Traps and PvP..the breakdown
Agree with everything said about the powers shared by Devices and Traps (Nade, Trops, Mines, Bomb) from personal experience. And the other stuff seems about right from what I've seen Traps in action at the zones.
About Leadership - Maneuvers doesn't hurt a MM with other +Def powers. And with LotG: Recharge available, it's free +recharge to all your powers, so taking Maneuvers might be a good idea.
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If you have taken traps, you must be a Corrupter or a Mastermind. Do you want to PvP with those traps? Read on!
. It is the Trap MM's greatest chance of dropping a toggle. Ten trip mines going off at once also has a fair chance of dropping a toggle or two. Jury still out.
WebNade: Is your first anti-fly -recharge immobilize power you get. For PvP low levels such as Bloody Bay or Sirens Call, I suggest one accuracy and one endurance reduction to start. I would also slot a range, but you may wish to slot Immobilize duration. Remember, spam two or three at the beginning of a fight, then one about every ten seconds to keep the stack and - movement and -recharge going.
Later levels, slot it with a set and or IO's. Its pretty thirsty for blue, and later on you can get Web Envelope, an AoE webnade from Black Scorpion (a Patron).
Caltrops: Use em love, slot em for recharge and endo reduction first, as they are pretty close to the slow cap. Later on, a Set or IO's depending on your preference. I like to WebNade, Caltrop, and Poison Trap in that order. Get em stuck, on a DoT, and puking for a few animations. Plus, with proper slotting between those three powers you can slow your opponents attack rate over 140%. That counters a Granite Tanks Hasten (yes I have tested). If they cannot recharge to attack you, they cannot kill you. Throw the caltrops on em after you have them stopped. To valuable in PvP to waste, except in Warburg, where you should throw them at your feet wherever you are as a sign of "stalker respect".
Traige Beacon: Never really liked it, probably usefull for a Ranged Robot/Merc type MM or Corru/Trapper. If you want it, may be worth it for a set bonus or IO's at later levels.
Acid Mortar: Amazing Debuff to Res and Defense, and Amazing Accuracy. A lot of Brutes and Tanks will smash it, only to have me drop one again a few seconds later. Slot it for recharge (3) asap, then debuffs. Avoid accuracy. This is your personal foe debuff tool, if it and the FFG and Poison Trap are not out, you are not being a good trapper. This is what enables a MM to kill those Granites and such!
FFG: Slot it with three defense buffs ASAP, and later on a set. If you telegank, hide and lose the bubble, pop it up later when you are fighting foes, to not have a "IM HERE" beacon on the map. Get it, use it. Its great.
Poison Trap: MUST HAVE for any trapper. It makes +4 Heros(Manticore and such) puke. Its a great toggle breaker and attack rate slower. It can be slotted for slow or hold, I went with slow at first, then the Paralytic set for recovery bonus later levels. Six Slot this as soon as you have the slots. When they are puking, go all out, set those pets on aggro, drop your nuke, just maximize that time they are puking.
Seeker Drones: The Jury is still out on this one for me folks. I need to throw more slots in them and dont have the slots. Still, likely worth getting, as they take ranged and stun sets, the possibilities for gimping the Drones is limitless (chance for hold,knockdown, energy damage, ect). We shall see.
Trip Mines: The reason you PvP as a trapper of course. They need some sort of accuracy bonus, so slot for that depending on Tactics and Set Accuracy Bonus's. Also, slot them for recharge. Lay down at least 6-8 of them in a very tight cluster, TP foe, BOOM the life bar vanishes like a noob taking a Multi AV alpha. Its quite funny actually. Dont bother to try to TP someone unless you have at least 6 and really at least 8 mines. This is your Insta-Kill, you can kill people quicker than a stalker, or any other AT in the game in PvP with Trip Mines. The more you set, the quicker the kill really. REMEMBER, you are a trapper, so adopt a trapper mentality. Think like a trapdoor spider or ambush predator, and come up with some good trap tactics.
If you can TP foe to a proper set of mines and traps, your primary should have little or no work to do after. Your job is to overwhelm and ambush your prey instantly, and leave them dead or very weak and easy to kill after your fist contact. That is why being patient, laying lots of mines and setting up traps is the way to maximize your strength. Not many other builds can have a "toggle" on screen stacked 12 times if they want. Take advantage of it m8s!
Detonator: Never used it, may use it. I see wicked potential with this and teaming with a kinetic, speed boosting your bomber
Leadership Pool: Assault and Tactics are great for PvP, Tactics is pretty much mandatory for it. IMVO it doesnt need to hit buffs, as thats the job your mortar does. I slotted Assault with two endo reductions and Tactics with three, until I got to a high level, and respeced two slots in each, both with Endo reductions.
TP FOE: If you trap and PvP, you must get this. Depending on Tactics and set accuracy bonus's, slot it for range and accuracy. Mine is slotted only with two Range IO's as I have a fairly good accuracy bonus and run Tactics.
Strategies for TP FOE: Put pets in stay, run out and find prey, set traps while prey is unaware, and gank. Use the environment to stay out of sight.
When on an angled roof, or dome, or next to a ledge put some trip mines a little higher or lower than the others. Also throw out your caltrops at the slightly higher level. When you TP Foe to traps (in between the altitudes of traps) he will set off both layers and might be stuck in the caltrops for a moment also. Sometimes TPing the flyers or Superspeeders to traps sets them off, but with no damage to target, this tactic prevents that. If possible, webnade then TP foe so they are "pre grounded". Use the environment. Use the train station in RV, the little bridges next to hero beach in WB, ect. Make it hard for your prey to escape basically.
Patron Powers: The Mace Mastery is best for a Trapper and PvP IMHO. The shield stacks great with the FFG, and you get access to an AoE webnade and a Hold in Web Cocoon. Both these powers are also - recharge and - movement. Stack them with Webnade, Caltrops, and Poison Trap. You are crippling your enemies, and basically Syphon Speeding the SuperSpeeders.
Hasten: May be needed or preferred for a corru/trapper. Not sure if its needed for a MM trapper. Slowing down your enemies so much, one may not need hasten. Personal preference, but I know serious PvP ers get it early if they want it.
TimeBomb: Never used it, so srry, it seems like a pain in the [censored]. Possibly if you had someone puking in multiple poison traps.
Break it down gang. All fun.
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