how good is ar/trap/mace
I have a level 47 AR/Trap/Mace. I think its a good build that matures fairly late. Its no AV killer, but youll make a strong contribution to a team and can solo effectively. There are lots of different directions to take with it.
Pros and cons? Id say the pros is the versatility of the build. Lots of AOE. The shield in the mace set compliments your personal Defense in FFG well. The AOE hold in the mace set compliments all the AOE that AR has.
Cons. As already said, it matures fairly late. There are a few tough levels before you get your powers full slotted. Re-draw on AR can make the toon feel clumsy. Traps has mediocre synergy with AR. AR is a little light in single target damage. (This gets better as you slot +rch though. Right now, my ST damage feels pretty good; thanks largely due to a near-perma hasten.) At the early levels I used my vet powers
a lot.
This is the only toon that Ive played to these levels of the game. This kinda makes it tough for me to compare it against other sets. All I can say is that I seem to have a tool for every occasion. When I do team, it seems to always be a steamroll.
THe cyborg pack goodies will be applied to all of your toons as soon as it's installed. You'll just have to go to the tailor to change outfits.
Is a blaster ar/dev/munitions better?
In PvP? Maybe. Solo? Doubtful. On a team? No way.
Depends on what you mean by "Better"
AR is one of the best AoE sets. Traps is one of the best debuffing sets. If it weren't for concept I would suggest doing Mu or Soul instead of mace. Redraw is going to be a killer. That's what caused me to spec out of mace on my Bots/TA MM and into Mu. From the start you won't have softcapped defense from FFG and Seeker Drones, but you'll have a nice chunk and can fill it out with set bonus's. Add in a resist shield and you start looking pretty durable. Charged Armor has a very overloaded robot look to it and may still work with your concept.
The Immobilize in Mu is a smaller radius and a shorter duration, but it deals damage and casts much much faster. Adding in another damage type to this build is nice. You'll be dealing the four most common damage types, but that's usually enough to cover your bases.
If you're absolutely sure you want to go Mace for this concept I would reccomend getting the Shield, Immobilize and the pet. Having another source of single target damage will be nice. Plus he's another damage type. Plus he can mez. Plus he can AoE somewhat. On my Fire/Storm I slotted my arachnobot with four pieces of expedient reinforcements for the global recharge bonus, made one of those the pet resist proc. For this build I would suggest making at least one of the slots in your patron pet (should you choose to take it) one of the pet defense procs. This will buff your patron pet as well as your FFG, which needs the help.
Munitions as an Epic pool will give you a hard hitting AoE snipe. Which is nice, but that's the only thing it gives you really. The Villian Epic pools give a much wider range of options for control and damage reduction. I would still strongly reccomend Mu for overall effectiveness VS Mace. On pets though the Mu pet is less of a durable tank, but with practice can be positioned to hover over melee mobs for the most part, just raining down lightning. Sort of hard to fit the armless floating magic user into a cyborg concept, but you could always just say he's some kind of robotic drone decorated with Orenbegan runes and powered by Coralax shards.
Have fun with your character, whatever you pick.
Yes. So far, the bot has been pretty nice. I've noticed EB solo fights are alot easier as it picks up a good amount of aggro.
Downside in the 15 minute rch and it leaves after 5 minutes. My current verdict on the power though is that it's very useful for a soloer, but not as useful on a team playing at a high difficulty. The bot would not be very useful in an AV fight. It'd go down pretty quick.
Alot of your power picks will depend on your play style.
you can actually take down the bot recharge pretty substantially with global recharge set bonus's. on my AR/Rad Corr I have a 23 second downtime between patron pets. On my Fire/Storm corr I have it down to 52 seconds.
well.. i have a cyborg concept in mind.. when talking about costume something like G I Joe crew
how ar/trap/mace is good.. i known it isnt a dmg god like fire, but wich to known about pros and cons on that build
one more thing.. im creating this toon today.. and will buy the cyborg pack in 1week.. will this toon recive all stuffs of cyborg pack like self destruction power and cyborg costume pieces, or i need to build the toon after purchase the pack?
is a blaster ar/dev/munitions better?
thnx!