Sonic/Traps
Curious as well, that sounds fun.
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I've been thinking of rolling a new Corruptor, one which will be good for both solo and team play. I've played both Sonic and Traps to 30ish on a defender and mastermind, but not quite sure how they'd work together as a corruptor.
It seems like the combo could place huge amounts of -res on hard targets like AVs/GMs in addition to gutting their regen; and it looks like Seekers > Howl > Siren's Song > Toebomb would be a good way to lay waste to large goups.
Can anybody who has played Sonic/Traps shed some light on this powerset combo for me? What are your impressions? What tactical "tricks" work well?
Any insights would be helpful.
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I think it will be nice and will help you leverage up your damage.
As far as "Seekers > Howl > Siren's Song > Toebomb" goes though, I would just do it in 1 step: Toebomb. Especially with poison trap not being what it used to be, I think the most important thing is just capping out your defense. You already have ffg. Also take the scorp shield and weave or maneuvers and you should be good.
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A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
I have a level 50 Sonic/Traps who is also my main villain. I find him to be an awful lot of fun, and despite the PGT nerf, he's an absolute monster while soloing. EBs are generally no trouble at all, and I'm currently working out a way to solo AVs. (So far, using MA, I've taken Bobcat to the point where she hits unstoppable, which then stalls me long enough that she's able to kill me. I'm not sure if I should try a different AV, or just keep plugging away.)
One thing I find is that Siren's Song is less useful in practice than I had expected it to be in making the character. Between Acid Mortar and Caltrops, your own attacks will end up waking up your enemies. If you decide not to use them, then your trip mine does less damage than it could. However, for a while I was getting some use out of it by using it to set up Time Bomb. I found, though, that I was generally progressing slower by relying on Time Bomb than I was with -res debuffs +Trip Mines
My opening sequence is typically Amplify>Seekers>Acid Mortar>PGT>PPP Soul Drain>Trip Mine>Howl. Despite the nerf, I still find a huge amount of utility from PGT, and even more so since I've gotten my hands on a Lockdown: Chance for +2 Mag Hold. Between choking, coughing enemies and high defence, incoming fire is not much of a concern while dropping a Trip Mine.
Alternately, there's always the option to drop a minefield against really hard targets. I have a friend who gets a kick out of it every time I leave an EB clinging desperately to life from a stack of 13 mines going off in their face.
For PPPs, Black Scorpion offers a solid choice. You're spitting distance from the softcap to Smashing and Lethal damage when combined with FFG, and softcapped S/L defence will protect you from an awful lot of melee attacks. I went for a positional defence build, and avoided Scorpion Shield in favour of a resistance shield as an IO mule. I have about 35% to melee and AoE and 47% to Ranged, as well as about 30% to all typed defences. One advantage to this is that there are a lot of sets for defence that this combination can take advantage of which others can't/don't. As a result, you can rack up positional defences fairly cheaply.
I've also found the combo to be fairly good on endurance. Stamina is optional (Yes, I know, stamina is always optional. It's more optional on a Sonic/Traps), particularly if you build a bit of +recovery in through IOs and slot some endrdx.
In all, you could definitely do a lot worse than Sonic/Traps. It's fun to play, and enough of a rarity that you're unlikely to see another in the course of your path from 1-50. There's a learning curve involved to be sure, but if you can get past it, you'll find yourself playing a fun, strong, unique character which will give you plenty of stories to tell your friends about.
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Thanks very much for your reply. I've played the combo to 20 and I'm pretty sure it's a keeper.
I'm still working out an IO build, but my goal is to softcap both S/L and Ranged defense, using Scorpion Shield as well as Tough, Weave, and Maneuvers if necessary. I'm 100% certain it's within reach; the question is whether the tradeoffs I'd have to make are worth it. Presently I'm undecided on that score, and not quite satisfied with my projected builds.
But I'll iron it out as I level the toon. In the meantime, I'm enjoying the unusual playstyle.
This combo was my first corr at 50 and was an absolute blast. Basilisk pretty much covered everything in his post. I'd just like to add a few procs to your planned build I've found usefull.
Devastation: chance for hold is gold slotted into Mortar, turns it into a little AoE hold. (Note: MMs can't slot this in mortar :P ). The kb proc from the purple AoE set is funny as hell while slotted into caltrops
And yes stamina is quite optional, I picked it up for drawn out fights. It's pretty much up to you.
I have a 35 Sonic/Traps that I like to use as a merit mule. Solid build, lots of fun. I skipped Fitness in favor of lots of Recovery bonuses. So yeah, I'm just gonna echo everything good that's already been said here about the combo.
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I've been thinking of rolling a new Corruptor, one which will be good for both solo and team play. I've played both Sonic and Traps to 30ish on a defender and mastermind, but not quite sure how they'd work together as a corruptor.
It seems like the combo could place huge amounts of -res on hard targets like AVs/GMs in addition to gutting their regen; and it looks like Seekers > Howl > Siren's Song > Toebomb would be a good way to lay waste to large goups.
Can anybody who has played Sonic/Traps shed some light on this powerset combo for me? What are your impressions? What tactical "tricks" work well?
Any insights would be helpful.