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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

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    Sacrilege
    @SacrilegeGG

    Infinite Crisis builds for Green Arrow

    The Blacksmith's Guide to the Emerald Archer [GH]

    A Green Arrow guide by The_Blacksmith
    Last updated: Jul 18th, 2014
    Link to guide: www.dawnbase.com/guides/the-blacksmiths-guide-to-the-emerald-archer-gh
    2,390 0
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
    Green Arrow - Gotham Heights Guide

    Since returning to Infinite Crisis (I played the beta), I've almost exclusively been playing Green Arrow; I was fortunate enough to start during a rotation week that included him, and I immediately fell in love. Not only is he one of my favourite DC heroes, but his skill and playstyle is fun, easy to learn but hard to master, and he's always a good pick in Gotham Heights.

    I started out using the suggested items and skill choices, and over time as I've learnt the heroes strengths and weaknesses, I've created my own that caters to my GH playstyle.

    Pros
     - Ultimate available from level 1
     - Strong ability synergy
     - Strong attack speed
     - High damage
     - Good mobility

    Cons
     
    - Squishy
     - Priority target, requires good positioning
     - Item dependent

    The Abilities

    Ability wise, I start the game with 1 Q, 1 W and 1 R, and at level 4 I grab 1 E so I have access to all my abilities. This plays into versatility, with E helping clear waves of mobs and providing some harass, Q being your mobility and a great snare, and W being the general damage source. R is also an awesome ability and should be used as often as possible. Having all four abilities also plays well into the passive (each ability use grants attack speed and reduces the cooldown of R).

    From then on, I grab R whenever I can, then max W > Passive > Q > E. W is a huge source of damage and is what will net you kills. Your passive is a strong ASP% buff and the cooldown reduction on R is sweet. Q is maxed next (sometimes I do take it before the passive) for the cooldown reduction (which has a knock on effect on R cooldown reduction from passive) and increased slow for when people inevitably begin fleeing you. E is a decidely meh ability - can be great to open a team fight with or clear mobs, but its not going to be a major source of damage.

    Generally, whilst not stance dancing in combat, you should be in W stance for the ARPen.

    The Stolen Powers

    Flash's Superspeed and Doomsday's Invuln are pretty much bread and butter picks here. Mobility and much needed damage shield can't go wrong. That being said, there are other alternative picks, if you're that way inclined:

    Teleport - always a solid pick, lets you react to map changes much better. Recommend Catwoman's for the reduced cooldown.

    X-Ray Vision - good for chasing, or for pre-empting a gank if you've got good senses for that. Recommend Gaslight Catwoman's for increased range.

    Psychic Assault - Great for chasing. Recommend Zatanna's for increased slow and duration.

    Atomic Wonder Woman's Superspeed - if you prefer the extra bit of damage.

    Supergirl's Invulnerability - if you use your shield offensively, rather than defensively.

    The Items

    I always start with a Nil Weapon and Velocity Implants (1) for a good mix of much needed health, some attack damage, and some attack speed.

    From there, I quickly build Coda Blade (4) for the attack damage and ARPen (with GA's default mod box, the 4th rank is 300 credits cheaper) and then complete Velocity Implants (4) for the attack speed, crit chance and movespeed (also 300 cheaper at 4th rank with GA's default box). These two items form your core.

    After that, I more often than not grab Joe Chill's Revolver (4) followed by Cheetah's Claw (4), which gives me a good chunk of attack damage, crit chance, crit damage, attack speed and attack lifesteal, along with a <50% health attack and move speed buff. Sometimes, if the game dictates, I get Atomic Axe, Deathstroke's Claymore or a defensive item before I get these two.

    After that, it's a case of rounding out my gear.

    My ideal loadout is: Coda Blade (4), Velocity Implants (4), Joe Chill's Revolver (4), Cheetah's Claw (4), Deathstroke's Claymore (2) and Atomic Axe (2)

    Some great damage alternatives are: Zeiss Goggles if you get along with activated items, Soultaker Katana if you can get it early and are good at keeping stacks, Huntress' Crossbow is a solid stat stick and cooldown reduction is solid on GA, or Deadshot's Visor is a great damage piece that also gives you more Will so that you can stay out killing longer.

    Sometimes, a defensive item or two is needed. Batman's Utility Belt or Lobo's Chain are both very solid general defensive items, the former with a great purge and some nice attack and movespeed, and the later with a meaty slow and some nice attack damage. If you're struggling against Power Damage Champs, grab a Beowulf's Sword, if it's Attack Damage Champs giving you trouble grab a Claw of Horus. Ra's Al Ghul's Robe is a generally solid defensive item (particularly for GA, who gets focused and is squishy) and Mirror Master's Prism can really mess with PD Blasters.

    Don't forget to sell your Nil Weapon when you've filled your other slots to make room for another luxury!

    The Mods and Augs

    I haven't quite earnt enough silver to flesh out my own Mods and Augs, but I've got a good idea of what I'm going to get: Mod wise, I'm going to grab Empowered Velocity 9 Implants and Empowered Joe Chill's Revolver for the extra 25% crit damage each, and Empowered Cheetah's Claw for the improved buff. Augment wise, I'm going to prioritise: Crit Chance, Attack Damage/level, Attack Speed/level, Armour Pen/level, then the flat AD, ASP and ARPen augs.

    Playstyle

    I always go bottom. Every time. This isn't actually mandatory to the playstyle here, but it's something I do because I like to get into the thick of it straight away - because you can get kills if you work with others and play smart. Try open up with R (if you're at a standoff, don't be afraid to poke with it's awesome range), follow with a quick E to drop a bomb on them, then switch to W and auto attack away, throwing in R whenever it comes off cooldown and using Q to either flee/kite or chase. Try and stay back from the front line, and always be aware that - especially once you start to really hurt - you will be a priority target. Don't be afraid to drop off if you're getting hit hard, then duck back in for hit and run tactics with R and Q shenanigans. I tend to prefer using R whilst in W stance for the extra damage, ARPen and being able to hit multiple folks in a line; using it with Q, however, is a solid choice and very useful (especially when chasing). Try and maximise your use of auto attacks in between ability usage - after each ability use, you have a 2 second window with upto 16% increased ASP from your passive, so unloading all your abilities consecutively is actually wasting some of his damage output.



    I hope this helps a few people get more out of the Emerald Archer in Gotham Heights!
     
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