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Posts
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Protecors do still heal. If your finding they still don't you might want to use Equip on them
They don't really need heals slotted in them, I used to have them slotted purely for buffing but changed that around to get a more damage out of them.
Keep Equip. More powers for them to use and if your are annoyed that one bot isn't doing power X, don't Equip them, but I can't see why anyone wouldn't want fully buffed bots
Tactics is good for the +percecption, Maneuvers is nice to stack with Protectors bubbles and who doesn't love extra damage from Assault? Oh and Vengeance can be handy in teams
Edit: Oops, Tactics 1-2 Endred 3 Tohitbuff, Maneuvers 1-2 Endred 3 Def, Assault 1-2 Endred. Depending on how much end you use up of courseVengeance I just go 3 Def.
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Another one??!!
Well done Shockers
Congratz!!
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Take all traps powers except detonator as soon as they become available
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Personally, Acid Mortar, Force Field Generator, Poison Trap and Trip Mine should be taken when available. The rest in my mind are easy to skip or delay till later.
Seeker Drones are probably more useful for a /Trap Corrutpor then a MM. Poison Trap and BG mode is enough for me to take alpha's. -
Aye it is better when fully slotted and enhanced properly.
It is a bit or a hit or miss power, I like the power as it does come in handy but more so in later levels then the early ones.
On my Bots/Traps I took it when it was available as I didn't really want the pulse rifle attacks, but on my Thugs/Traps I took it at level 38. I wanted the gun attacks on her for concept, plus handy for slotting sets for recovery bonuses, and from my previous experience of taking it early, as it was handier later on, made it easier to skip till then.
Oh and welcome back from WoW -
Tyvm folks
Night Widows are awesome!! Well worth the wait from them
Shockers, Sssshusshh!!! Trying to sneak back to Defiant to play the rest of my VEATs
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Trip Mines I didn't bother with. To go down that route, I'd reccomend TP Foe
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*sigh* I wish people would drop the idea that you need TP Foe to use Trip MinesI have never, even in PvP, said to myself "I could really use TP Foe right now." so it baffles me whenever someone says it's a must!
Sometimes it makes me wonder if I'm one of the very few that know the secret way to playing /Traps with the use of my Trip Mines, or if I'm just so used to playing with /Traps on my MMs that I don't need the crutch of TP Foe that others seem to require
As for slows in Poison Trap, I never bothered with that as I have Caltrops for slows and if I don't want anything running away I have Web Grenade and Web Envelope for that. Not that things get the chance to run far anyway, mobs usually end up dead after Poison Trap has gone off.
I'd also consider the Vomit effect the best bit part of Poison Trap, not just some nice side effect. Having minions to Arch-Villans/Heroes to a Tank running Granite Armor and Rooted, throwing up unable to do anything, held in a sense, is priceless. -
Tactical Training: Maneuvers for Soldier is 10% Def, for Widow it's 5% Def.
It's a lovely power to take to help your own survivabilty when solo and great in teams, espically with other SoA with it, or a bubbler or trapper. -
To be abit clearer, once you ding 24 head over to an Arbiter to lvl up. Instead of lvling up the Arbiter lets you do a respec as you now have these new branches available to pick powers from. Pick your powers, slot them, finish respec then PRESTO!! Bane/Crab Spider or Night Widow/Fortunata
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Hehe I've had those you've suggested taking and dropped them all for a number builds I've had up to my current one
Repair: Yep it's a nice heal and restores End to a bot. I found it handier when I first started off my bot/trapper. But it started being used less and less. Protectors both usually healed the bot I was using repair on before it could activate, I would end up Repairing a fully healed bot, and any damage that was inflicted on any other bot wasn't worth using Repair on as it recharges alot slower then Aid Other, which could top them up nicely. In the end my Aid Other could heal a large chunk of my bots health that Repair just became redundant, it was just cluttering up my power tray gathering dust.
Tp Foe: Ok. Tping minions in to mines is fun, but overkill. Might be fun in PvP too, but I wouldn't know about that. Most things in PvE that require a Trip Mine/Poison Trap field (mostly troublesome EB's) can't be Tp'd. With your bots behind you in BG mode and your FFG in tow you can easily walk into a mob, poison trap them and while they cough thier guts out and be slammed by your bots you can set up a trip mine with ease.
Seeker Drones is one of those powers that some like and other don't. I have them on my Bots/Traps but not my Thug/Traps. Why is that? It's because bots has them aswell. Two extra ones can't be bad at all. Six floaty explodey things had to be better than four. Proctectors Heal, Shield, attack, spawn these and can be slotted to maximize the effect of these. There's just abit too much going on with them and slotting the Protectors to maximize the TohitDebuff of seekers makes you lose something in the heal, shield or attack department. So you can pick your own seekers, slot them for TohitDebuff or Stun, while your Proctectors go about happy buffing and damaging things. Oh, and of course, you can't get your bot to summon thier seekers when you would like them to and when they do the seekers are summoned at the Proctector, while you can summon your own when and where you like. Bonus! -
Not bad. Here's what I would have slotted differently.
Caltrops: 1 Recharge, 1 Slow
Acid Mortar: 2 Recharge, 2 DefDebuff (mine was 6 slotted 2Rech,1 Acc, 3 DefDebuff before Invention sets)
Equip and Upgrade: 1EndRed, 1Recharge
I have 2 Interrupt, 1Recharge, 3 Heal on Aid Other and Aid Self, with only the 1Recharge in Resuscitate and 2Fly in Fly.I don't have that EndRed in FFG, you could put that in Web Gernade as a Recharge.
Maybe 2 Stun or 2 TohitDebuff might be better in Seeker Drones I'm not really sure, never slotted them for damage myself so not aware of what damage they could achieve. -
My current Bots/traps build (well, what I remember it to be
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lvl1 Battle Drones
lvl1 Web Grenade
lvl2 Caltrops
lvl4 Triage Beacon
lvl6 Equip
lvl8 Hover
lvl10 Acid Mortar
Lvl12 Protector Bots
lvl14 Fly
lvl16 Force Field Generator
lvl18 Aid Other
lvl20 Poison Trap
lvl22 Aid Self
lvl24 Maneuvers
lvl26 Assault Bot
lvl28 Tactics
lvl30 Assault
lvl32 Upgrade
lvl35 Trip Mine
lvl38 Seeker Drones
lvl41 Scorpion Shield
lvl44 Web Envelope
lvl47 Resuscitate
lvl49 Vengeance
Till you get some Pet set IOs I'd stick 2 Def, 1 EndRed, 1 Acc and 2 Dam in Protector Bots. Don't worry about EndReds in the other bots, Protectors are the only one that gobble up end once Equipped and Upgraded -
Way to go Shockers. Congratz!!
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Thugs are all about the "SMASHIE,SMASHIE!!!!"
As for the lethal/smashing damage I never noticed it slowing me down in the higher lvls -
Bots/Traps and Thugs/Traps are both are very good combos for PvE and PvP.
Protector bots heal, bubble, stun and debuff acc and dam, all lovely stuff to mix with similar trick in Traps. The Assault Bot blasts can do some -regen.
Bruiser has fury so can get a good damage buff going when you get him in close and the Arsonist can score some nice Scrouge attacks. Enforcers Leadership plus Force Field Generator gives Thugs a good defense.
I have one of each and both are lovely to play, the fun never stopsSo have one of both and enjoy
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If I have read the IO's correctly, the Defensive and Resistance aura is from the player, granting the pets the defense and resist bonus if they are within its radius.
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Welcome to the forum and welcome to the world of /trap mm's
I have a bots/traps and a thugs/traps myself and both are great fun
The good thing about bots is the tier 2 pets helping out with healing the other bots, though they become end hungry when equiped and upgraded while the tier 1 and 3 pets never have any end problems.
Once upgrade the tier 3 unleashes some nice missile attacks, though the burn patches left behind do have a habit of making a mob run about, easily fixed with a patron AoE immob.
Repair, which heals a bot fully can gives it some end too, can be handy but with the tier 2 pets healing and aid other it is a once in a blue moon power and can be skipped till later.
Tier 2 pets also bubble the other bots, and yourself(only the once for you though) so they can get an alright defense with that maneuvers and force field generator.
All thugs can be end hungry once equiped and upgraded, yay for pet IO sets!!
With the leadership from enforcers and the force field generator the thugs do get some nice defense, I presonally didn't take maneuvers on my thugs/traps (didn't have enough slots for how iwould have wanted it slotted!) but the extra defense is bound to be a good thing
With thugs you can pretty much steamroller most mobs only really down side is the Bruiser having the habit of staying at range lobbing bits of the floor
Seeker Drones, I think, work much better with Bots/traps due to the Protector bots having them too! But I suppose the -acc will help with all the defense flying about the place with thugs.
Aid other and self are great and effective, have mine 2x interrupts,1xrecharge,3xheals before slotting in some IO healing sets. Handy for both PvP and PvE.
Yep can easily go without stamina on a /traps build. You can get plenty +recovery bonuses from sets too making the choice to go staminaless even more appealing
Myslef have gone for Black Scorpion as my patron on both my trappers, will propably do the same with any new trappers that I get that high, the extra defense from scorpion shield(smah/lethal/enegry) is nice to have for your trapper.
Personally I would start getting my travel power at lvl 8 then 14 and have aid other and self at 22 and 24. You can get through the early lvls easy enough without them. Plus the added bonuses of getting around quicker.I would also getting seeker drones later and get maneuvers/assualt at lvl 28 and tactics at 30, which then allows you to get trip mine when its available at 35.
Both bots and thugs are very fun to play and traps is awesome, have fun with what ever combo you chose -
Myself on my current tri form build WS has Eclipse slotted for 3x Recharge Reducution and 1x Accuarcy. I tend to fire off a mire, human or dwarf, before hitting Eclipse for the extra to hit bonus
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Tyvm follks
A big thanks to Psy, Gonk, Zoo, Morty and Death Badger for helping me deliver a swift kick of Justice to the groin of Evil that was Chimera,his goons and a few other AV's