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Posted

Only having 30% ranged def seems low. Guess it accuracy defuff helps though. Blazing arrow ignites oil slick of procs or teammates don’t. 

Posted (edited)
59 minutes ago, Farmer Johnson said:

everyone here for the tips

Glad you like it! Gotta go go go go fast!

 

To @Thrax Unless you are facing massive overaggro, Flash and your other mitigation is more than enough, even with less than 30% ranged defense. Seriously - I can just chill out in any +4X8 S/L farm with my guy even at ~26% as long as I bother to keep using my powers.

 

Although I take blazing, I don't ever use it to ignite OSA. I have energy and fire damage procs all over the place. Typically either Acid or Explosive lights it.

 

 

Edited by Onlyasandwich
Posted (edited)
1 hour ago, Onlyasandwich said:

Glad you like it! Gotta go go go go fast!

 

To @Thrax Unless you are facing massive overaggro, Flash and your other mitigation is more than enough, even with less than 30% ranged defense. Seriously - I can just chill out in any +4X8 S/L farm with my guy even at ~26% as long as I bother to keep using my powers.

 

Although I take blazing, I don't ever use it to ignite OSA. I have energy and fire damage procs all over the place. Typically either Acid or Explosive lights it.

 

 

 

Yeah, just theory crafting obviously, but I figured enough of the procs in the AOE's would get OSA going for me pretty reliably.  

Edited by Farmer Johnson
Posted

I've only been playing around with it a day, but I think proccing out a TA is cute at best.  I think this is a classic example of just because you can doesn't mean you should.  Acid arrow proc'd is cool.  Ice arrow proc'd is super cute, but comes up too slow to hit a boss twice and hold it.  I'll be switching up some stuff for sure.

 

  • Like 1
Posted

I believe the real benefit of Ice Arrow when fighting boss and up is the -DMG is does.  I'm not in front of mids but if I recall it's a healthy debuff along will a lot of proc damage to open your ST chain.

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Posted (edited)
2 hours ago, Thrax said:

I've only been playing around with it a day, but I think proccing out a TA is cute at best.  I think this is a classic example of just because you can doesn't mean you should.  Acid arrow proc'd is cool.  Ice arrow proc'd is super cute, but comes up too slow to hit a boss twice and hold it.  I'll be switching up some stuff for sure.

Most of the TA powers need minimal basic enhancement to do their job and be up regularly. This leaves you with little reason not to add proc damage wherever possible.

 

I don't find bosses to be a problem that needs solving with a double stacked hold. They are either slowly running toward me or flipping around, and even if they attack they do so with near minimal hit chance and debuffed damage. Positioning and combat movement is key.

 

There is plenty of room for many build priorities in this universe of course! However, with all the mitigation TA provides, you lose very little indeed by maximizing your attacks. The difference in damage between a snipe and a proccy snipe is huge. Survival is a binary thing - either your tools are sufficient or not. Certainly if you are not surviving, then perhaps you would benefit from a different approach.

 

This is also where the ATO procs become more important. Maximizing them for proc potential in your ideal attacks weaves a large amount of healing and absorb into things you are doing anyhow. They have a much higher proc rate than normal, so are somewhat wasted in longish recharge attacks.

 

No one source of proc damage in the primary is enormous, other than perhaps ice arrow, but they all add up to a large amount of free damage that happens while you are doing what is needed to survive. It's also worth noting that without proccy ice arrow, you have very sad single target damage, and will be exposed to those bosses longer in combat, as they will take a while to kill just sniping and plinking weaker arrows at them, especially on lethal resistant mobs. The many procs you can add everywhere also increase damage diversity.

Edited by Onlyasandwich
  • Like 1
Posted (edited)

Yes TA does benefit very little from proc'ing powers except for Ice Arrow and slotting the -res procs where you can. 

 

Ice Arrow does some major debuffing on target that lasts for a minute, the debuffs don't stack on itself so it being a pretty fast recharge for such a strong debuff isn't helpful.  The fact you can add all those damage procs to make this likely your highest ST damaging power lets you do a few things.  With this attack in your rotation it allows you to skimp on regular attacks.  Then having this in your attack rotation you can always be assured your target will have these debuffs active.  You should have a look at all of the stats this one does.  Drop 5 procs into it with Accuracy so you hit with this wicked thing, set it into your 1st attack in your chain and call it a day.

 

The rest of the powers are basically rains with very limited procability.  It is a waste of slotting to slot a minor damage proc that might fire one or two on use.  I like to slot the Achilles and Devastation -res procs on these ones and allocate slots to either bonuses or other beneficial stuff.  

Edited by Mezmera
Posted
39 minutes ago, Mezmera said:

Yes TA does benefit very little from proc'ing powers except for Ice Arrow and slotting the -res procs where you can. 

 

Ice Arrow does some major debuffing on target that lasts for a minute, the debuffs don't stack on itself so it being a pretty fast recharge for such a strong debuff isn't helpful.  The fact you can add all those damage procs to make this likely your highest ST damaging power lets you do a few things.  With this attack in your rotation it allows you to skimp on regular attacks.  Then having this in your attack rotation you can always be assured your target will have these debuffs active.  You should have a look at all of the stats this one does.  Drop 5 procs into it with Accuracy so you hit with this wicked thing, set it into your 1st attack in your chain and call it a day.

 

The rest of the powers are basically rains with very limited procability.  It is a waste of slotting to slot a minor damage proc that might fire one or two on use.  I like to slot the Achilles and Devastation -res procs on these ones and allocate slots to either bonuses or other beneficial stuff.  

That’s what I’m working on now doing now. Hopefully can just switch slotting around and save a full respec.  6 procs in ice arrow was definitely greedy on my part. Gonna go down to 4 or maybe 5. For sure getting rid of damage price in acid arrow. 

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Posted
38 minutes ago, Thrax said:

That’s what I’m working on now doing now. Hopefully can just switch slotting around and save a full respec.  6 procs in ice arrow was definitely greedy on my part. Gonna go down to 4 or maybe 5. For sure getting rid of damage price in acid arrow. 

 

Ice Arrow is your best ST attack that also does crazy good debuffing.  After you layer your aoe debuffs this should be your 1st attack when you start your attack chain.  5 Dmg procs and a 50+5 Acc IO.  

 

As for Acid Arrow yeah I do 3 Devastations aiming for accuracy along with that -res proc and then I toss in the Achilles proc.  I'd do the same with Oil Slick but with a few extra slots to spare I like slotting this one well with a good damage set along with an Achilles.  

Posted

This is the build on my Arch/TA corruptor. For the most part should work the same on a defender.

 

Spoiler

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Uunfair: Level 50 Natural Corruptor
Primary Power Set: Archery
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Aimed Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7)
Level 1: Entangling Arrow -- HO:Endo(A)
Level 2: Fistful of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(11)
Level 4: Glue Arrow -- RechRdx-I(A)
Level 6: Blazing Arrow -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(13), SprScrBls-Acc/Dmg/Rchg(13), SprScrBls-Dmg/EndRdx/Rchg(15), SprScrBls-Acc/Dmg/EndRdx/Rchg(15), SprScrBls-Rchg/+End(17)
Level 8: Flash Arrow -- DmpSpr-ToHitDeb(A), DmpSpr-ToHitDeb/Rchg(17), DmpSpr-ToHitDeb/Rchg/EndRdx(19), DmpSpr-Rchg/EndRdx(19), DmpSpr-Rchg(21), DmpSpr-ToHitDeb/EndRdx(50)
Level 10: Super Jump -- BlsoftheZ-ResKB(A)
Level 12: Explosive Arrow -- Bmbdmt-Dam(A), Bmbdmt-Acc/Dam/Rech/End(21), Bmbdmt-Acc/Rech/End(23), Bmbdmt-Dam/Rech(23), Bmbdmt-Acc/Dam/Rech(25), Bmbdmt-+FireDmg(25)
Level 14: Assault -- EndRdx-I(A)
Level 16: Poison Gas Arrow -- RechRdx-I(A)
Level 18: Ranged Shot -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/ActRdx/Rchg(29), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dam%(31)
Level 20: Acid Arrow -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(31), ShlBrk-Acc/Rchg(31), ShlBrk-DefDeb/EndRdx/Rchg(33), ShlBrk-%Dam(33), ShlBrk-Acc/EndRdx/Rchg(33)
Level 22: Maneuvers -- HO:Cyto(A)
Level 24: Ice Arrow -- Lck-Acc/Hold(A), Lck-Acc/Rchg(34), Lck-Rchg/Hold(34), Lck-EndRdx/Rchg/Hold(34), Lck-Acc/EndRdx/Rchg/Hold(36), Lck-%Hold(36)
Level 26: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(36), GssSynFr--ToHit(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/EndRdx(39)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Boxing -- Acc-I(A)
Level 32: Rain of Arrows -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(39), SprMlcoft-Acc/Dmg/Rchg(39), SprMlcoft-Dmg/EndRdx/Rchg(40), SprMlcoft-Acc/Dmg/EndRdx/Rchg(40), SprMlcoft-Rchg/Dmg%(40)
Level 35: Oil Slick Arrow -- Bmbdmt-Dam(A), Bmbdmt-Dam/Rech(42), Bmbdmt-+FireDmg(42), TchofLadG-%Dam(42), PstBls-Dam%(43), PstBls-Dmg/Rchg(43)
Level 38: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(43), Ags-ResDam(45)
Level 41: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(45), LucoftheG-Def/Rchg+(45)
Level 44: Thunder Strike -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-Dmg(48), Obl-%Dam(50)
Level 47: Charged Armor -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(48), UnbGrd-Rchg/ResDam(48)
Level 49: Power Sink -- PreOptmz-EndMod/Rech(A), PreOptmz-EndMod/End/Rech(50)
Level 1: Scourge 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- UnbLea-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 49: Quick Form 
Level 10: Double Jump 
Level 4: Ninja Run 
Level 50: Musculature Radial Paragon 
Level 50: Robotic Drones Core Superior Ally 
Level 50: Clarion Radial Epiphany 
Level 50: Support Radial Embodiment 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 50: Vorpal Radial Final Judgement 
Level 50: Diamagnetic Radial Flawless Interface 
------------

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Posted

Ended up mashing everything together and doing this:

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Archer Thrax: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Power Mastery

Hero Profile:
Level 1: Entangling Arrow

  • (A) HamiO:Endoplasm Exposure

Level 1: Snap Shot

  • (A) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
  • (5) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime
  • (5) Superior Vigilant Assault - Accuracy/Damage/Endurance

Level 2: Flash Arrow

  • (A) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (3) Cloud Senses - Accuracy/ToHitDebuff
  • (3) Cloud Senses - Accuracy/Recharge
  • (7) Cloud Senses - ToHit Debuff

Level 4: Fly

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

Level 6: Glue Arrow

  • (A) Endurance Reduction IO

Level 8: Ice Arrow

  • (A) Neuronic Shutdown - Chance of Damage(Psionic)
  • (13) Unbreakable Constraint - Chance for Smashing Damage
  • (13) Impeded Swiftness - Chance of Damage(Smashing)
  • (15) Ice Mistral's Torment - Chance for Cold Damage
  • (15) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (17) Accuracy IO

Level 10: Poison Gas Arrow

  • (A) Endurance Reduction IO

Level 12: Acid Arrow

  • (A) Annihilation - Chance for Res Debuff
  • (19) Achilles' Heel - Chance for Res Debuff
  • (19) Accuracy IO
  • (50) Accuracy IO

Level 14: Blazing Arrow

  • (A) Superior Defender's Bastion - Accuracy/Damage
  • (21) Superior Defender's Bastion - Damage/Recharge
  • (21) Superior Defender's Bastion - Damage/Endurance/Recharge
  • (25) Superior Defender's Bastion - Accuracy/Damage/Endurance
  • (27) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
  • (29) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal

Level 16: Hasten

  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO

Level 18: Disruption Arrow

  • (A) Endurance Reduction IO

Level 20: Kick

  • (A) Empty

Level 22: Tough

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (23) Steadfast Protection - Resistance/+Def 3%
  • (23) Reactive Armor - Resistance
  • (25) Reactive Armor - Endurance

Level 24: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (27) Kismet - Accuracy +6%
  • (31) Reactive Defenses - Scaling Resist Damage
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (34) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 26: Oil Slick Arrow

  • (A) Artillery - Accuracy/Damage
  • (29) Artillery - Damage/Endurance
  • (33) Artillery - Damage/Recharge
  • (33) Artillery - Accuracy/Damage/Recharge
  • (33) Artillery - Accuracy/Recharge/Range
  • (34) Artillery - Endurance/Recharge/Range

Level 28: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (34) Luck of the Gambler - Defense
  • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 30: Evasive Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 32: EMP Arrow

  • (A) Lockdown - Accuracy/Hold
  • (36) Lockdown - Accuracy/Recharge
  • (39) Lockdown - Recharge/Hold
  • (39) Lockdown - Endurance/Recharge/Hold
  • (39) Lockdown - Chance for +2 Mag Hold
  • (46) Lockdown - Accuracy/Endurance/Recharge/Hold

Level 35: Power Build Up

  • (A) Recharge Reduction IO
  • (48) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 38: Rain of Arrows

  • (A) Artillery - Endurance/Recharge/Range
  • (40) Artillery - Accuracy/Damage
  • (40) Artillery - Damage/Endurance
  • (40) Artillery - Damage/Recharge
  • (43) Artillery - Accuracy/Damage/Recharge
  • (46) Artillery - Accuracy/Recharge/Range

Level 41: Ranged Shot

  • (A) Executioner's Contract - Accuracy/Damage
  • (42) Executioner's Contract - Damage/Endurance
  • (42) Executioner's Contract - Damage/Interrupt
  • (42) Executioner's Contract - Damage/Range
  • (43) Executioner's Contract - Damage/Recharge
  • (47) Executioner's Contract - Disorient Bonus

Level 44: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Luck of the Gambler - Defense
  • (45) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 47: Explosive Arrow

  • (A) Superior Vigilant Assault - Accuracy/Damage
  • (47) Superior Vigilant Assault - Damage/RechargeTime
  • (48) Superior Vigilant Assault - Damage/Endurance/RechargeTime
  • (48) Positron's Blast - Accuracy/Damage/Endurance
  • (49) Force Feedback - Chance for +Recharge
  • (50) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

Level 49: Temp Invulnerability

  • (A) Unbreakable Guard - +Max HP
  • (49) Unbreakable Guard - Resistance
  • (50) Unbreakable Guard - Resistance/Endurance

Level 1: Vigilance 


Level 1: Brawl

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