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Posts
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Quote:WRONGNo, unfortunately. A badguy can only have it on them once, no matter what. Even if separate players put it on them, I think.
We(By which I mean, myself) de-bunked this almost a year ago.
Though it only occurs a very small fraction of the time, even when testing in a vacuum. -
No.
Stop trying to rouse this conversation.
No one wants it here. -
Actually, I found the Soldier's cone detrimental to their ability to proc due to the length of the animation. In fact, my testing on the optimum "up-time" for Achille's Heel and Procs in general showed just Equip as the best choice for the Soldiers, which means Spec Ops and Soldiers have very little difference in Proc-chance, besides the fact that Soldiers also get the Medic.
Though even with all five slotted with Procs, I found the actual rate at which they proc is a -lot- lower than most people probably think it is, mostly due to animation times and the lacking number of attacks. -
On Topic: No, you shouldn't skip the shields. You can skip trying to keep every henchmen and team member bubbled at all times, but skipping the shields is not recommended.
Off-topic: All arguments about Heals vs. Defense Buffs are moot because you're arguing two different forms of mitigation: Reactive Mitigation and Damage Mitigation. Heals vs Regeneration is an argument. Defense vs Resistance is an argument. Arguing two things that don't have similar mechanics, only similar results, is silly. -
Try this:
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I added Caltrops along with the rest of the Leadership toggles, and took out the control powers from Presence. Intimidate really isn't all that good, and Invoke Panic is only practical on a Dominator where the Duration and magnitude can be boosted by Domination. Assault adds a little more damage to your attacks as well as the Henchmen, which the Mercenaries really need, then Tactics gives an additional boost to ToHit chance, which can help in hitting enemies with lots of Defense or that are getting the Purple Patch. Caltrops is a great combination of control and damage; It can block off a doorway to cause a bottleneck, making your Henchmen AoEs much more effective, especially the Soldier's and their 5ft conical Full Auto. Caltrops can also do a great deal of damage over their entire lifespan, especially if you add a Damage proc to them. Their recharge and duration makes them easily stacked, making them ideal for adding more damage to larger targets.
There's a few tricks I've found that get more out of Mercs.
1.) Never Upgrade the Medic, only Equip him.
Basically a lot of the Medic's problems arise from his Medic Kit and Stimulant. What I've observed happening is he tries to use those powers on the enemy, which causes him to run into those power's range. This behavior can be reduced by not giving him Upgrade, which also has the added effect of him not spamming hand grenade and knocking the mob around. This also will increase his time spent shooting the enemy since he won't be attempting to Stimulant every henchmen.
2.) Don't Equip Spec Ops, only Upgrade them.
Spec Ops Equip really doesn't do much for their damage. It also gives them Rifle Butt: A power that should of been replaced with Beanbag a very long time ago, but hasn't been. Since their control effects are very anemic on their current cool-downs, you're not losing much as far as control goes, especially since if you still Upgrade them, they'll still Tear Gas enemies.
If you're going to put Achille's Heel in them, I'd recommend not Equipping or Upgrading them since they'll rotate the powers that will trigger the proc more regularly that way.
Incidentally: Ah'm baaaaaaack! -
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I think I'll touch on a few of these in my typical fashion...
Quote:Good work, Paragon! Now, everyone can pay way too much for salvage, recipes, and, well, everything they weren't already. Plus the best part is by combining them, we have one whole collapsing market. I never thought I'd see the day....One Auction House for All
Players of all alignments, whether they are Heroes, Villains, Vigilantes, or Rogues, can now use any Wentworth's Consignment House or Black Market venue.
Quote:Trading Between Alignments
Heroes and Villains can now trade Inspirations in co-op zones. Players can even mail certain items to their own characters using the global email system.
Quote:Cathedral of Pain
Issue 18: Shades of Gray reintroduces the long-awaited Cathedral of Pain Trial. The Cathedral of Pain is the name of one of the strongholds of Ruularu the Ravager, a cosmic entity with unimaginable powers. Inside the heavily defended Cathedral of Pain, Ruularu is attempting to pierce the barrier between his realm and our reality. If he succeeds, Ruularu gains ultimate power, and our dimension will be obliterated.
Only you and your allies can stop Ruularu.
The Cathedral of Pain is one of the most challenging trials in City of Heroes. Up to 24 Level 35 to 50 characters can work together to take down the Soldiers of Ruularu, Psionic Resonators, and ultimately an aspect of Ruularu himself. You have only one hour to complete your mission.
If your group manages to stop Rularuu's insane scheme, your courage will be rewarded! You can earn Merit Rewards, or even earn a rare badge to celebrate this epic victory. But be on guard--Ruularu will return.
Well. Done. Paragon.
Someone needs to get on the line with the Peace Prize Committee, because this is the greatest recycling effort we might ever see in our lifetime.
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This game is going places, I'm not afraid to say it. You guys really know how to soar right at the sun, and never stop. Critics are always saying, "Paragon you're mad! This will never work!" but you just shrug your shoulders and stay the course, because this game can only go up, and can only get hotter.
Just like The Hindenburg. -
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Where did all this thread-derailing crap come from?
Why am I getting a random lecture on how the Soft-cap works when I already know? Because I shrugged off using Scorpion Shield and suggested a resistance toggle? I've used builds with soft-capped defense to S/L before, and come to the conclusion that resistance is better in those cases where the "impenetrable" soft-cap becomes irrelevant, like fighting Traitors or Nemesis(both rather popular mobs to kill when you're 50, btw). The build I suggested would be better with soft-capped defenses, however the way I see it the slotting necessary to gain it would be more detrimental to the build's integrity.
Also, factoring out body guard to try to one-up someone in a Mastermind discussion is a reach, along with saying that powers not included in the aforementioned build are useless in said build is, well redundant. Though admittedly, the build would be better if modified into Robotics. -
This thread is still around?
Really, the biggest issue is with the Henchmen recharge times, Serum and the Medic.
I should dig up my proposed revision of Mercenaries... -
Super Speed maybe?
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I suppose that works, though personally the redraw and recharge would annoy me.
I was mainly looking at the Tier 2 Demons, whom can benefit from healing enhancements.
Caltrops and Web Grenade are about the only powers you have to use more than once in a normal battle, everything else can be going strong throughout the battle.
It's a pretty good build, I'm just picky and tired. -
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Ninja/Dark is pretty good, however Ninja/FF will teach you a valuable lesson in prioritizing your buffs that is easy to apply to actual teams, I.E., never buffing the Genin because they're zerging morons.
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Quote:One problem: Demon Summoning's attacks mitigate and are a damage multiplier, so pointing at them and saying, "Hey, MM attacks are good!" is like pointing at Sonic Blast on a Blaster and going, "Hey, Blasters can de-buff really good!". This isn't to say some Mastermind attacks aren't good; Mercs, Robotics, and DS get decent attacks that also mitigate. However, Ninjas' ranged attacks are simply terrible, by comparison.Eh, that's not the only reason you should take stam. Even when I go without MM attacks on a build I still take stam as it's damn convenient. Anyway I thought everyone has learned from DS that those "weak useless attacks" aren't so bad when you're a damage multiplier, which is what traps is.
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Power Boost is useless for 8/9 of your Secondary powers and all of your primary powers.
Caltrops is a great power. You're losing a lot of damage, mitigation, and control by putting it at 47 and only putting a Purple in it.
Scorpion Shield as your primary means of mitigation is fine, but remember you have zero Debuff resistance, meaning that all debuffs will be for the listed amount, which is more than enough to cascade you into nothingness should one hit. If it's Dark Embrace or Scorpion Shield, I say you're better off with Dark Embrace.
Web Grenade is a very important power, especially against Bosses and the like. You can definitely hurt yourself by only one-slotting it.
Hell on Earth should mule all your Henchmen Auras. This way you don't hinder your full-time henchmen's slotting badly.
You can get by with less global recharge easily; Hasten is up a lot of the time, and even when it's not your powers typically recharge fast enough to be used every battle. So don' feel like you have to over-slot to fit in as much recharge as possible. -
I'm getting lazy(Or maybe it's late), but I posted a build for another Demon/Traps thread here if you'd like to check that one out and see my take on how to build it.
Everything I try to type looks jumbled and confusing so I'll try again after I sleep. -
Quote:I find this part of the story outrageous. So one event that probably couldn't occur again in the game where you used geometry and/or critter "Avoidance" to solo an enemy 10 levels over your own over the course of 5-10 minutes is proof that Traps isn't about the aggro being on you?i remember me playing winter event 1 year ago with my merc/traps mm, we were in team, i was sidekicked 10 levels above me, we were fighting some snow bosses. during the fight some ppl leaved/dropped include my boss, therefore most ppl died due to overlevel, i was the last one who stands alive. the next 5-10 minutes i was pounding a boss that was 10-13 levels ABOVE me and killed him. how? caltrops spam, ive blocked junction with it and let my minions slowly tear him apart. 5 ppl were staying dead and didn't went to medics just to see that action of me.
so if you want agro for yourself you just didn't understand the mechanics of /traps.
You know what I can because the Aggro's focused on me?
- 1) Kill an AV/Hero(s) (in probably less time than your story quoted taking an enemy on through 10 levels of Purple Patch; unless it was like, three Posi's)
- 2) Halt an ambush
- 5- I mean, 3) Take an alpha strike
One is solid. The AV typically targets one of the Henchmen(they deal more DPS than you typically and have higher threat generation) and fires one or more AoEs, which is typically a solid 1/3 shot at killing a henchmen.
Two is half-and-half. While you can control Ambushes to a certain extent with Caltrops and a doorway, if they're in a position where caltrops can't work and/or some other condition, nothing can get their attention quite like Provoke. This is also something more suited to a group's benefit, such as the ITF.
Three is solid. Most people are quick to jump to the conclusion that Traps doesn't need to take an alpha because it has Seeker Drones, and I'm here to give a resounding "Wrong". Taking an alpha, especially solo on some averse difficult, is quintessentially the job of the Mastermind themselves; Seeker Drones can take alpha, but, barring some situations where they skip the spawning animation, typically die before they ever hit the group with their de-buff/mez. The ideal situation is dropping the seekers mid dash for the mob(Or mid hop, as it may be) then grab the aggro before they get smashed. Seem like a lot of work? It might, but when the mob is mezzed dealing half the damage before mitigation, it's always the safer bet- right behind luring the whole mob into a doorway, caltrop spamming, then allotting 5-10 minutes for them to die, of course.
Also: Tankermind isn't an, "extreme" build. Any Mastermind can take Provoke and do a much better job taking hits than any one Henchmen, while a build like "Petless Mastermind" requires heavily building around an absence of survivability, damage, and support, typically requiring heavy pooling and IO'ing. -
Quote:Web Grenade is an essential skill. you can slot it up to 5 if you need something to spend... However, P. Trap can work fine with just 2, so you're back to having too many slots, I guess.Ok, I'll see about fixing FFG. Whats happening is that I run out of skills to slot, so I just end up over slotting other skills just to move on with the levels. Not sure where I'll dump those loose three slots, but I'll find somewhere to put them.
On another post: Defense stacking may be effective, but you have zero de-buff resistance, meaning the whole thing can start collapsing from just one hit. You can still get upwards of 40% defense while using a Resistance Toggle and be that much sturdier, plus skip the extra pool picks like Fighting and pick up things like Leadership. -
Detonator is pretty much useless. The damage done isn't much more than Trip Mine, is unaffected by any slotting except Recharge, and kills a henchmen.
If you want more to do, I'd suggest dropping Det and Trip to get Provoke and Pulse Rifle Blast, then dropping Static Discharge for Charged Armour. This would give you increased survivability(Charged Armour), free up a number of slots(Det/Trip), give you more to do during cooldowns(PRB), and give you much more control over the battlefield(provoke). -
Quote:Does this mean all the condescending people who said the henchmen were working fine were wrong? It just can't be possible....Known bug, supposed to be fixed on Test.
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I'd say you've better off with having the Resistance in conjunction with the defense, so if your defenses fail you have something to keep you safe from most damage(Traitors come to mind as an enemy that will cascade-crash pure defense if even one hit gets through).
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This is a build I threw together that's based off my Robotic/Traps' build. It won't work quite as well in some instances because there's no Protector Bot bubbles, but for the most part you're looking at high marks in both resistance and defense for the henchmen and good end efficiency.
Notes:
---- Poison Trap might seem under-slotted, but it does it's job all the same with only Recharges in it. I've been running it for a very long time with that same slotting and found no trouble.
- Hell on Earth is the Aura Mule in this case. You could diversify one or two of the Auras into the Demonlings so you could get more out of the Living Hellfire, but I'd consider this setup a better use of the slots and power. It's still a decent damage buff and the Hellfire will be pretty tough.
- Crack Whip has a KB set for the Recharge/KB Protection primarily, but it's still an alright attack for the de-buff and mitigation.
- Charged Armour is a great toggle because it reduces the three main damage types by nearly half(Which occurs before Bodyguard, so it's also less damage dealt to the henchmen. Soul Mastery's toggle is good as well, but has more emphasis on exotic damages.
- Provoke is in this build. If you've never tried it, I strongly recommend giving it a try. It goes a long way in giving you more control over a battle, and is a huge boon to henchmen survivability.
- Caltrops has two less-than-common Purples in it, and Demon Prince has three. This isn't necessary if you don't want to bother with it, in which case I suggest switching out for Damage/Recharge Air Burst and Detonation in the case of Caltrops, Acc/Dam/End and Damage/ Blood Mandate with a Slow IO for the Demon Prince.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fitness
Power Pool: Presence
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
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Level 1: Summon Demonlings
(A) Blood Mandate - Accuracy/Damage
(3) Blood Mandate - Damage/Endurance
(3) Blood Mandate - Accuracy/Damage/Endurance
(5) Blood Mandate - Accuracy
(5) Blood Mandate - Damage
(7) Blood Mandate - Accuracy/Endurance
Level 1: Web Grenade
(A) Enfeebled Operation - Accuracy/Recharge
(7) Enfeebled Operation - Endurance/Immobilize
(9) Enfeebled Operation - Accuracy/Endurance
(9) Enfeebled Operation - Immobilize/Range
(11) Enfeebled Operation - Accuracy/Immobilize/Recharge
Level 2: Caltrops
(A) Positron's Blast - Damage/Recharge
(11) Positron's Blast - Chance of Damage(Energy)
(13) Ragnarok - Chance for Knockdown
(13) Ragnarok - Damage/Recharge
(15) Tempered Readiness - Endurance/Recharge/Slow
Level 4: Triage Beacon
(A) Doctored Wounds - Heal/Endurance
(17) Doctored Wounds - Heal/Recharge
(17) Doctored Wounds - Heal/Endurance/Recharge
(19) Doctored Wounds - Heal
(19) Doctored Wounds - Recharge
Level 6: Enchant Demon
(A) Endurance Reduction IO
Level 8: Hasten
(A) Recharge Reduction IO
(21) Recharge Reduction IO
(21) Recharge Reduction IO
Level 10: Acid Mortar
(A) Accuracy IO
(15) Achilles' Heel - Chance for Res Debuff
(23) Recharge Reduction IO
(23) Recharge Reduction IO
(25) Touch of Lady Grey - Chance for Negative Damage
Level 12: Summon Demons
(A) Healing IO
(25) Healing IO
(27) Blood Mandate - Damage
(27) Blood Mandate - Accuracy/Damage
(29) Blood Mandate - Damage/Endurance
(29) Blood Mandate - Accuracy/Damage/Endurance
Level 14: Swift
(A) Run Speed IO
Level 16: Force Field Generator
(A) Luck of the Gambler - Defense/Endurance
(31) Luck of the Gambler - Defense/Endurance/Recharge
(31) Luck of the Gambler - Defense
Level 18: Health
(A) Healing IO
Level 20: Poison Trap
(A) Recharge Reduction IO
(31) Recharge Reduction IO
Level 22: Crack Whip
(A) Kinetic Crash - Damage/Knockback
(33) Kinetic Crash - Accuracy/Knockback
(33) Kinetic Crash - Recharge/Knockback
(33) Kinetic Crash - Recharge/Endurance
(34) Kinetic Crash - Damage/Endurance/Knockback
(40) Kinetic Crash - Accuracy/Damage/Knockback
Level 24: Stamina
(A) Endurance Modification IO
(34) Endurance Modification IO
(34) Endurance Modification IO
Level 26: Summon Demon Prince
(A) Blood Mandate - Accuracy/Damage
(36) Blood Mandate - Accuracy/Damage/Endurance
(36) Blood Mandate - Damage/Endurance
(36) Blood Mandate - Damage
(37) Blood Mandate - Accuracy/Endurance
(37) Slow IO
Level 28: Seeker Drones
(A) Siphon Insight - ToHit Debuff
(37) Siphon Insight - Accuracy/ToHit Debuff
(39) Siphon Insight - Accuracy/Recharge
(39) Siphon Insight - ToHit Debuff/Endurance/Recharge
(39) Siphon Insight - Accuracy/Endurance/Recharge
(46) Recharge Reduction IO
Level 30: Hell on Earth
(A) Sovereign Right - Resistance Bonus
(40) Edict of the Master - Defense Bonus
(45) Expedient Reinforcement - Resist Bonus Aura for Pets
(46) Call to Arms - Defense Bonus Aura for Pets
(46) Recharge Reduction IO
Level 32: Abyssal Empowerment
(A) Endurance Reduction IO
Level 35: Provoke
(A) Mocking Beratement - Taunt
(40) Mocking Beratement - Taunt/Recharge
(42) Mocking Beratement - Taunt/Recharge/Range
(42) Mocking Beratement - Accuracy/Recharge
(42) Mocking Beratement - Taunt/Range
(43) Mocking Beratement - Recharge
Level 38: Super Speed
(A) Run Speed IO
Level 41: Charged Armor
(A) HamiO:Ribosome Exposure
(43) Steadfast Protection - Resistance/+Def 3%
(43) Resist Damage IO
(45) Steadfast Protection - Knockback Protection
Level 44: Assault
(A) Endurance Reduction IO
(45) Endurance Reduction IO
Level 47: Tactics
(A) To Hit Buff IO
(48) To Hit Buff IO
(48) Endurance Reduction IO
(48) Endurance Reduction IO
Level 49: Maneuvers
(A) Defense Buff IO
(50) Defense Buff IO
(50) Karma - Knockback Protection
(50) Endurance Reduction IO
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Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Supremacy
Level 6: Ninja Run
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Set Bonus Totals:
10% Defense
11.8% Defense(Smashing)
11.8% Defense(Lethal)
15.5% Defense(Fire)
15.5% Defense(Cold)
4.88% Defense(Energy)
4.88% Defense(Negative)
3% Defense(Psionic)
7.38% Defense(Melee)
6.75% Defense(Ranged)
14.9% Defense(AoE)
1.8% Max End
23.8% Enhancement(RechargeTime)
4% Enhancement(Heal)
9% Enhancement(Accuracy)
3% Enhancement(Immobilize)
4% FlySpeed
9.04 HP (1.13%) HitPoints
4% JumpHeight
4% JumpSpeed
Knockback (Mag -11)
Knockup (Mag -11)
MezResist(Held) 2.75%
MezResist(Stun) 4.95%
MezResist(Terrorized) 2.2%
12.5% (0.21 End/sec) Recovery
16% (0.54 HP/sec) Regeneration
22.5% Resistance(Smashing)
20% Resistance(Lethal)
21.3% Resistance(Fire)
21.3% Resistance(Cold)
20% Resistance(Energy)
21.9% Resistance(Negative)
20% Resistance(Toxic)
20% Resistance(Psionic)
7% RunSpeed
2% XPDebtProtection
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------| - Poison Trap might seem under-slotted, but it does it's job all the same with only Recharges in it. I've been running it for a very long time with that same slotting and found no trouble.
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In my personal opinion: Not worth it. Even if you can get all the stuff for the build, you're only looking at a difference in 1-7s faster recharge over a cheaper build that can increase you and your henchmen's survivability.
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Short of a few, totally BS attacks by 1 or 2 AVs/Heroes, ranged henchmen have a hard time getting hit by an AoE if you're in melee spamming Provoke and de-buffs. It's really one of the biggest disadvantages of Traps with any melee henchmen verses harder enemies like that, unless you do the entire fight at range, only running in to drop a P. Trap while the henchmen bash them- which can potentially backfire in a number of ways.