New Thugs/Traps Needs Advice


Carnifax

 

Posted

Alright just made a Thugs/Traps MM to lvl 2 and for some reason he's not leveling fast. Here are my powers atm(I'm level 2 remember)

-Call Thug(s)

-Dual Wield

-Web Grenade

If this is quite a rubbish build that'll get nowhere, please tell me. 'Cos I wanna get this one to 50 to be prepared for Nictus when it's out


 

Posted

That should turn into a steamroller build extraordinaire.

Stick at it, get acid, poison gas trap, super slot them, make sure you get gang war and caltrops and get out in front of the team and run into anything with bodyguard mode on (no pulling just keep steamrolling).


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

traps for both MM and corruptors are VERY powerfull builds imo - wait until you get force field generator and the later powers and you'll fall in love with it. For me it did feel like a bit of a late bloomer but then again i 'spose i would rather have a stronger late build than a build thats only strong to begin with - gives the extra incentive to level later on to get that "uber" power inni


@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!

 

Posted

Masterminds start to pick up at about level 6. With a second pet, and the upgrade for them, you'll end up doing a lot more damage.


Story Arcs:
The business of destruction ID: 80848

 

Posted

Thugs rock, in fact they rock so much haters say they are overpowered... and maybe they're right. As Shannon says, you are an unstoppable steamroller, especially when teamed with other Thugs. Now go get that fifty and do not be tempted to try any other primary builds for they are simly inferior, okay?


 

Posted

[ QUOTE ]
Thugs rock, in fact they rock so much haters say they are overpowered... and maybe they're right. As Shannon says, you are an unstoppable steamroller, especially when teamed with other Thugs. Now go get that fifty and do not be tempted to try any other primary builds for they are simly inferior, okay?

[/ QUOTE ]

lmao I know my little thug managed to beat a orange!


 

Posted

Thugs are fine by me as long as you don't name them after the cast of a TV show. Actually that goes for all MM pets.


 

Posted

I would slot web nade with one accu and one end reduction only, unless you PvP. A range in it may be nice also. Your play style will dictate.

Caltrops I slotted for two recharge, one end reduction and one slow (slow slotted for after Poison Trap). It slows em down a lot at stock without slow slotting. I can throw em down while the first pile is still there.
The mortar, please do not slot for accuracy or damage, slot it with three recharges ASAP, then three Defense Debuffs ASAP. It is a cornerstone of the trapper game. I have seen it miss once in PvP, against a Super Reflex Scrapper. Cant remember it missing in PvE. It may have missed a Hero, once..Basically you need it to debuff for your pets and take a bit of aggro.
FFG, get ASAP, slot for three defense buffs ASAP.
I have a ninja trap MM. I choose aimed shot slotted with one range as my puller. A range in it helps break up the aggro a bit, I have found.

Poison Trap, again three recharge ASAP, and then three Holds.

My mindset with traps is this = They are no good to you if they are not there to use. So slot for recharge first. Better to have a mortar up and running than waiting for it, and wishing it was there while you run away.

I have not played with the seeker drones, and just got trip mines ( glad I got them and not the seekers so far no regrets).
You can totally avoid the fitness pool.
I recommend leaping for CJ and acro, if you can fit acro in your build. Your pets should have superleap, so super jump shouldnt be a problem.
Aid Self and Aid other, well you are gonna need em. Slot both for interupt reduction, then heal or recharge.

As a trap MM, I find myself benifitting from the Leadership pool a lot.I choose Manuvers to stack with the FFG, and later on choose Tactics for the perception (Night Widows, Bone Spiders, PvP, ect). It has totally increased my pets damage output by increasing the to hit chance, and it seems to sort of stack with the acid mortar. With tactics and the mortar defense debuff, the ninja's just cannot miss it seems.
Without trying for a PvP build, or having tp foe, my MM has quickly got a 83.+ PvP rep, and mostly I just sit back , hop up and down, and lay down traps. The heroes don't like to fair 1 v 1 duel "8ngaHroSndwch" at all in Warburg, but hey..
Hope this helps..

Your:

Private Dancer


 

Posted

Private Dancer, I'm so very glad you joined our all-trappers team. So very glad.

See you monday.


On topic, only because I had this traps power until I respec'd out of it:
Triage Beacon is nice, but it's only going to save your bacon if you slot it like crazy and keep the fight to one place. While keeping a fight localized is part of the traps package (you actually will do better than most builds when fighting in narrow tunnels and small rooms), Triage Beacon just seems....a waste to me.

That's my 2 cents, as everything Private Dancer said is spot on.
-jared


 

Posted

With max recharge on traps, it's beyond me how you can have any stamina at all after 40, without the fitness pool. :-p

---


 

Posted

[ QUOTE ]
With max recharge on traps, it's beyond me how you can have any stamina at all after 40, without the fitness pool. :-p

---

[/ QUOTE ]

I've slotted a few +DMG into Empty Clips and Dual Wield, will that do any good?


 

Posted

ive got a Thugs/Traps MM at lvl 43 and agree with everyone that its awesome.

One thing to add that hasn't been said is that you wont need the pistol powers, from start i was taking them, got to about level 15 and they were somewhat useless, respec'd em out and haven't needed them since

so if your taking the pistols i recommend dropping them as you near lvl 20ish, only thing i can see them being useful for at higher levels is pulling but when u can save that power slot for sumthin else and ive not had to pull in a while, its worth thinking about it.

enjoy your traps!


 

Posted

[ QUOTE ]
[ QUOTE ]
With max recharge on traps, it's beyond me how you can have any stamina at all after 40, without the fitness pool. :-p

---

[/ QUOTE ]

I've slotted a few +DMG into Empty Clips and Dual Wield, will that do any good?

[/ QUOTE ]

Damage slots are worth more than anyother type of slot you can add to an attack. I took thugs to run around with guns in my characters hands and so thats what she does.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Anyone got sample builds for their Thugs/Traps?

I'm really enjoying him, just about to hit the teens and start getting the really fun powers. Trying a Staminaless build (bolstered by IOs hopefully) and I have taken Dual Wield and Empty Clips. I play an attackless Necro MM and fancy a bit of a change.

Are Seeker Drones as pants as they seem from checking the figures? The Accuracy Debuff is tiny. The -Damage is alright but I reckon I'll skip it.

*Edit : Heres a sample SO build from SuckerPunches online builder:

+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: N/A
Level: 41
Archetype: Mastermind
Primary: Thugs
Secondary: Traps
+---------------------------------------------
01 => Web Grenade ==> Acc(1)
01 => Call Thugs ==> Acc(1),Acc(3),Dam(5),Dam(7),Dam(9)
02 => Dual Wield ==> Acc(2),Dam(3),Dam(5),Dam(40)
04 => Caltrops ==> Slow(4),Slow(7)
06 => Equip Thugs ==> EndCost(6)
08 => Empty Clips ==> Acc(8),Dam(9),Dam(11),Dam(21)
10 => Air Superiority ==> Acc(10),Dam(11)
12 => Call Enforcer ==> Acc(12),ToHitBuff(13),Dam(13),Dam(15),Dam(15)
14 => Fly ==> Flight(14)
16 => Force Field Generator ==> DefBuff(16),DefBuff(17),DefBuff(17)
18 => Acid Mortar ==> Rech(18),Rech(19),Rech(19),DefDeBuff(34)
20 => Poison Trap ==> Rech(20),Rech(21),Rech(23),Hold(36),Hold(36)
22 => Gang War ==> Rech(22),Rech(23),Rech(31),Acc(31),Acc(31)
24 => Aid Other ==> Heal(24),Heal(25),Heal(25)
26 => Call Bruiser ==> Acc(26),Dam(27),Dam(27),Dam(29),Acc(29)
28 => Aid Self ==> Heal(28),Heal(33),Heal(33)
30 => Hasten ==> Rech(30),Rech(33),Rech(34)
32 => Upgrade Equipment ==> Rech(32),EndCost(34)
35 => Trip Mine ==> Dam(35),Dam(36),Dam(37),Acc(37),Acc(37)
38 => Detonator ==> Rech(38),Rech(39),Rech(39),Dam(39),Dam(40),Dam(40)
+---------------------------------------------
01 => Sprint ==> Empty(1)
01 => Brawl ==> Empty(1)
02 => Rest ==> Empty(1)


 

Posted

Seekers are great!
I only have stamina problems at the start, when summoning and buffing all the pets and then the traps as well. So a few IO's should really solve it IMO.


My MA IDs:
Fiend Space: 211464

 

Posted

I've found the Seekers are pretty pants in PvE to be honest, they're really not worth the big chunk of endurance to cast them. I recently respecced them out on my Bots/Traps and haven't missed them at all. FFG and Poison Trap are indispensible to a /traps, Acid Mortar is a bit naff for normal fights but can really help with tougher Bosses or EBs.

I know from past experience that Trip Mine is great too, and I'm expecting it to be a lot of fun versus mobs when my Henchies have taken the aggro. Currently my Bot/Traps is only 34 and the mines are 35...


 

Posted

eh. Acid mortar can be set just close enough to pull for you and its a tough little bugger to take down. Seekers have an awesome range and recharge. Drop them in the middle of a spawn to pull aggro, then charge in and drop everything else (traps that is). I think yer both bonkers but eh well


My MA IDs:
Fiend Space: 211464

 

Posted

[ QUOTE ]
eh. Acid mortar can be set just close enough to pull for you and its a tough little bugger to take down. Seekers have an awesome range and recharge. Drop them in the middle of a spawn to pull aggro, then charge in and drop everything else (traps that is). I think yer both bonkers but eh well

[/ QUOTE ]
Theres no way I'm skipping Acid alright, its like an Acid Arrow launcher from what I've read, which can only be a good thing.

Seekers as an alpha absorber is a nice idea too actually. I was thinking of it as a Traps version of Flash Arrow (that stats are about the same except for the %Stun which is quite low).

I've no room for it (I'm not sacrificing my shooters ). Unless I drop Aid Self maybe? That could be dodgy though.

*Edit, I could drop Air Superiority and just go Haste & SS but its a Keanu Tribute Toon so I gotta be able to fly!!

If ye have builds easily available throw em up


 

Posted

Here is what I play on the weekly trapper team:

Archetype: Mastermind
Primary Powers - Ranged : Ninjas
Secondary Powers - Support : Traps

01 : Web Grenade Empty(01)
01 : Call Genin Empty(01)
02 : Caltrops Empty(02)
04 : Triage Beacon Empty(04)
06 : Train Ninjas Empty(06)
08 : Hasten Empty(08)
10 : Acid Mortar Empty(10)
12 : Call Jonin Empty(12)
14 : Super Speed Empty(14)
16 : Force Field Generator Empty(16)
18 : Kuji Kiri Empty(18)
20 : Poison Trap Empty(20)
22 : Aid Other Empty(22)
24 : Maneuvers Empty(24)
26 : Oni Empty(26)
28 : Seeker Drones Empty(28)
30 : Fistful of Arrows Empty(30)

I just threw this out there so I havent put the slotting in. By level 30 I really fancied attacking, thats the only reason I took fistful of arrows and I will prolly respec it out later. If I didnt have 7 other traps users with me any time this gets played I would prolly not have taken triage beacon. So, in a more regular pve build I would drop the attack and triafe beacon, for maybe aid self and possibly more leadership powers. I also just picked whatever powers seemed more useful at the time. It seems to work pretty well though.


My MA IDs:
Fiend Space: 211464

 

Posted

Well I respeced out the pistols on Commander Spanky on the guidance given here and it's like a whole new game tbh. Rather than using the traps to suppliment the damage output of my thugs and my pistols, it is now the other way around (although the pistols were particularly cool, so i do miss them aesthetically).

This is probably now the most intense toon I have had in the 2 years I've been playing and it needs constant adjustment of position and resetting of traps for maximum effect on the combat - running in and dropping another Posion Traps in the middle of a huge fight has saved the team more than I can count (granted it's also face-planted me a few times ).

This is the first CoV toon I have kept and intend to take to 50, it's that much fun


Si
In-game @Spanky the Loveclown
Twitter @simon_writes

 

Posted

Glad your enjoying it
I liked my monday night trapper so much I made a new one to play the rest of the week.


My MA IDs:
Fiend Space: 211464

 

Posted

So do the Seeker Drones do their debuff per drone?

Because if they do, yikes! 30% damage debuff and a 7.5% unslotted Accuracy debuff!


 

Posted

[ QUOTE ]
So do the Seeker Drones do their debuff per drone?

[/ QUOTE ]

Yes.
Unless they changed it then both of them going off will cause a 40% damage debuff. And if you have another set ready to go you could get 80%
Where did you get the 30% debuff figure?


My MA IDs:
Fiend Space: 211464

 

Posted

[ QUOTE ]
[ QUOTE ]
So do the Seeker Drones do their debuff per drone?

[/ QUOTE ]

Yes.
Unless they changed it then both of them going off will cause a 40% damage debuff. And if you have another set ready to go you could get 80%
Where did you get the 30% debuff figure?

[/ QUOTE ]
Its 15% apiece for MMs. Red Tomaxes site only lists the Corrupters values as far as I know (under Pets).

MMs buffs are 3/4 of Corrupters.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
So do the Seeker Drones do their debuff per drone?

[/ QUOTE ]

Yes.
Unless they changed it then both of them going off will cause a 40% damage debuff. And if you have another set ready to go you could get 80%
Where did you get the 30% debuff figure?

[/ QUOTE ]
Its 15% apiece for MMs. Red Tomaxes site only lists the Corrupters values as far as I know (under Pets).

MMs buffs are 3/4 of Corrupters.

[/ QUOTE ]

Ah. I read the "load of old traps" guide on the US forums today and forgot it was in the corruptor section of the board
15% is still sweet though, especially when you can stack it up to 60% in some cases!


My MA IDs:
Fiend Space: 211464