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Hi!  Welcome.  Not a bad first attempt.  A few things....

  1. You have 6 of the Luck of the Gambler +Global Rech special IOs.  You only get credit for up to 5 of any bonus so that 6th one in Grant Invisibility is useless to you.
  2. You don't need both Stealth and Infiltration.  They cannot be used at the same time anyway.  So, since you are using Infiltration as your travel power, ditch Stealth, and then put a Celerity +Stealth IO in Sprint.  That will stack with Infiltration and give you complete Invis.  
    1. You can keep the slotting you have for Stealth and put into Infiltration, if you want.  But remember - most of the defense you get from either Stealth or Infiltration suppresses when you are attacked.  So, in mids, Go to Options > Configuration... > Effects & Math tab > and then on the righthand side, select "Attacked" and save.  That will show you your character stats while you are in combat.  And you'll see your defense significantly drop too.  Infiltration is a better mule for all those special IOs instead.
    2. However, eliminating Stealth makes that last LotG +Rech in Grant Invis worth it.
    3. And you can now pick up an extra power - i would suggest Electrified Net.  It is a highly useful power with the immob, -Fly, and it can ignite oil slick.  A single Acc/Mez or Acc/Dam HO in it is fine... although it does have a higher base damage than Snap Shot and can be worth slotting up if you so choose.
  3. Glue Arrow - the Mez portion of the Acc/Mez HO does nothing for you.  You're better off with just a lvl 50 common Acc IO or put an Acc/Dam HO in it.  
    1. Personally, I slot mine for damage as it does decent Toxic DoT, and coupled with a burning Oil Slick, it's a nice mass AOE toxic fire patch.  (Glue Arrow can also ignite Oil Slick, if you did not know.)
  4. Gymnastics / Maneuvers - Slotting Gymnastics for Defense, you get very little.  You get more Defense by slotting up Maneuvers instead. 
    1. I would slot up Maneuvers and just put the LotG special in Gymnastics with a single lvl 50 Run speed generic IO to help you move faster as Infiltration is still a little slow for a travel power.
    2. Also, I would try to move that Karma KB protection IO earlier in your build - like put it in Infiltration at lvl 6 or 10.  
  5. Grant Invisibility - I realize it is more of a mule for an extra LotG +Rech.  But that means it's also a useless power for you - unless you plan to grant invis to people, which is okay if you want to.  But you could change your slotting of Weave to accommodate that LotG as you don't need 5 slots of Reactive Defenses.  And then you could pick up another power that would be useful to YOU.
  6. Eagle Eye and Endurance - you're still very tight on endurance with all your toggles.  I would switch the Preventative Medicine set in Eagle Eye and put in Performance Shifters instead.  3 is fine:  EndMod, EndMod/Acc, EndMod/Rech + the Prevent Med +Absorb proc.  (You won't need another +End Perf Shift - this slotting will give you more End than you'll need.)  You could even eliminate the Numi's in health and move your +Absorb proc there instead - which would free up another slot for you to put elsewhere.
  7. Tough and Temp Invuln - You don't need 5 Unbreakable Guard in Tough and it would be better to get some of those resist specials in Temp Invuln earlier in your build.  Plus, you're missing the Steadfast Prot Resist/+Def special IO.  I would slot these powers as:
    1. Tough:  4 Unbreak Guard (Res, Res/End, Res/End/Rech, +Max HP), Steadfast Prot Res/+Def, and Gladiator's Armor TP prot/+Def
    2. Temp Invuln:  4 of Unbreak Guard or Aegis as you prefer.

Also, you will want to focus more on Ranged Defense than other types.  So there are several powers that you don't need that 6th slot (AOE def).   Also, Ranged Shot - Sting of the Manticore is a pretty bad set, imo.  And you certainly don't need that 6th set bonus of Tox/Psi resist.  You'd be better served with 6 Thunderstrikes and all the Ranged Defense you'd get from it and you'll get max damage from the power.

 

I too made an Arch/TA/Force Blaster - it's a great combo and can be devastating.  Here's my build, if you want for reference:

 

Deadly Nock - Blaster (Archery - Tactical Arrow).mbd

 

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I don't do MIDS, but I'll include my level 50 build for comparison in text format.

 

I tried to pay attention to the different ranges of the different attacks, and slot them such that they were closer to each other than they would be without the specialize slotting. This combo doesn't lend itself to being in melee range, nor does it have a reason to be in melee range, so it made sense to me to take this approach.

 

Archery/Tactical Arrow is one of those combinations that offers a lot of opportunities for Enhancement slotting for both %damage and set bonuses. There are a lot of choices.

 

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 (Accuracy/Damage): 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"

/macro_image "DevouringEarthSeed_Hematic_seedblood"   "Back"            "powexec_location Back:25 Combat Teleport"

 

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