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My Archery/tactical Arrow Build


tidge

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I had never played any of the Archery/Arrow sets; this post includes my final (level 50) build. I realize that this isn't a shockingly original combination. I'm putting it out in the wild on the chance that there may be elements that could be leveraged by other players.

 

Some up-front talking points:

 

1) I typically like to have Blasters who can Melee... this is NOT that type of Blaster. This may be the most "ranged only" character in my lineup.

 

2) I realize this is an "expensive" build based on slotting. In reality, aside from investing in the ATO and Winter Pieces early in the build (for me, via merits) burning up a lot of Catalysts (after the level 50 respec) I happened to have a LOT of stuff lying around the SG base that went into it. This won't help anyone else, I simply felt like making a comment about how storing drops from other characters can make some builds much more affordable.

 

3) In attacks: this build leverages both straight-up enhancement for set bonuses and %damage from procs. I know that both types of attack slotting have proponents. This build felt a little weird to me because I usually don't have so many of each type of attack. I think this was a side effect of not having melee/PBAoE 'attacks'.

 

4) I did try to get all of the ranged attacks to have roughly the same range. I felt this was most important to increase the ranges for Glue Arrow and Electrified Net Arrow, I had a single slot left over that went into Fistful of Arrows just because.

 

5) I think the build could have better Defenses; this simply wasn't that important to me. This is built for fun more than survival. Even without the level 50 choices, this build was handling even-level x8 content solo relatively early in the play-up.

 

6) The travel power is Infiltration. Between Infiltration, a Stealth global in Sprint, and Flash Arrow this build doesn't care about too much in the way of being spotted while trying to sneak through areas. With the additional toggles and enhancement slotting, this isn't a painfully slow way to get around the city, but temp powers are needed for some navigation.

 

I included some macros I use for this character.

 

Spoiler

Level 50 Blaster

Primary Power Set:  Archery

Secondary Power Set:  Tactical Arrow

Power Pool: Concealment

Power Pool: Fighting

Power Pool: Leaping

Ancillary Pool: Flame Mastery

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

Level 1:                 Glue Arrow        

 (A) D-Sync Guidance (Accuracy/Range): Level 53

 (*) Javelin Volley – Accuracy/Damage/Recharge: Level 50+5

 (*) Javelin Volley – Chance of Damage (Lethal)

 (*) Positron’s Blast - Chance of Damage (Energy)

 (*) Ice Mistral’s Torment - Chance of Damage (Cold)

 (*) Annihilation - Chance for Res Debuff

 

Level 1:                 Aimed Shot       

 (A) Superior Defiant Barrage - Accuracy/Damage

 (*) Superior Defiant Barrage - Damage/RechargeTime

 (*) Superior Defiant Barrage - Accuracy/Damage/Endurance

 (*) Superior Defiant Barrage - Accuracy/Damage/Endurance/Recharge

 (*) Superior Defiant Barrage - RechargeTime/+Status

 (*) Superior Defiant Barrage - Accuracy/Damage/Recharge

 

Level 2:                 Fistful of Arrows

 (A) Ragnarok - Damage: Level 50+5

 (*) Ragnarok - Accuracy/Damage/Recharge: Level 50+5

 (*) Ragnarok - Accuracy/Recharge: Level 50+5

 (*) Ragnarok - Damage/Endurance: Level 50+5

 (*) Ragnarok - Damage/Recharge Level 50+5

 (*) Range IO: 50+5

 

Level 4:                 Electrified Net Arrow    

 (A) HO Centriole (Damage/Range): Level 53

 (*) HO Nucleolus (Accuracy/Damage): Level 53

 (*) HO Endoplasm (Accuracy/Mez): Level 53

 

Level 6:                 Blazing Arrow   

 (A) Superior Blaster's Wrath - Accuracy/Damage

 (*) Superior Blaster's Wrath - Damage/Recharge

 (*) Superior Blaster's Wrath - Accuracy/Damage/Recharge

 (*) Superior Blaster's Wrath - Accuracy/Damage/Endurance

 (*) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge

 (*) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

 

Level 8:                 Infiltration          

 

 (A) Blessing of the Zephyr –Travel: Level 50+5

 (*) Reactive Defenses - Scaling Resist Damage

 (*) Luck of the Gambler – Defense/Recharge Speed

 (*) Kismet - Accuracy +6%

 

Level 10:              Upshot

 (A) Gaussian's Synchronized Fire-Control - To Hit Buff

 (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge

 (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance

 (*) Gaussian's Synchronized Fire-Control - Recharge/Endurance

 (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

 (*) Gaussian's Synchronized Fire-Control - Chance of Build Up

 

Level 12:              Explosive Arrow              

 (A) Annihilation - Accuracy/Damage

 (*) Annihilation - Accuracy/Damage/Endurance

 (*) Javelin Volley - Accuracy/Damage: Level 50+5

 (*) Javelin Volley - Chance of Damage (Lethal)

 (*) Positron’s Blast - Chance of Damage (Energy)

 (*) Bombardment - Chance of Damage (Fire)

 

Level 14:                              Boxing 

 (A) Superior Blistering Cold: Level 50

 

Level 16:              Flash Arrow       

 (A) ToHit Debuff IO: Level 50+5

 

Level 18:              Ranged Shot     

 (A) Apocalypse - Damage: Level 50+5

 (*) Apocalypse - Accuracy/Damage/Recharge: Level 50

 (*) Apocalypse - Accuracy/Recharge: Level 50

 (*) Apocalypse - Damage/Endurance: Level 50+5

 (*) Apocalypse - Chance of Damage (Negative): Level 50

 

Level 14:              Combat Teleport             

 (A) Blessing of the Zephyr - Knockback Reduction (4 points)

 

Level 20:              Eagle Eye

 (A) Preventive Medicine - Chance for +Absorb

 (*) Synapse’s Shock - EndMod

 (*) Synapse’s Shock - EndMod/Increase Running Speed

 

Level 22:              Tough  

 (A) Steadfast Protection - Resistance/+Def 3%

 (*) Gladiator's Armor - TP Protection +3% Def (All)

 

Level 24:              Gymnastics        

 (A) Luck of the Gambler – Defense/Recharge Speed

 

Level 26:              Rain of Arrows 

 (A) Superior Frozen Blast - Accuracy/Damage

 (*) Superior Frozen Blast - Damage/Endurance

 (*) Superior Frozen Blast - Accuracy/Damage/Endurance

 (*) Superior Frozen Blast - Accuracy/Damage/Recharge

 (*) Superior Frozen Blast - Damage/Endurance/Accuracy/Recharge

 (*) Superior Frozen Blast - Recharge/Chance for Immobilize

 

Level 28:              ESD ARrow         

 (A) Absolute Amazement -Stun/End: Level 50+5

 (*) Absolute Amazement - Stun/Recharge: Level 50+5

 (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50+5

 (*) Absolute Amazement - Accuracy/Recharge: Level 50+5

 (*) Unbreakable Constraint - Chance for Smashing Damage

 (*) Gladiator's Net - Chance of Damage (Lethal)

 

Level 28:              Radioactive Cloud           

 (A) Unbreakable Constraint - Accuracy/Recharge: Level 50

 (*) Gladiator's Net - Accuracy/Recharge: Level 50

 (*) Ghost Widow's Embrace - Chance of Damage (Psionic)

 

Level 30:              Oil Slick Arrow  

 (A) Javelin Volley - Accuracy/End/Recharge: Level 50+5

 (*) Javelin Volley - Chance of Damage (Lethal)

 (*) Bombardment - Accuracy/End/Recharge

 (*) Bombardment - Chance of Damage (Fire)

 (*) Ice Mistral’s Torment - Chance of Damage (Cold)

 (*) Impeded Swiftness - Chance of Damage (Smashing)

 

Level 32:              Weave 

 (A) Shield Wall - +Res (Teleportation), +5% Res (All)

 (*) Shield Wall - Defense/Endurance: Level 50+5

 (*) Luck of the Gambler – Defense/Recharge Speed

 

Level 35:              Bonfire

 (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

 (*) Recharge Reduction IO: Level 50+5

 

Level 38:              Fire Shield          

 (A) Unbreakable Guard - +Max HP

 (*) Unbreakable Guard - Resistance/Endurance

 (*) Unbreakable Guard - Resistance

 (*) Unbreakable Guard - Endurance/Recharge

 

Level 41:              Melt Armor       

 (A) Analyze Weakness - Accuracy/Recharge: Level 50+5

 (*) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50+5

 

Level 44:              Rise of the Phoenix        

 (A) Scirocco’s Dervish - Accuracy/Recharge: Level 50+5

 

Level 47:              Combat Jumping             

 (A) Luck of the Gambler – Defense/Recharge Speed

 

Level 49:              Stealth 

 (A) Luck of the Gambler – Defense/Recharge Speed

 

Level 1: Brawl    

 (A) Accuracy/Damage: Level 50+5

 

Level 1: Defiance             

 

Level 1: Sprint   

 (A) Celerity - +Stealth

 

Level 2: Rest      

 (A) Interrupt Reduction IO

 

Level 4: Athletic Run      

 

Level 2: Swift     

 (A) Run Speed IO: Level 50+5

 

Level 2: Hurdle 

 (A) Jumping IO: Level 50+5

 

Level 2: Health  

 (A) Panacea - +Hit Points/Endurance

 (*) Miracle - +Recovery

 

Level 2: Stamina               

 (A) Performance Shifter - Chance for +End

 (*) Performance Shifter - EndMod

 (*) Power Transfer - %Heal

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

 

/macro_image "ThornyAssault_Aim"    "RoA"  "powexec_location target Rain of Arrows"

/macro_image "Arachnos_Patron_selfToHitBuff"    "Oil"               "powexec_location target Oil Slick Arrow"

/macro_image "Arachnos_Patron_MegaBuff"  "Boom" "follow$$powexecname Electrified Net Arrow$$target_custom_next Oil Slick"

 

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I can comment on a few things about this build, as I have been playing an AR/TA build recently. Regarding the use of travel pool powers, this is the same route I went with mine.

Regarding your macro to target oil slick and light with Electrifying Net Arrow. I have found that my explosive blast, which does a touch of fire damage as well as smashing, similar to your AoE Arrow, is normally more than sufficient to light my oil slick, as well as being a +recharge proc driver. Functionally this has led to me starting a group solo with Flash Arrow, Glue Arrow then Oil Slick Arrow, then Explosive Blast, Full Auto and finally Flamethrower, which if nothing else did earlier, will light my slick. I do have a similar macro to target the slick in an emergency, but do not have to use it...maybe 1 time in 100.

Regarding Bonfire, I have this on the precursors to the build that I settled on, Ice Blast/TA, and Fire Blast/TA. I did enjoy the bouncing, but have not found it to be necessary nor really adding particularly to my survival. YMMV of course, but to me it was a crutch and I have left it behind.

 

Just my $.02, and worth about the same. I hope you are having fun!

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1 hour ago, tidge said:

The build is fun, even if I have 'hang back'. I don't often use Bonfire, but when I remember to use it I find I want it! It is practically just a stepping stone to get RotP.

To me, on the concept of the AR/TA, which is a heavily modified version of the old Rambo build, it just didn't fit thematically, which was the nail in the coffin for the power choice...no matter how I tried, I could only get it available every other group, and when the alpha strike I already have is sufficient 99% of the time, I couldn't justify the variation from theme.

 

It is a good power, but not available often enough. And yes, like the French, it takes some getting used to "advancing to the rear". I prefer the terminology fighting a retrograde action, sounds more positive, or defense in depth, or any of the myriad terms I picked up in the service to avoid saying retreat!

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On 12/11/2023 at 1:03 PM, PyroBeetle said:

Regarding your macro to target oil slick and light with Electrifying Net Arrow. I have found that my explosive blast, which does a touch of fire damage as well as smashing, similar to your AoE Arrow, is normally more than sufficient to light my oil slick, as well as being a +recharge proc driver.

 

A late followup: I agree that Electrified Net Arrow (with or without a targeting macro) isn't necessary for igniting an Oil Slick... this is more of a casual addition because I was investing in the Electrified Net Arrow anyway. In general, I tend to skip single-target immobilizes and holds on non-control ATs, but since this character was going to take the early immobilize, I wanted it to have the matching range and some improved immobilization duration and figured I may as well include a quicky macro for hitting any Oil Slick that exists.

 

As I wrote above... I'm generally skipping the single-target immobs and holds because

  • Enemies that I want to immobilize generally resist slows and immobilizes anyway (those critters that like to run, think Warwolves)
  • Single-target holds can be a reasonable source of %damage, but often feel like they are a waste of slots compared to what else I could do with the slots. (because "single target")

The times when I take those single-target powers tend to be when:

  • The powers offer a synergy with other powers in the build
  • There is a control I want to increase the magnitude of
  • It is a low-DPS AT and I feel like leveraging the ST attack into some %damage (investing in Accuracy as well as %damage of course)
  • It is an power that will hold ATO pieces for enhancement set bonuses (because I'm making other slotting choices elsewhere in the build)

I wrote out all of the above because in my build above I kind-of miss not having the ST-hold Ice Arrow as one of the "tactical" options (for thematic purposes)! I simply can't justify (to myself) taking Ice Arrow in place of any other power in my build, or dedicating enough slots to it to improve it enough to be a worthwhile addition. As an early-choice power a ST-hold is less important than just doing damage (for a DPS character), and %damage slotting strikes me as a waste of slots. As a late-choice power, I think it a hold be far less useful than immobs (for single hard targets) and I wouldn't need another ST damage attack in later levels.

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