Traps - Detonator
They place the bomb, start to run, and *boom*. No henchman ever got away when I tested it. But did not use it for more than a few weeks. It was not an overly reliable power, and you had to sacrifice your big guy, if you wanted real bang for the buck. :-P
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From the end of the description, can Thugs, Soldiers and Ninjas actually occasionally avoid being blown to bits? Or can someone describe for me what actually happens? I'll assume for Robots and Zombies, they just instantly blow up, but I'd like to know the effects it has on more sentient henchmen
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Nope, all pets that get detonator used on them snuff it.
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* Summon "Pets Traps TimeBomb" (-) (PL_Untargetable_FightPreferRanged) at Self
* 1000 Afraid to Self for 10 seconds [Ignores Enhancements & Buffs]
* 4 Knockback to Self (after 2.13 second delay) [Ignores Enhancements & Buffs]
* 100% SilentKill to Self (after 2.25 second delay) [Ignores Enhancements & Buffs]
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That's off redtomax.com, notice the 100% silentkill.
Personally, I consider detonator to be a waste of a power pick, but some people might like it.
Warning:
The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.
Got it as my thigs/traps hit 38, but haven't been overly impressed with it so far. Have a feeling that it may be respec'd out when the time comes.
[B]Order of the Cruciform/Crucified Swords[/B] - [B]Defiant[/B]
50's - Tridento (claws/invul scrapper), Robo Medic MkIV (empath/rad defender), Entrino (dark/dark defender) & Captain Wombat (thugs/traps mastermind)
[I]@EU-Cambo[/I]
Can be fairly useful with Necro- is you use it on your Tier #3 henchmen it'll *BOOM* and let you summon the top-tier Ghost. Then just resummon the Tier #3 again.
For other Primaries I think it's a bit superfluous when as a MM you can easily just "toebomb" tripmines.
I love it Thats probably because i'm necro
Give him invis, let him run in and boom, summon the ghost, resummon tier3, all back in action.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
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I love it Thats probably because i'm necro
Give him invis, let him run in and boom, summon the ghost, resummon tier3, all back in action.
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I guess it feels wrong to blow up your number one soldier on some subconscious level. Maybe the Necro-mind is more suitable in this case, as you indicate. :-)
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I havent tried ever with my mercs, but i gues a serum before using that bomb might save your pet.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
I've just taken this on my Bots/Traps. I love this power. The whole concept and function is hysterical.
Why does it get such a bad press?
I set up a bind so that I hit a button that selects my big guy, and a second press activates the boom (including humerous bind ). I can move him between the two presses if I want to direct him in for a planned explosion, or a quick double tap acts as a nice "final measure" panic button if I get mobbed by something troublesome. I love it, it's like having a mini inferno MM .
People hate it because it's clunky to use? Or expect more damage? Mine's unslotted right now and very nearly decimates the minions in +2 Ruthless missions. Should be nice with some slots running in it, right?
I don't have it but there are plenty of times I could of used it. Mainly when I couldn't repair or heal..may as well.
Traps owns. It has a lot to cripple a fight duration with.
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.
Description:
A good Mastermind always plans ahead, but a great one knows when to make a strategic sacrifice. You have equipped all your henchmen with explosives. When the time is right, select a henchman and set off the Detonator. Undead and Robots are easily rigged and will blow up instantly, devastating nearby enemies. Ninjas, Soldiers and other free thinking henchmen will try to place the explosive on the ground and get away. But you know... the fuse is short.
From the end of the description, can Thugs, Soldiers and Ninjas actually occasionally avoid being blown to bits? Or can someone describe for me what actually happens? I'll assume for Robots and Zombies, they just instantly blow up, but I'd like to know the effects it has on more sentient henchmen
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Arc: 60092 - Supa Rumble in the Park
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