Tatum

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  1. My build is only a fraction away from being capped positionally to everything. Just as you said when a string of hits come through just pop a purple which is exactly what I do. I sacrificed IO set bonus defense with this build for pure +recharge and I like how it plays its a little more "on the edge" of survivability. As you said with Triage Beacon it really does work and unless you go the route of Med pool Aid Self I think Darminiam you will find its a must have for solo'ing AV's. It's a defense set, you have near full Mez protection but the fact is you need something to help your green bar. With the high recharge in my build I can get 2 Triage Beacons out. Thats a whopping almost +600% Regen. The build above is set pretty much in stone for me but like you Plainguy I have multiple Trap characters. I'm really intrested in how World of Confusion will play out. I have a Trap/Dark Defender sitting around lvl40 right now and I'm very intrested to hear your results Plainguy. I'm a fan of Proc's and WoC can take quite a few =) So please report back here after you've had some playtime with it I'd love to hear how it works even with just a base slot.

    Also another thought..... do either of you guys play on Freedom? I know its been done before but I never had the chance to play on a all Trap team maybe we could work something out. All Trap Strike/Task force sometime.
  2. Quote:
    Originally Posted by Chaos Creator View Post
    Brutes are better off with Mu Mastery than fire.

    I agree the only reason to go Pyre Epic over Mu is if you have Firey Embrace and even then I think it just pulls them even.
  3. Trip Mine goes off fast and it does cause KB. Maybe you could experiment with placing the mine in front of the mob, target the enemy furthest in the back of the mob and as you superspeed away make a high speed jump and fire off Full Auto. You should hit everyone in the group and land hopefully out of thier range to strike back causing them to advance and trigger the mine. I'd say what your suggesting is the perfect way to use Time Bomb but just dont do it.... stay away from that power like the plague. The time it takes to set it will seriously have you pulling your hair out. Seriously even solo when you "could" make time bomb work for you..... you'd be better off putting your mouse down and stabbing toothpicks into your eyes. Buffing your Force Field Gen with med pools Stimulant would be more perductive.
  4. I think you will really dig it. You have Mez protection and your in melee most the time. Being a tanker you know how to herd and corner stack. Caltops to stop them, Poison trap to lock them down, Ignite to burn them up. I do farm with mine for fun.....Is it a SS/Frie brute?......no. Farm -1x8, +0x8, +1x8 is about its limit solo. In my build above my M30 granade launcher is slotted for range. This is a AoE pull tool to grab entire mobs aggro while your still burning up the 1st mob. Played right thier really isnt much waiting to set up. You should cap yourself to incoming dmg and constantly be running right into the mobs. Seekers/Poison/Acid/Attack... wash, rinse, repeat. Pull into existing traps when you can....meaning if your already set up fire off a shot into the next mob or 2 and let them come to you.
  5. If you can make room (and your a defender/corruptor) you can also slot Acid Mortar with Devestation +chance to hold Proc. It also has the Tesla cage animation when it works. Acid Mortar lasts for 60seconds so it will have 6 chances to proc in its AoE attack, once every 10seconds.
  6. I love it. I've been playing on and off since i2. I've always gravitated towards Defender's, Corruptors, and Tanks. Traps is my absolute favorite. I have a 50 AR/Trap Corr I played a lot on before they ported Assault Rifle over to Defenders. Solo with the new damage buff to defenders I've found I solo just as well with the defender as I did with the corr. On teams you will notice a drop in your damage output but its really not that big of a deal. On large skilled teams my attack chain is something like: IGNITE, IGNITE, IGNITE, IGNITE, Full Auto, IGNITE...... hahahaha

    A Corr plays the same way except you get to throw Flamethrower into it. Flamethrower I skipped on the Defender. Full Auto is already a super long animation and with the lower dmg on teams I found myself aiming it at a mob only to hose down the last dying enemy anyway. On teams the Defenders greater debuff/buff numbers shine and you be spending a large portion of your time laying those out. Traps I feel is the king of debuffs. Some may dissagree but I solo AV's without a problem. Ignite is really that damn good when combined with -60% resistance (2acid Mortar's and Achillies Proc) and its all pure fire dmg.

    I'd say either one Defender or Corr are great. I personally like being more survivable as a defender and bringing the stronger debuff/buffs to a team. That said it's very nice as a Corruptor to get your main attacks sooner.
  7. Quote:
    Originally Posted by Jibikao View Post
    Man, I still remember when they first introduced proc. Poison Trap was GODLY.

    I haven't really played my trapper after they nerfed it.

    I know the initial "gas" has a chance to trigger proc but what about the following "gas"? Do they trigger procs or no?
    Sooooooo many times I heard "WTF was that?" as 20 baddies just slinked to the floor lifelessly.
  8. Yes it does. Proc chance every 10seonds. I've had runners run back through my old poison trap behind us and drop dead from its last proc chance lol
  9. With test being unavailable to me I haven't wanted to remove it but your logic makes perfect sense. My Trappers survivability is amazing and I've been scared to mess with it. I think its time to add back in the 2 psi Dmg procs and see how things roll.
  10. Here is my i19 build ready and waiting to respec for the next issue release. Not much has changed. I've removed fitness and added in Manuvers, Snipe, and Phase Shift.

    I shuffled a few things around to allow the slotting of Snipe (Good Set bonus and its just a fun power for me). I'm capped to Smash/lethel/energy/negative/Ranged (I always carry purple insps to fight off defense debuffs), and +100% global recharge.

    I have 1 slot I can play with if needed (Removing the basic IO recharge in "Full Auto" for a 2nd End Mod in Stamina).

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    i19 Build: Level 50 Technology Defender
    Primary Power Set: Traps
    Secondary Power Set: Assault Rifle
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Caltrops -- P'ngTtl--Rchg%(A), P'ngTtl-Rng/Slow(3), TmpRdns-Rng/Slow(17), ImpSwft-Rng/Slow(34), Slow-I(37)
    Level 1: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Achilles-ResDeb%(40)
    Level 2: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(42)
    Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(40), FrcFbk-Rechg%(43)
    Level 6: Acid Mortar -- ShldBrk-Acc/Rchg(A), AnWeak-Acc/Rchg(7), AnWeak-Acc/Rchg/EndRdx(11), Achilles-ResDeb%(19), Dev'n-Hold%(43), Apoc-Dam%(45)
    Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(21)
    Level 10: Web Grenade -- GravAnch-Immob(A), GravAnch-Immob/Rchg(11), GravAnch-Acc/Immob/Rchg(21), GravAnch-Acc/Rchg(25), GravAnch-Immob/EndRdx(43)
    Level 12: Poison Trap -- Lock-%Hold(A), Lock-Rchg/Hold(13), UbrkCons-Dam%(13), UbrkCons-Hold/Rchg(23), BasGaze-Slow%(23), BasGaze-Rchg/Hold(45)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Stealth -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33)
    Level 18: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(25), Cloud-Acc/EndRdx/Rchg(27), Cloud-ToHitDeb/EndRdx/Rchg(48)
    Level 20: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(27), GA-3defTpProc(33)
    Level 26: Trip Mine -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(46), Armgdn-Dmg/EndRdx(46)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
    Level 32: M30 Grenade -- Range-I(A), Range-I(33)
    Level 35: Ignite -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Dmg(36), Ragnrk-Knock%(37), Acc-I(37)
    Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(46)
    Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
    Level 44: Web Envelope -- HO:Endo(A), HO:Endo(45)
    Level 47: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Acc/ActRdx/Rng(48), Mantic-Dmg/EndRdx(50), Mantic-Dmg/ActRdx/Rchg(50), Mantic-Dmg/EndRdx/Rchg(50)
    Level 49: Phase Shift -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 9.44% Defense(Energy)
    • 9.44% Defense(Negative)
    • 6% Defense(Psionic)
    • 6% Defense(Melee)
    • 9.13% Defense(Ranged)
    • 6% Defense(AoE)
    • 4.5% Max End
    • 81% Enhancement(Accuracy)
    • 100% Enhancement(RechargeTime)
    • 45.8 HP (4.5%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 5.25%
    • MezResist(Sleep) 5.25%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 22.5% (0.38 End/sec) Recovery
    • 74% (3.14 HP/sec) Regeneration
    • 10.7% Resistance(Fire)
    • 10.7% Resistance(Cold)
    ------------
    Set Bonuses:
    Pacing of the Turtle
    (Caltrops)
    • MezResist(Sleep) 2.75%
    Decimation
    (Burst)
    • MezResist(Immobilize) 2.75%
    • 11.4 HP (1.13%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Numina's Convalescence
    (Triage Beacon)
    • 12% (0.51 HP/sec) Regeneration
    Positron's Blast
    (Buckshot)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Analyze Weakness
    (Acid Mortar)
    • 10% (0.42 HP/sec) Regeneration
    Luck of the Gambler
    (Force Field Generator)
    • 10% (0.42 HP/sec) Regeneration
    • 11.4 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Gravitational Anchor
    (Web Grenade)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Lockdown
    (Poison Trap)
    • 3% DamageBuff(All)
    Unbreakable Constraint
    (Poison Trap)
    • 4% (0.07 End/sec) Recovery
    Basilisk's Gaze
    (Poison Trap)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    Luck of the Gambler
    (Stealth)
    • 7.5% Enhancement(RechargeTime)
    Cloud Senses
    (Seeker Drones)
    • Status Resistance 2.5%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Grant Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • 1.5% (0.03 End/sec) Recovery
    • Knockback Protection (Mag -4)
    • 3% Defense(All)
    Gladiator's Armor
    (Tough)
    • 3% Defense(All)
    Armageddon
    (Trip Mine)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 10% (0.42 HP/sec) Regeneration
    • 11.4 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.42 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Ragnarok
    (Ignite)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Positron's Blast
    (Full Auto)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Luck of the Gambler
    (Scorpion Shield)
    • 10% (0.42 HP/sec) Regeneration
    • 11.4 HP (1.13%) HitPoints
    Sting of the Manticore
    (Sniper Rifle)
    • 12% (0.51 HP/sec) Regeneration
    • 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
    • 3% DamageBuff(All)
    • 7.5% Enhancement(RechargeTime)



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  11. Quote:
    Originally Posted by Necrotech_Master View Post
    i would recommend getting it to high rech and the only proc i definitely definitely recommend the lockdown +2 mag hold
    Oh I do love the goodness of the Lockdown +2mag Proc. The Basilisk Recharge Slow Proc I'm undecided on because its a hard thing to measure (or atleast judge). However it was cheap and I slotted it early in my build at the same time I slotted my Turtle Recharge Slow Proc in caltrops. I have a feeling the two proc's together are working nicely but as I said its hard to tell.

    My build is at Perma-hasten lvls of recharge and completly unenhanced my poison trap recharges in 33seconds. I think this allows me some play room on the recharge thats slotted in it (3 lvl50 recharge IO's would drop it to 25seconds)
  12. Quote:
    Originally Posted by Derangedpolygot View Post
    I'm guessing you're talking Traps: Poison Trap, and not Poison: Poison Trap.
    yes

    edit: I just edited the Thread Topic sorry for any confusion.
  13. Trap/AR, Trap/Dark, Dark/Trap, Fire/Trap, AR/Trap...........
  14. I figured I'd post here since the power is shared across 3 differnt Archtypes. For those of you that remember the power before it was "Fixed" Dmg Proc's were the way to go in slotting. Since the change I've messed around with a alot of differnt slottings and I'd like to hear other opinions.

    Currently I have it 6slotted as: Basilisk hold/rchrg, Basilisk +rchrg slow Proc, Lockdown hold/rchrg, Lockdown +2mag hold Proc, Unbreakable hold/rchrg, Unbreakable +Dmg Proc.

    I'm tempted to 6slot it with nothing but Procs. I have almost +100% Global rchrg and hasten on top of that. Anyone have thoughts? Anyone still have this slotted for Dmg procs?
    I could slot 4 Dmg Proc's, +Mag2 Hold Proc, +rchrg Slow Proc.
  15. Another Note: Poison Gas Trap.

    I used to be a huge fan of slotting the dmg proc's into this back when it was *cough* a bit broken. Today, with 4dmg procs its good but not the nuke it once was. So I messed around with alternate slotting and the best I came up with that I like is as following.

    Basilisk Gaze hold/rchrg, Basilisk Gaze -rechrg% Proc, Lockdown hold/rechrg, Lockdown +mag2 Hold Proc, Unbreakable Constraint hold/rechrg, Unbreakable Constraint 33% chance Dmg proc.
  16. Just saw the new build its looking better. I push just over 90% +recharge so your not that far off.
  17. I like the fact you have capped positional. However its at the cost of ALOT of +recharge and procs you could have in this build. Traps really shines with +Recharge by having 2 AM's out, 2 Beacon's, ect, ect. With a defenders low HP and lower resist cap I find its just as easy to lean only on your defense than it is to also have resistance (your milage may vary). Black Scorp Shield is pure win in my build I'm way over the Smash/leathel cap, capped to energy, and only a few points from cap on everything else. Personally I always carry a trey of small purple insps. This will instantly cap you to whatever you need to dodge and also boost you higher when needed to fight off Debuffs. We have no innate DDR (Defense Debuff Resistance) so carrying that full load of purples at all times is a smart idea no matter which way you build your defense. Personally I'm still toying with my next build for I19 when Fitness becomes Inherant.
  18. Tatum

    Time bomb

    Quote:
    Originally Posted by ClawsandEffect View Post
    Okay that makes.....


    .....ONE time I've heard about of it not going off after the fight had already moved well away from where it was placed.


    .....One time, at Time Bomb camp...........................
  19. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    On the subject of Traps and Acc, I still wonder whether slotting Acc into Acid Mortar even does anything. In my 2 years of playing City of Villains, I have never seen Acid Mortar miss or be dodged, even when attacking enemies with defense-based godmodes (Elude, Retsu) active.

    It does miss. I've seen it wiff 3 or 4 times in a row Vs +4s. Thing is once it does hit it will continue to hit because of the defense debuff.
  20. /Traps controllers would be broken.....just saying.
  21. Quote:
    Originally Posted by RaikenX View Post
    little note of useless trivia:

    the Ignite power for assault rifle, which is basically a ranged burn patch...still has the 50.00 mag fear.
    Quote:
    Originally Posted by SinisterDirge View Post
    PM Castle about it and see if it is wai.

    I kinda hope it is working as intended. I mean im not sure it would buff its dmg at all. Being used at range I'm pretty sure it would aggro said target to try and run up and punch us in the face. Which would agian still require us to immoble the target and that is fine. However it would remove/hinder our abillity for area denial. Anyone whos played a AR/Dev or AR/Trap knows how powerfull this can be, givin a doorway or small enough pinch point we can effectivly STOP and army from advancing. I have literaly held off up to 5 ambushes simultaniously and slowly cooked them all alive with a double Caltrop patch on the floor and Ignite spamming away.
  22. Power Thrust instead of the stright arm thrust how about throwing a shoulder? A head down, simi-sideways stance and a quick burst, 1/2 step or full step animation driving your shoulder towards the target. This could also be used for other punch/kick attacks to further "Mix it up" and make a more unique style of melee combat.
  23. Quote:
    Originally Posted by Fleeting Whisper View Post
    Ignite would probably fare better with reduced cast time than recharge time.
    I can see that. It's cast time is terrible......although compared to [Full Auto] it has far less epic camera spin potential.
  24. Sadly [IGNITE] still fears......how bout a redux in recharge =) Yay!!!! like they would ever give me back my 3sec recharging Ignite........
  25. Quote:
    Originally Posted by Sailboat View Post
    Why farm at +3?
    ....I must be doing it wrong. I do roll at -1x8 somnetimes for purple drops but I heard +3/8 is best for cash. I'm not a hardcore farmer by any means. Lately I've been using my SS/Fire/Mu Brute running a certian "Non-explotive" AE farm clearing about 5mill per very quick run (less than 10mins) and I've been doing quite well with mid range silver rolls 20-30 recipes and low lvl Bronze rolls. I've had 3 +regen proc in the last hour, quite a few Erradication/kinetic combat recipes, and other 5-10+ mill each recipes. Am I doing that right?