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Posts
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I named my first Kheldian peacebringer 'Nurani'.
This is a Malay word for 'bright' or 'illuminated'. -
Quote:Even thogh I've got a rad/rad redside, traps/dark (having played both sets) looks more than scary to me.My Traps/AR Defender just hit 9, and I'm loving the ride. I'm amazed that Caltrops is REALLY useful. I knew what a monster AM can be, but with the Defender Modifiers added in.. just wow. And FFG at 8????? That right there sells the set almost by itself. I can already see the possibilities this guy will have, what with multiple Achilles Procs
I get the feeling Traps is recieving the same reception TA got.. luke warm at best until people really tinkered around with the set and realized what a beast it can be. The debuffing levels of a Traps/Dark or /Rad are just downright scary. -
Quote:Thanks to contact/mission information from Paragon wiki, I've been selecting arcs with merit bonsues, including the Midnighter Club.After I rolled a new elec/elec scrapper, eventually I headed to Steel Canyon to do the Midnighter Club arc, and when I finished I noticed the merit reward for that was now 8 merits, whereas before I believe it was only 4.
Welcome to the Club. -
Quote:I'm pondering traps/dark. The debuff potential here is, well,... horrifying.Honestly i think its great just using regular io´s and so´s. The procs i´m throwing at it to appease my procaholism is just icing on the cake.
I dont feel slow and i would rather plant a mortar than retoggle offensive toggles all day long.
Kind of want to roll a traps/rad, traps/dark and traps/ice as well -
Quote:While I haven't yet rolled a traps/* defender yet (and believe you me, I will! maybe a dark blast...), I'd like to share traps IO slotting ideas here. As a bots/traps MM without a whole lot to choose from in the bots IO sets, I had the 'luxury' of slotting the /traps side of it, so here are some ideas, with the IO build at level 45:Yeah was thinking about impeded swiftness+posi in caltrops but might shift some slots and put a damage proc in mortar instead.
Putting a hold proc in seekers when i can and in pgt(low level lockdowns are so rare)
Acid Mortar: Virtually indestructible, it draws huge amounts of aggro and does a yeoman's job of debuffing. One choice is to slot 5 Analyze Weakness excluding the +tohit proc and substituting Achilles Heel chance for -res proc instead. At level 45, this comes to -84.5% debuff, +70.8% acc, +65.8% recharge (meaning occasionally two can be up at one time, even non-hasted) and +40.5 end reduction. Seriously consider going for effect instead of damage with the Mortar. With a multitude of shots, the -res will kick in sometime during its rounds. Set bonus also gives +11% acc, +3% damage and +10% regen, nice numbers in the right places.
For the drones, I put in a pair of Rope-a-Dopes (acc/stun/rech & acc/rech) for 45.5% acc and 45.6% rech as well as +20.3% stun duration (at level 45). Set bonus of 2 gives another hefty +6% regen.
Poison trap has no accuracy component, so accuracy components of IO sets here can be a waste. But the duo of Lockdown rech/hold and end-red/rech/hold provides for 46.3% hold time and 46.3% recharge time as well as 20.6% end-red (again at level 45). Plus another 3% global damage for the pair.
FFG, simply two generic 45 defense IOs. 10% upped +47.7% to 14.77% global D for everyone nearby. Nice. Very nice.
Caltrops: A pair of Tempered Readiness (E/R/S and A/D/S triplets) for good overall total numbers and +1.5% recovery as a bonus.
Web Grenade: 5 of the 6 Enfeebled Operations, less the range bonus IO. It's fast, it stacks, make it good and use it. There's some good D and a 3.75% recharge time bonus. If you're short of slots or want them elsewhere, you can reduce the slots here.
Of course, your IO slotting will vary, particularly with your secondary power. Still, most defender's secondary power IO's are range attacks without much variation (a targeted AOE, a PBAoE, and some holds and sleeps and whatnot), so the variety of set IO's are found in the traps set. And what's more... traps IO sets are cheap-cheap.
And this still leaves open the whole host of pool powers and associated IO's.
I have to agree to with Frosticus and others. Defender traps/* is serious business. -
Quote:I usually summon drones placed into the midst of the enemy before rushing in, which will draw the initial aggro instead of the FF, which you'd really rather not get hit. The highly rugged mortar should be next as it aggressively draws aggro and clusters any mob towards it and they'll ignore the FF, then the trap, a mine, and caltrops, all centered in the midst.This is a very viable tactic. If you use seekers you can ease up the load that FFgen has to carry as well.
IME it ends up being sort of like Illusion with phantom army for breaking up an alpha, minus the continued presence of them, but you don't need the continued mitigation cause of FFgen and PGT.
One thing I'm not quite sure about is whether caltrops draws any aggro to the caster - it's been my experience that when I toss these into a mob, causing minor damage, sometimes I seem to get noticed even when ss/stealthed. -
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Quote:I might add that defenders spend 49 levels of their career not being (and generally their teammates not being) 50th level. You make a good point in that comparing purely 50th level (and IO'd out) content isn't representative.In the game that I play, not every teammate is a lvl 50 fully-accoladed, spare-no-expense IO'd build. Nor is every team composed of some ideal (on paper...) mix of power sets.
Moreover, if you play pick up teams like I do, you really never know what you're in for as a defender. You have to be quick to adapt to the level, team AT/power composition and even combined team play style and chemistry to be an effective defender. If you can fight with both the best and worst of them and still enable the team to succeed, then you're doing your job right. I've have some of the most fun playing on teams with newer, lower level, well-intentioned players who didn't always get it right at first (and that includes me). Amongst the many archetypes, defenders often play a pivotal, multi-faceted role that can determine success or failure depending on how well they flexibly adapt to the team they're with. -
Quote:I tested this out with a MM /traps:To be fair, a well aimed Disruption Arrow is handy on Hamidon Raids. Situational, but really nice when the situation comes up.
And, fair disclosure, I'll probably roll Traps/Energy sometime this week.
P.S.: How many Traps can be used while hovering somewhat close to the ground? How many Traps can be used while hovering far off the ground?
All of them can be placed while hovering/flying right at ground level, or altitude=0 (hit 'X' until you bump against the ground to be sure) with the hover/flight power on. You don't need to switch the power off.
If you are hovering near the ground, you can place the caltrops, seeker drones and FF generator with the target reticle on the ground.
If you are hovering or flying higher, you need to be in caltrops reticle tossing range or FF generator reticle range to the ground or a non-vertical surface. It will work on building ledges and also on (even steeply) slanted surfaces and other irregular surfaces. (I was actually able to throw caltrops and the FF generator on a slanted gargoyle at the corner of a tall building while flying.)
If you are flying mid-air far from ground or far any other non-vertical platform, you can only throw the seeker drones. Seeker drones are the only trap power that can be given a mid-air target reticle. You can target up or down or any other direction and they will appear and them home towards you and follow you. -
Quote:Tack on stealth and/or superspeed (+stealth IO) and you're not only highly survivable but also for all intents and purposes invisible even during battle while you're not doing any other attacks. None of the traps draw aggro back to the character, although the FF generator and the mortar (as well as the drones) will themselves draw aggro.If traps isn't working well for you in a team it is because of you, not because of traps. Now I'm not saying it is the best teaming set, not by a long shot, but it can keep up in teams if YOU can keep up in teams.
Finally, in another thread I posted a non-gimp traps/son with softcapped def to every position and every damage type possible. Think about the build flexibility that implies for a second. Seriously, I don't think there is another set in the game with that kind of flexibility. It is so easy to build a massively survivable traps def that can just go full tilt in every scenario...
I've got to try the defender trap combination sometime, already experienced with traps in a bots/traps combination with an MM.
And as you say, with such a variety of IO sets, the Mids build possibilities for survivability and capability capping are almost endless. -
Quote:In general, I agree. An empath often has enough to do and doing damage rates near (if not at) the bottom of the list in terms of priority of what they should be doing. On the other hand, there will always be times when an opportunity presents itself for an empath to contribute to control and damage mitigation, possibly decisively, according to the situation. And after 50 levels of play, I've learned that an empath has to be able to adapt to any number of situations as well as any different number of team sizes/combinations in the mission. This adaptability is the strength of the empath I play and my original question originates in the exploration of increasing the empath's capability range even further.- is really not worth your time or attention.
Your a defender. An empath, no less. You don't need to worry about damage, thats someone elses problem. You keep them alive so they do the hitting.
Damage itself is really only of interest in solo or possibly very small teams (duo or trio, depending on the other AT's and powers). For soloing or some duoing, a second build geared towards more damage delivery would be more appropriate. -
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Market turnover was pretty slow yesterday, easily visible with the lack of large crowds present in WW and the BM. Lower level salvage and recipes seemed to be moving more quickly as people started playing new characters and placing their goods on the market. I expect it will continue this way during the week as people try out new power colors and new characters and then this will all resume fairly close to normal turnover when the weekend arrives as more higher level (come colorized) characters resume play.
As for the effect of I16, I'll still be buying, selling and crafting in the niches I'm in and the niches I'm watching. It'll shift, but I doubt it will be drastic. -
Quote:Would it then make more sense to choose the Electricity Mastery epic set and use its Shocking Bolt attack with TC to combine Hold effects? Because these are both duration over time attacks, would the Hold mag in these two attacks stack? If so, this looks like a far more attractive choice than PBU/TF from Power Mastery. Your thoughts?Whatever control you can get out of TF you can get more out of Tesla cage.
Add the lockdown hold proc and a devastation hold proc and pretty dang often you'll one shot hold bosses. Neither proc is very expensive.
TF:
Base 109
w/ 3 SO's = 212
+aim = 267
+aim+pbu = 354 -
Quote:In short, these answer the questions I had. As someone else had suggested, I was looking for the combination of both the mez effect and a contributory degree of damage knowing that most bosses/AV's may take more than at least a few rounds to take out. Without some assurance that the mez would take effect, I wouldn't consider it. From what I'm been reading here, PBU does *not* add to the mag 3 effect of the TF attack. The damage is also not extraordinary relative to some other attacks mentioned (LB and snipe) while equivalent mez effects can be had by the electric TC (surprising, given that TF is an epic power and TC is not).The OP is clearly seeking:
1. Will TF mez a boss? no, not alone
2. what about if I use pbu? no, not alone
3. Does it wtf pwnzor in the damage department? no, not unless you have a very strong forcemultiplcation build (of which emp/elec is not).
OP for reference TF will hit a smidge harder than your snipe.
I appreciate everyone's responses and suggestions in this thread. Thanks!
(I also hadn't heard of the term 0.132 second 'Arcana time' although I have been well aware of it's effect in attack cycles. Interesting.) -
Quote:True, but AM's tend to be quite robust and, with haste, will last long enough for a second one to be up before the first one has expired. It's one of the few 'pet' powers that more than one can be up.When it comes to debuffs though, I think the 90-second recharge times are a major liability. Compared to acid and disruption arrows, acid mortar and poison traps just aren't going to be around when you need them nearly as often on large teams that move somewhat quickly from fight to fight.
There's also a tactical method of extending the life of the AM as the party moves - team teleport, which although useful for an MM may not be as useful for a traps defender. -
One thing I liked about traps, even as a secondary for an MM, is the whole smorgasbord of different IO sets it provides. So I'm not the least bit surprised you're able to come up with a build that provides all of the bonuses you did.
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Quote:Having a both a bots/traps MM and a defender, I can see the potential for pretty good synergy with the traps primary and defender secondaries. At the same time, I don't see how the defender secondaries can even come close to comparing with the firepower put out by 6 fully slotted bots.Poison trap needs to eliminate the ability for procs yet still spawn as many gas clouds as it originally did in issue 6.
I am no expert on this though - any opinions on the set and any insights to the changes to it now as a defender set?
Actually, given a choice, I'd rather choose one of the original defender primaries and have the traps as a secondary, even though the traps powers would come a bit later than they do as a primary power.
Having said all this, I could see a traps defender as being fun to play. I've had a lot of fun playing traps with an MM redside with very little problem even in the fastest moving teams, and I'd probably have just as much fun with a traps defender blueside. -
Quote:I appreciate the constructive comments. See my reply/question to the prior poster about whether the epic set Power Build Up would likely give the Total Focus attack the boost it needs to be effective.I'm not really a defender player, so I hope the power is the same as the versions I know.
Total Focus is a Mag 3 stun. That's enough for a Minion or Lieutenant, but not a boss. Stacking it with other stuns (or itself), or using Power Boost/Power Build Up first will allow it to stun Bosses. Stacking Total Focus with itself would require insane amounts of +recharge and/or +stun duration; it's probably not worth trying.
You will not stun an AV with Total Focus, not even one of the rare ones that lack purple triangles. EB's, I'm not sure, but doubt you could reliably control them with TF.
If you plan on teaming, I would suggest letting the controllers handle the crowd control; some defenders can control, emp/elec isn't the best for that. If you're dead set on contrlling, do it through the -end in elec.
If you're soloing, take TF and slot it up. Once slotted, even a defender should be able to one-hit a minion, and it should lay some serious hurt on a Lt. I'd expect it to take a noticable chunk out of a Boss, but even on a blaster or brute, it won't one-hit a boss.
The intent here was not so much control as to provide a single-shot hard blow when the opportunity presents itself, probably used only once or twice (or only a few times) a battle (depending on how long the fight lasts) given the slow recharge time. If it disorients a major enemy combatant (boss or EV) just for the several seconds(?) the disorient lasts, that's sufficient, as it provides damage mitigation/prevention for the team and in particular for the ones up close fighting the boss/AV.
The electric set itself doesn't provide much apart from the specialty of endurance reduction, which can be moderately effective against the surrounding minions in draining them (especially with the Power Build Up preceding the attack), but not as much against larger bosses and AV with their extremely fast endurance recovery - sometimes they can be fully drained for an instant, but they often very quickly recover enough of a sliver of endurance to keep active. The Power Mastery epic set seems to provide an opportunity to give the defender the occasional shot at a potentially effective attack that can support the team effort. The question here is whether it is feasible with this particular attack. I appreciate the comments so far on this, and your comments will largely determine whether I seriously consider adding this into the respec'd build. -
Quote:Thanks for your comments. I'd probably dismiss the idea outright were it not for the Power Build Up in the same epic set, which reads: "Your mastery of power and energy allows you to greatly increase the damage you deal for a few seconds, as well as slightly increasing your chance to hit. Additionally, Power Build Up greatly boosts the secondary effects of your powers. Your power effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes, knockbacks and more, are all improved."It used to one shot stun bosses, but was reduced to mag 3 so you need to stack it with another stun, which you probably don't have.
It does 109 base damage. Comparatively Lightning blast does 59.
The only toon I've felt that defender total focus "rocks the house" on was my storm/sonic. I'd stack up ludicrous -res hit aim, pbu and hammer out huge numbers with TF, but that was an extreme corner case.
I dunno, if you really need another attack then it can work. It tends to be pretty meh on defs though.
Would the Power Build Up effectively increase the mag 3 disorient to a higher mag level? And if so, by how much, and would it be enough? -
Just how good is the Total Focus as a boss-smiting attack in the Power Mastery epic power set? The description reads "This is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long."
I'm working on respec'ing an empath/electric defender and looking at this particular (Extreme Energy/Smashing) attack as a possible one-shot boss/AV smack backed up by the Power Build Up in the same epic set as well as Aim in the electric blast set.
Would it disorient a boss or even an AV if it hits? And typically what percentage of their hit points?
Or is it a silly idea for an empath/electric defender to even consider this?
(eta: What I had envisioned is a fight against a boss or AV already being engaged by other members of the team. Already being superspeeded and stealthed, the defender would zip in and out for a single blow to add to the damage - if not K.O. potential - against a top enemy combatant. Comments welcome on whether this is a viable idea or not.) -
Quote:Looks good, and based on all you've posted so far, about what I expected. Bet you can't wait 'til you've got Sparky by your side!Hello again Perwira,
I am planning a respec with our upcoming freespec and this is where I will be when that happens. The only major differences will be swapping a few powers around like Maneuvers changing to Combat Jumping, Flying is being dropped for superspeed and a few slots are being moved around. Everything else remains the same, including IOs socketed. Ignore the levels on the IOs, I am still learning Mids, so was not able to have it show all IOs as level 35
As an aside, you mentioned wanting to increase your defense where you could. You're probably not swimming in inf, but a worthy IO to obtain is the unique Steadfast Protection: Resistance/Defense which provides a +3% Def (All). You might want to eventually slot this into your Tough power.
Thanks for posting your build and I'm curious how it works as you get into the upper levels. -
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