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Posted

I was wondering about slotting; I have seen several different builds for water/trick arrow, but never found one that focused on survivability of healing and capped ranged / melee.

Posted (edited)

@Psyonico, I am not quite as familiar with water or trick arrow; is 75% recharge enough? I am going to give the build a try I was just curious. Overwall I appreciate the work and the help!

 

edited: comment

Edited by madatlis16
Posted

"Enough" is kind of a relative term.  You certainly could get more recharge, but you'd likely have to sacrifice mitigation to get it.

 

my Water/TA is only level 20, so that's really a planned build more than anything.  Looking at my TA/A defender I have 71.25% recharge bonus on him and I really don't feel like I "need" more than that.  OSA is up every other spawn, and you're probably not going to get it to a point where its up every spawn.  EMP arrow's Faraday Cage is permanent.  I generally don't use EMP Arrow every time its up on any of my TA toons, with the exception of tough AV fights where it's more for the +resist it provides than anything else.

What this team needs is more Defenders

Posted
4 minutes ago, Psyonico said:

"Enough" is kind of a relative term.  You certainly could get more recharge, but you'd likely have to sacrifice mitigation to get it.

 

my Water/TA is only level 20, so that's really a planned build more than anything.  Looking at my TA/A defender I have 71.25% recharge bonus on him and I really don't feel like I "need" more than that.  OSA is up every other spawn, and you're probably not going to get it to a point where its up every spawn.  EMP arrow's Faraday Cage is permanent.  I generally don't use EMP Arrow every time its up on any of my TA toons, with the exception of tough AV fights where it's more for the +resist it provides than anything else.

That is true, I know some of my toons I think I "have enough going on" that recharge isn't as important.  I was wondering if that was the case and it seems like it is. 

Thanks again!

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