Soldier of Fortune - An AR/Traps Corruptor Guide
I'd like to agree about Acid Mortar being a semi-tank. I play a /Traps Mastermind, but with Recall Friend to position the mortar, I've had it taek the alpha from two closely-grouped spawns for a team of six and only drop to half. It has insane amounts of health and draws lots of aggro away from team members. The resist debuff is pretty awesome too.
I have a lvl 40 ar/traps, do you have a guide in what would be a good way of repec my build?
What a great guide!
The Frankengun may be even more useful Villain-side due to the superior nature of Scourge compared to the near-useless Defiance.
I'm a fan of gadgety heroes/villains, so I think I'll add AR/Traps to my alt collection.
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Nice guide, but AFAIK you, nor anyone else, can grant invis on the FF gen. However, they may have changed that recently. If you plan on updating this guide you may want to put in some reccomended slotting. I've herd some people say more than one res debuff in acid mortar is a waste.
Nerf unto others as you would have them nerf unto you.
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I'm new to AR / Traps (only lvl 9) but I did some reading and figured this build might work well (PvE only). Any constructive thoughts are appreciated
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Mike Diamond
Level: 50
Archetype: Corruptor
Primary: Assault Rifle
Secondary: Traps
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01) --> Slug==> Acc(1)Acc(3)Dmg(5)Dmg(9)Dmg(15)
01) --> Web Grenade==> Acc(1)Acc(43)
02) --> Buckshot==> Acc(2)Acc(3)Dmg(5)Dmg(13)Dmg(15)
04) --> Burst==> Acc(4)Acc(7)Dmg(7)Dmg(9)Dmg(25)
06) --> Caltrops==> Rechg(6)Slow(13)Slow(29)
08) --> Swift==> Run(8)
10) --> Acid Mortar==> Rechg(10)Rechg(11)Rechg(11)
12) --> Hover==> Fly(12)Fly(40)Fly(40)
14) --> Fly==> Fly(14)Fly(37)Fly(40)
16) --> Force Field Generator==> DefBuf(16)DefBuf(17)DefBuf(17)
18) --> Flamethrower==> Acc(18)Acc(19)Dmg(19)Dmg(21)Dmg(21)EndRdx(37)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> Poison Trap==> Rechg(24)Hold(25)Hold(27)Hold(29)
26) --> Ignite==> Dmg(27)Dmg(31)Dmg(33)
28) --> Seeker Drones==> Rechg(28)TH_DeBuf(31)TH_DeBuf(31)TH_DeBuf(33)Acc(43)Rechg(46)
30) --> Triage Beacon==> Heal(30)Heal(36)Heal(36)Rechg(43)Rechg(46)Rechg(46)
32) --> Full Auto==> Acc(32)Acc(33)Dmg(34)Dmg(34)Dmg(34)Rechg(42)
35) --> Hasten==> Rechg(35)Rechg(36)Rechg(37)
38) --> Beanbag==> Acc(38)Acc(39)DisDur(39)DisDur(39)
41) --> Scorpion Shield==> DefBuf(41)DefBuf(42)DefBuf(42)
44) --> Web Envelope==> Acc(44)Acc(45)Immob(45)Immob(45)
47) --> Web Cocoon==> Acc(47)Acc(48)Hold(48)Hold(48)
49) --> Sniper Rifle==> Acc(49)Dmg(50)Dmg(50)Dmg(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Scourge==> Empty(1)
02) --> Rest==> Empty(2)
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Great ideas in this guide. As a Merc/Traps MM, I have grant invis, and I can never get my FFG invised, however... has this changed recently?
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Yes, I like Force Fields.
Soldier of Fortune An Assault Rifle/Traps Corruptor Guide
OVERVIEW
What this combination of powersets can do:
1) Single Target Damage (Burst, Slug, Sniper Rifle)
2) AOE Damage (Buckshot, M30 Grenade, Flamethrower, Ignite, Full Auto, Trip Mine, Time Bomb)
3) Debuff (Beanbag, Web Grenade, Caltrops, Acid Mortar, Poison Trap, Seeker Drones)
4) Buff (Triage Beacon, Force Field Generator)
This guide is based on the concept that it is important for a player to recognize what their powersets are best suited to accomplish and then slotting and building to achieve that ideal.
I will not offer recommendations on slotting as that is really based on player style.
In the case of an AR/Traps Corruptor the strength of the combined powersets are best suited to cause AOE damage while Buffing and Debuffing actively and passively.
The strength of the AR/Traps combination is then reinforced by the fact that you also have three solid single target damage attacks including a sniper power.
There are many who will argue that Burst is not a solid attack and I will address those concerns later in the guide.
SOME OF THE NOT SO GOOD STUFF
It should be noted that the life of a Soldier of Fortune is not always rosy and there are several issues that exist with the AR/Trap combination. I will list some of those here:
1) Lethal Damage galore in these powers. Lethal is one of those powers that are resisted more and more as the game goes on and in the PvP environment as well. This is not a solid PvP choice so if you see a lot of that in your future another power set combination may be a better choice for you.
2) Unless you invest in Hasten and slot a bit for recharge some of the Traps powers will take a bit of time to recharge thus preventing their use in every battle. So if you want to have your powers up and ready to go all the time another power set combination may be better for you.
3) There is no direct heal and no direct shield power in this group so you will not be doing a lot of individual buffing which is a plus in my eyes but the potential exists that you will not be a highly visible team contributor if those teammates are not aware of the small things (read: passive power contributions). In other words the support powers you provide are not flashy and so if you want Green Flames shooting out of your well shooting out of anywhere then another power set combination may be a better choice for you
4) The Traps set can be sort of like Castle Building in Real Time Strategy (RTS) games. The set can revolve around the idea that you can set up a safe haven from which to operate. You can set up your Beacon, Acid Mortar, Drop some Caltrops, Lay down the Poison trap, etc all in a defined area and prior to engaging the enemy if you wish however this particular style of play while very effective solo can be much less effective on teams the enemy is dying much more quickly and many of your teammates may be on the move so they may not be reaping any benefit whatsoever of your powers or moving in and out of their beneficial range. Playing the set like you are Castle Building is not a requirement but if that is the thing you like to do and you are the type of player who would become agitated that EVERYONE IS NOT STAYING SAFE BY MY SIDE!! then another power set combination may be a better choice for you.
ACTIVE and PASSIVE POWERS
One of the best things about the AR/Traps corruptor is the fact that you have both active and passive powers in the Traps set that can help the team. The Passive powers here are the Force Field Generator and the Triage Beacon. You set them up and they are doing their job you dont have to think about them at all yet you are reaping their benefit.
A word about the Triage Beacon. This power is one that many people advise can be skipped in the Traps set and while I understand the rationale behind that thinking this power does have its benefits. When properly slotted the Triage Beacon is providing what is basically a Super-Health power (without the sleep resistance). Everyone who is within the rather wide range of this power will recover approximately 5% of their hit points every 2 seconds. There is no doubt that this power will not prevent the Alpha Strike death or the too much Agro and I am a squishy death but there is no denying that recovery of 5% of my hit points every 2 seconds is, for lack of a better term, Good. Positioning of this power is very important and often this power should be put into use not at the very onset of the battle but once things are rolling and the melee area is defined. The range of the Beacon is large enough that it can be placed at a strategic point between the Melee folks and the Ranged folks and both with benefit.
One might also consider Acid Mortar, Seeker Drones and Poison Trap as Passive powers (as well as Caltrops, Trip Mine and Time Bomb) but I do not because they do require a bit more thought due to placement, agro management and the like.
In my opinion those are hybrid active/passive powers.
Once you make your decision on where to lay them down then they can do their thing but in the meantime you have to think about the best place to put them into use.
Ok so you have your passive powers out and working you put some thought into where you want to lay the hybrid powers down and now it is time to go active mmmm blasting . time to pull out the Gigantic Rifle of Death which amazingly never needs reloading or cleaning and will disappear into umm your back apparently when not in use. The Assault Rifle powers details are available for review in the blaster forums so I will not rehash them here except to say this when you have a group of enemies that are either desperately trying to run out of the caltrops, puking their guts out from poison trap and/or stuck in place with the Web Grenade and you open up with Full Auto, Flamethrower, Ignite, and any of your single attack powers and then end it with a good dose of Buckshot well it is very satisfying
Regarding Buckshot and the M30 Grenade Launcher as has been said before you may not need both. I have Buckshot because I like the resulting position of the mobs better than what happens when M30 knocks them all over the place and to be honest I usually use it only as a Defensive get away from my castle power or when I have a good group lined up and they are close to death.
This brings us to Scourge, which is the reason I mentioned Burst earlier and why I dont think that is a wasted power. If you have an enemy that is getting down a bit on health you have the perfect ender to his sad life Burst 4 ticks of damage suddenly becomes 8 ticks with scourge and Viola dead bad guy. The same can be said of Buckshot after you have whittled down the health with your other more potent attack and suddenly you lay Buckshot into a group then you have actually dealt quite a bit of damage plus most of them are going to be getting back up and therefore not shooting at you.
THE TRAPS POWERSET
A quick summary of some of the Traps set powers no numbers here just some basic info about the power and its use from my experience.
Web Grenade - You have to take it easy to forget you have it great to take down flyers situational power but very useful when needed No Choice but to take it.
Caltrops - Ahhhh Sweet, Sweet Caltrops how I love thee so . Get em. Slot em Love them.- Highly Recommended!
Triage Beacon - Some dont like or need this power and I can see that but I like it so you make your own decision on it. Up to you I like it so I will say Recommended.
Acid Mortar This power will Tank for you and increase the damage you do Nuff said . Recommended.
Force Field Generator A must have power Mez protection very noticeable difference in damage and how often Mezd when this power goes down in the middle of a battle. Highly Recommended!
Poison Trap Again a situation power much more useful to me on an 8 man team with a lot of mobs than in a small team or solo setting Can Save your Bacon if played correctly useful recommended well maybe my thoughts are it can be skipped or slotted for full use but not in between (I have it and use it). Up to you.
Seeker Drones Great power in a Team situation Basically you are saving the Brute from taking the Alpha strike with this power . Solo Im not so in love with it draws agro, which I would rather do with a bullet to the noggin from my Sniper Rifle. Recommended.
Trip Mine The better of the two bombs my thoughts are you can do a lot of damage as is but if you really like doing damage go for it. Up to you.
Time Bomb Huh! Can I get that thing where I attach a bomb to some poor sod like a mastermind does instead . not recommended.
RECOMMENDED POWER POOL CHOICES
There are many that are solid add on powers . Medicine in case you want to add an active heal to your repertoire Stealth and Grant Invisibility is a must so you can cloak your Force Field Generator and hide yourself so every Yo-Yo and his brother doesnt shoot at you while you are placing bombs and other evil devices at their feet Super Jump so you can get Acrobatics and avoid being knocked back out of the castle you have built .TP is good to move some of your items (Acid Mortar) around .Hasten will aid your recharge timers on some of the longer recharging items .your choice really but the utility of the sets in general allow for a wide range of choices .
BEST TEAMATES FOR THIS POWER SET COMBINATION
For Survivability: Thermal Corruptor or another Corruptor with an active heal
For Fun: Anyone with SB, AM or any other power that causes your power to cycle more quickly
SUMMARY
The Assault Rifle/Traps Corruptor is a solid power set combination. It is not flashy and may seem not very Super Villainy to some people so there are going to be those who just would simply not consider it. It is however a very satisfying set to play simply due to the utility you can offer to a team. You will not be getting the Nice Heals message in the team window but you will have a great time and if the team has another Corruptor on it with active heals the team will rock. When a Traps Corruptor is the only Corruptor on the team there can be issues but when another player has an active heal then you will be amazed at how smoothly things go This is the power set that fills in all the small little niches that otherwise may cause issues You need some control Got that You need some Healing Got That . You need some Mez Resistance . Got that . Oh you need some serious damage dealing . Got that too.
Whatever you do have a good time doing it
Uh Oh . my phone is ringing must be another request for this Soldier of Fortune to go out and do some damage
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