the animation).

Defender Smash!

Posted

"Hero Plan by Mids' Hero Designer 1.962"

I downloaded this but tactical arrow is not included under blaster secondaries. Is there an update somewhere else that provides this?

Posted

HEy, I love your build. I'd wanted to ask, is there a skill that could replace hover maybe? I dont like playing in mid air ^^

EDIT: Maybe if you could explain me why you did choose hover please :) I'm a very new player, and don't understand things too good :)

I recommend Combat Jumping. I'm the same way, I don't like playing in mid-air. Combat Jumping is a good alternative to Hover, it gives you the same options as a set mule and gives you sufficient in-combat mobility for most missions and as an added benefit you get protection from immobilization and it's got a lower endurance cost than hover.

 

OMG ADEON !!!!

 

I was just going over the OLD Ar Device thread to get my old builds and also Nethergoats and then Jumping on the Old defender boards looking up old builds we posted on..

Great to see an old name again..

 

 

Posted

I love Tactical Arrow so much that I have made a toon with every blast set with /Tactical Arrow as my secondary.  In my opinion it helps you focus purely on your blast set more than even /Energy.  Almost all Blaster secondaries force you mostly into a Blapper role more than an actual purely ranged Blaster and /TA takes care of that.

 

One thing I want to note.  Do not underestimate the power of Glue Arrow.  It's insanely powerful not only does it Slow and cause mobs to flee that area more than shoot you it also debuffs baddies with -Recharge and does damage unlike the Trick Arrows version.  Much like Caltrops, once you put procs in it the power it becomes a force to be reckoned; very high damaging.  Not only can you stack it but you can add damage procs and Knockdown procs (which will make mobs pop up and down like popcorn) which is just insane. 

 

For example at lvl 50 with a few procs thrown in and counting the buffs from Aim and Upshot my Glue Arrow is dealing 390.7 damage and Knocking down mobs.  You could of also thrown in the -Res proc which adds even more damage.  Keep in mind double stacked Glue Arrow would Knockdown more mobs and deal a whopping 781.4 damage within 45 seconds. 

 

I'm assuming that's why the set needs only need 3 damage powers because between the buffs and Glue Arrow's Utility you are set.

 

Yet Another Old name from back in the day..

 

 

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