Necro/Traps---Good Combo?


Bookkeeper_Jay

 

Posted

Thinking about gacking my Necro/FF MM and rolling up a Necro/Traps MM. Anyone tried this? Good combo or bad?


 

Posted

In my opinion, traps is a set built for ranged pets (mercs, bots, thugs). A lot of it seems to be set up a fortified position and lay waste from afar.

The FFG follows you, though, so the melee pets would be ok as long as you stayed in melee range. If you use it, you'd also have to drop the triage beacon in melee range.

Although, there is quite a bit of synergy with Detonator -> Soul Extraction.


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Posted

Good points. The basic strategy would be for me to pull the aggro back to the pets.

How does Traps' FFG stack up against FF's Dispersion Bubble?


 

Posted

FFG has a higher modifier.

Basically the FFG is a Defender's dispersion bubble whilst a Mastermind's Dispersion Bubble is slightly lower.

Mastermind Dispersion Bubble: 7.50%

FFG: 10%


 

Posted

I would think that Traps would be a good match for a melee set. Run in with pets, toe bomb, watch everything die.

I've never tried it though so someone with direct experience might have other things to say.


 

Posted

I /hate/ my Necro/Traps. One of the few characters that I do.

I'm not sure why, and I'm not sure why I keep pulling him out and playing him...


 

Posted

[ QUOTE ]
FFG has a higher modifier.

Basically the FFG is a Defender's dispersion bubble whilst a Mastermind's Dispersion Bubble is slightly lower.

Mastermind Dispersion Bubble: 7.50%

FFG: 10%

[/ QUOTE ]
Interesting. FF only has three major features, and one of them is the big bubble. Discounting that, the big selling point becomes the defense bonuses of the two spam bubbles.


 

Posted

[ QUOTE ]
In my opinion, traps is a set built for ranged pets (mercs, bots, thugs). A lot of it seems to be set up a fortified position and lay waste from afar.

The FFG follows you, though, so the melee pets would be ok as long as you stayed in melee range. If you use it, you'd also have to drop the triage beacon in melee range.

Although, there is quite a bit of synergy with Detonator -> Soul Extraction.

[/ QUOTE ]

Traps is anything but geared for only ranged pets. Nearly all of the powers require you to be in melee. (If you play aggressively)

Necro/Traps while it has some holes is a fun pair IMO. Also in i15 you will be able to slot the recharge pet IOs into Soul Extraction. So x2 def procs + FFG + -tohit is a nice combo IMO. Don't forget not only can you add 2 +resist procs, you can take maneuvers to stack with your other buffs.


 

Posted

I can see Necro/Traps working well together. Zombies running into traps that trigger explosions...Very Legion of Doom.


Too many alts to list.

 

Posted

traps works with all of the primaries equally well.

for melee primaries - get, use and learn to love team teleport


 

Posted

[ QUOTE ]
Thinking about gacking my Necro/FF MM and rolling up a Necro/Traps MM. Anyone tried this? Good combo or bad?

[/ QUOTE ]

Grab Grant Invisibility and Detonator.

Three Words

Invisible Exploding Zombies.

If i could have made it to level 38, I'm sure Necro/Traps would have been my first Villian 50. Alas, got deleted in frustration. But don't give it up!!!

Invisible Exploding Zombies.


 

Posted

[ QUOTE ]
Thinking about gacking my Necro/FF MM and rolling up a Necro/Traps MM. Anyone tried this? Good combo or bad?

[/ QUOTE ]

I have tried it and I made for PvP originally. I liked it. He is at lvl 36 and stuck on Freedom server. (I am on Virtue now)

I originally wanted Necro/FF but /FF really offers just defense and has no debuff and I already have a Ninja/FF at lvl 45 and I wasn't sure if I want to cast bubbles that much again.

It turns out Necro/Trap is more enjoyable than /FF. Here are the good stuff to consider:

1. You can pull the mobs to you OR you can just team teleport in! I love this strategy on Necro/Trap. Team teleport also ports FFG with you so the moment you arrive, FFG is there and your pets can start mauling.

2. Necro's tohit debuffs stack nicely with FFG and Maneuver's defense.


If you don't mind taking Team Teleport, I think Necro/Trap is an awesome combo. Even without team tp, you can still use Seekers and then run in or just simply wait for the mobs to come to you.

I wanted Necro/Trap for pvp because of web grenade for -movement and mez protection and defense. They've nerfed Poison Trap to like useless in pvp so I am not so sure but hey pvp is pretty messed up anyway!


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.