Octogoat Posted Thursday at 12:25 PM Posted Thursday at 12:25 PM I'm feeling the need to do another all missions run through but I kind of want to make an archer. What would be easier progression and early levels: an archery/ta blaster or corr?
Uun Posted Thursday at 04:37 PM Posted Thursday at 04:37 PM Tactical Arrow for blasters and Trick Arrow for corruptors (and defenders, controllers and masterminds) are completely different sets. Even the powers that overlap in name aren't the same. The powers and progression for Archery are identical for blasters and corruptors (there's a slight difference in the recharge of Aimed Shot). Tactical Arrow is one of the few blaster secondaries that has no melee powers whatsoever, allowing you to play completely at range. It provides some very good self buffs, including resistance to tohit/perception debuffs, slow resistance and knockback protection. Trick Arrow is one of the best debuff sets in the game. Flash Arrow is an autohit -15% tohit debuff that doesn't aggro (the blaster version is -4.9%). Disruption Arrow is a -30% resistance debuff with a 25 ft radius. Poison Gas Arrow is a -40% damage debuff with a 25 ft radius. Ice Arrow, in addition to being a ST hold, debuffs speed, recharge, damage and most secondary effects (the blaster version just debuffs speed and recharge). Acid Arrow debuffs defense, debuff resistance and healing in a 15 ft radius. EMP Arrow is both a team buff and enemy debuff. Both sets get Oil Slick Arrow. The corruptor version has a 25 ft radius and 180s recharge. The blaster version has a 15 ft radius and a 90s recharge. At the early levels I would give the nod to Trick Arrow since you get Flash Arrow at lvl 1 (blasters get it at lvl 16). Uuniverse
Octogoat Posted Thursday at 05:49 PM Author Posted Thursday at 05:49 PM 1 hour ago, Uun said: Tactical Arrow for blasters and Trick Arrow for corruptors (and defenders, controllers and masterminds) are completely different sets. Even the powers that overlap in name aren't the same. The powers and progression for Archery are identical for blasters and corruptors (there's a slight difference in the recharge of Aimed Shot). Tactical Arrow is one of the few blaster secondaries that has no melee powers whatsoever, allowing you to play completely at range. It provides some very good self buffs, including resistance to tohit/perception debuffs, slow resistance and knockback protection. Trick Arrow is one of the best debuff sets in the game. Flash Arrow is an autohit -15% tohit debuff that doesn't aggro (the blaster version is -4.9%). Disruption Arrow is a -30% resistance debuff with a 25 ft radius. Poison Gas Arrow is a -40% damage debuff with a 25 ft radius. Ice Arrow, in addition to being a ST hold, debuffs speed, recharge, damage and most secondary effects (the blaster version just debuffs speed and recharge). Acid Arrow debuffs defense, debuff resistance and healing in a 15 ft radius. EMP Arrow is both a team buff and enemy debuff. Both sets get Oil Slick Arrow. The corruptor version has a 25 ft radius and 180s recharge. The blaster version has a 15 ft radius and a 90s recharge. At the early levels I would give the nod to Trick Arrow since you get Flash Arrow at lvl 1 (blasters get it at lvl 16). It really sounds like for a soloing archer, corr takes the lead and when I team I'll be a fine addition
Psyonico Posted Thursday at 08:02 PM Posted Thursday at 08:02 PM I play my TA/A defender a lot more than I play my A/TA corruptor (both level 50). My defender has very little difficulty soloing on, what I consider to be, reasonable difficulty (I think I usually solo at +1x3 or x4). The corruptor will solo fine and bring more than just damage to any team you're on. What this team needs is more Defenders
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