So, what are you making your Traps Defender?


Adeon Hawkwood

 

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Originally Posted by Seraphael View Post
Really? Traps have a well deserved reputation for being more solo friendly than team friendly. Just look at the two last powers of the set; Trip Mine and Time Bomb. As I see it, a Traps Defender will bring a little mitigation to the team from Force Field Generator, a little Force Multiplier (but less than all sets but Force Field and not much more than Empathy) and a little control in Web Grenade, Caltrops, Poison Trap (nerfed). For solo purposes I'm sure it's a decent set (won't come close to Rad, Dark and Storm though) but for teams I can't see it touching most/all other sets. Or am I missing something again? I would love to hear from someone with hands on experience of the set.
Traps has a a great mix of buffs, debuffs, and controls:

-spd, -recharge, immob, +regen, -res, -def, +def, mez protec, hold, -tohit, -dam, -percep, -regen, +dam (mines, etc.)

In tough situations a trapper can stack so many debuffs that hard targets melt. Poison trap is the best source of -regen in the game. That's why MMs who solo AVs/Heros often pick traps over dark, storm, etc. A traps defender will be a huge asset to any team.


PRTECTR4EVR

 

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Traps/Sonic
should be really easy to softcap with defender numbers


 

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Defs are getting traps? Man, I really need to keep up with coming updates better. I'm really enjoying my /traps corruptor, although he's still a bit of a lowbie. I'll probably give a traps/dark ('trops + hentaicles) or a traps/sonic a shot.

RagManX


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The economy is not broken. The players are

 

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Any word of numbers yet? Specifically for FFG and Acid Trap. Defenders really need a big buff for these two or this will be, I hate to say it (I love my Traps MMs), a gimped set for Defs.

I look forward to it being proliferated to Controllers, they'll probably make the best use of traps than any other AT.


Global = Hedgefund (or some derivation thereof)

 

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Originally Posted by Deacon_NA View Post
Any word of numbers yet? Specifically for FFG and Acid Trap. Defenders really need a big buff for these two or this will be, I hate to say it (I love my Traps MMs), a gimped set for Defs.

I look forward to it being proliferated to Controllers, they'll probably make the best use of traps than any other AT.
No word yet (except for those in the meta). Since the devs have generally avoided redoing pseudo-pets in proliferated powersets I'm not confident that they will although since 8/9 Traps powers use a pseudo-pet I'm really hoping they take a look at it (even though it'll probably mean less damage on Trip Mine).


 

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Originally Posted by Deacon_NA View Post
Any word of numbers yet? Specifically for FFG and Acid Trap. Defenders really need a big buff for these two or this will be, I hate to say it (I love my Traps MMs), a gimped set for Defs.

I look forward to it being proliferated to Controllers, they'll probably make the best use of traps than any other AT.
? x 2


 

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Originally Posted by Adeon_Hawkwood View Post
No word yet (except for those in the meta). Since the devs have generally avoided redoing pseudo-pets in proliferated powersets I'm not confident that they will although since 8/9 Traps powers use a pseudo-pet I'm really hoping they take a look at it (even though it'll probably mean less damage on Trip Mine).
They really need to do the work here and copy and update the pseudos to Defender levels. Otherwise the set is basically pointless, especially with GR coming as well. I suppose they could dramtically decrease Recharge & End Costs instead but that'd just feel like a cheap and lazy way out to me. I'd be astonished if they went the lazy route with this and didn't create the Defender level pseudos. If that's the case why not just give it to Controllers and give Defenders something easier to Proliferate?


 

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traps/elec I imagine...I need another /elec.


 

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Originally Posted by Carnifax_EU View Post
They really need to do the work here and copy and update the pseudos to Defender levels. Otherwise the set is basically pointless, especially with GR coming as well. I suppose they could dramtically decrease Recharge & End Costs instead but that'd just feel like a cheap and lazy way out to me. I'd be astonished if they went the lazy route with this and didn't create the Defender level pseudos. If that's the case why not just give it to Controllers and give Defenders something easier to Proliferate?
I agree, however if I keep assuming that they aren't going to change the pseudo-pets I'll be pleasantly surprised if it turns out that they have


 

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Originally Posted by Kelenar View Post
[ QUOTE ]
So, what are you making your Traps Defender?

[/ QUOTE ]

A nothing/nothing/nothing, unless that stupid time bomb is replaced.
Hey; maybe Defenders will get the Mastermind version with Detonator instead of Time Bomb. Blow up your teammates!




Never happen, but I bet a lot of people would love it.


Arc #40529 : The Furies of the Earth

 

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Originally Posted by Obscure Blade View Post
Never happen, but I bet a lot of people would love it.
"We need a heal-" *BOOM!*


 

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Originally Posted by RagManX View Post
I'll probably give a traps/dark ('trops + hentaicles) or a traps/sonic a shot.

RagManX
Surprised you're the first one considering this.

My dark/traps has been a blast, I'm starting to work on soft-capping her.

('trops + tenticles + nuke + powersink), self heal attack, stacking -tohits.


My Characters

 

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Originally Posted by Seraphael View Post
As I see it, a Traps Defender will bring a little mitigation to the team from Force Field Generator, a little Force Multiplier (but less than all sets but Force Field and not much more than Empathy) and a little control in Web Grenade, Caltrops, Poison Trap (nerfed). For solo purposes I'm sure it's a decent set (won't come close to Rad, Dark and Storm though) but for teams I can't see it touching most/all other sets. Or am I missing something again? I would love to hear from someone with hands on experience of the set.
You're forgetting about Acid Mortar and Seeker Drones, which are also useful on teams (for the -def, -res, -dam debuffs, as well as the fact that they take some aggro).

Poison Trap was nerfed, but it still provides some intermittant control; but more importantly it's the most powerful -regen debuff in the game (-1000%, perma out-of-box).

Some people seem to get some mileage out of Triage Beacon, too, although I personally think the power's a dog.

It'll be a decent set for defenders, though it's doubtful it'll ever become FotM.


 

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Originally Posted by Chaos_String View Post
It'll be a decent set for defenders, though it's doubtful it'll ever become FotM.
I agree. I see as being a fun set for those people that like utility sets, (i.e. trick arrow and storm).

In my opinion, triage beacon just comes too early in the set. It really needs slotting. Personally I like it, but I also always take regen aura on my empths. I slot both the same way. The “planting” of it is annoying and therefore usually means I only get it out right before the tougher fights.


My Characters

 

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Originally Posted by Tatmia View Post
I agree. I see as being a fun set for those people that like utility sets, (i.e. trick arrow and storm).

In my opinion, triage beacon just comes too early in the set. It really needs slotting. Personally I like it, but I also always take regen aura on my empths. I slot both the same way. The “planting” of it is annoying and therefore usually means I only get it out right before the tougher fights.
I have a Trick Arrow/Archery Defender and an Assault Rifle/Devices Blaster. As you can probably guess Traps really appeals to me. As you say it's got a decent range of abilities which is what I like about trick arrow. (also, I'm really awful at buffing so I prefer debuffs or fire and forget buffs).


Also I owe the devs an apology for doubting them. They did right by defenders and buffed the various buffs/debuffs to defender levels. Trip Mine and Time Bomb got their damage reduced to compensate but honestly those aren't why I'm taking the set.


 

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Originally Posted by Adeon Hawkwood View Post
I have a Trick Arrow/Archery Defender and an Assault Rifle/Devices Blaster. As you can probably guess Traps really appeals to me. As you say it's got a decent range of abilities which is what I like about trick arrow. (also, I'm really awful at buffing so I prefer debuffs or fire and forget buffs).

You need a storm/dark.. . . . immediately.


My Characters

 

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Originally Posted by Tatmia View Post
You need a storm/dark.. . . . immediately.
Both a Dark/Dark and a Storm/Something are on the list of characters that i intend to eventually. However I'm one of those rare people who doesn't suffer from altitius so I first need to get my Scrapper and my upcoming Traps defender to 50 .


 

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Originally Posted by Tatmia View Post
I agree. I see as being a fun set for those people that like utility sets, (i.e. trick arrow and storm).

In my opinion, triage beacon just comes too early in the set. It really needs slotting. Personally I like it, but I also always take regen aura on my empths. I slot both the same way. The “planting” of it is annoying and therefore usually means I only get it out right before the tougher fights.
Doesn't everyone always get Regeneration Aura on their Empathy characters? I mean...It's more than three times more potent than Triage Beacon, and the buff is persistent...Why would anyone skip it?

P.S.
I'm glad to see Defender numbers for the Traps set. But I still haven't decided on my secondary. */Electric and */Radiation could work thematically, but */Sonic would have some killer -Res going on and */Dark has that self-heal that Traps lacks completely...Decisions, decisions.


 

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Originally Posted by Demon Keeper View Post
Doesn't everyone always get Regeneration Aura on their Empathy characters? I mean...It's more than three times more potent than Triage Beacon, and the buff is persistent...Why would anyone skip it?
While I agree with you 100%, most people associate RA with recovery aura not understanding how potent regen aura is. But, maybe the trend has changed. I've only teamed with one emp that wasn't me in the last year. . . and that person is another that gamer that understands how amazing both RAs are.


My Characters

 

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I always wanted to play the trap set. (I've seen what i can do before it was nerfed O_o) But I didn't want it as a secondary b/c I could not wait that long for the awesomeness! This is just right! I'm going Traps/AR first Since I have a Ar/Kin then maybe Traps/Dark or Traps/Sonic Dark Pit will mix well with trap's yummyness.



 

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I was thinking Traps/Ice would be great fun for some soft control and debuffles.


 

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Doesn't Dark Pit last for like 3 seconds?


@Rooks

"You should come inside the box... Then you'll know what I mean."

 

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I have no experience with traps so, anyone could explain how Poison trap works ? When looking at the game numbers it looks like a 10sec debuff with 1min30 recharge. Either i'm missing something, or it looks very bad compared to anything else. Sure, 1000% regen is good, but it's not up even half the time with good recharge slotting. That seems pretty useless since regen is good only for AV/GM fights and those take a long time.


Dark armor lover.

The Claws/DA Scrapper guide.

 

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dark pit is 11.92s seconds base.

PGT basically summons little clouds that then apply the hold. Those clouds are more persistent than the 10 secs.

Not sure of the exact exact details, but thats the quick version



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Originally Posted by Catwhoorg View Post
PGT basically summons little clouds that then apply the hold. Those clouds are more persistent than the 10 secs.

Not sure of the exact exact details, but thats the quick version
PGT is complicated, even for a Traps power, but yes. As I understand it, PGT summons a pet (the trap) that summons another pet (the poison gas cloud). The gas lasts for 30 seconds, applying its debuff and hold effects at regular intervals (once per second, I think). If an enemy leaves the cloud, or the cloud despawns, the debuff wears off 10 seconds after its last application, so an enemy could be debuffed for up to about 40 seconds.


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