Forgive me: Traps
I took on Dr. Vahz with my level 18 Traps/AR last night. I was half-expecting the sort of epic running battle I got when I soloed him with my TA/A way back when TA was new. Sure, he's weak to lethal, and I had a resistance debuff...but my TA/A had those advantages, too, and was forced to kite him all over the map.
Vahz folded like a cheap suit. I believe it's the first time I ever soloed an EB on a defender without using any inspirations at all, and I never dipped below half health. I know Vahz is about the easiest of the AVEBs, but I still find this rather promising. I finally got your build loaded (Mids keeps breaking on me, for some reason), and looked over it. It's not really a bad build, but there are some design choices in it that I wouldn't have made. What follows is just my opinion, of course--build however you like--but I think some changes would make the build significantly more effective. I would never willingly skip Tenebrous Tentacles on any build with Dark Blast. It's a major part of your AoE damage, it's an excellent immobilize, and it's even easy to turn into a proc-monster. Tentacles + Night Fall is the minion melter combo. It should go particularly well with Traps, since--as RiverOcean pointed out--it can be used to keep the mobs in your trapzone when they would otherwise run away. I can understand taking Life Drain, as it offers a little healing to cover damage that gets past your traps, but I have never liked the power. You may decide it's worthwhile, but I would drop it in favor of Tentacles. Night Fall is underslotted. It will provide most of your overall damage, so you should enhance its damage to the break point. I would suggest adding the Posi Damage/Recharge, at least. The Posi proc is pretty nice in it as well, and would give you a 9% accuracy bonus for the set. I actually slot 5 Posi IOs (skipping damage/range to make it easier to use with Tentacles), which gets me the recharge bonus as well. In your primary, you skipped Trip Mine. I really, really recommend finding a place in your build for this. Trip Mines will provide a major chunk of your damage in the later levels, I believe, whether you toe-bomb with them or set up minefields and pull mobs into them. You took Stealth, which I avoid these days. Stealthy play works well with Traps, I find, but you already have Super Speed, which provides half of what you need. I would recommend slotting a stealth IO in Super Speed or Sprint instead. It doesn't cost extra endurance, doesn't debuff your speed, and it doesn't tie up a power and pool choice. The only things you lose are the defense buff (half of which suppresses with your stealth) and a place to slot Red Fortune IOs for bonuses; the first three RF bonuses are pretty minor, and you can get the two good ones (recharge and ranged defense) back by moving two of those slots to FFG. Slotting Performance Shifter in Stamina for bonuses isn't very efficient. The accuracy and recharge components are wasted, and the bonuses aren't that good to start with. Two level 50 generic EndMod IOs will get you fairly close to the ED soft cap. You could slot a third to get the last 16%, save the slot for something else, or slot the PerfShifter proc in the third spot. That's probably more than enough to consider for now. |
I took on Dr. Vahz with my level 18 Traps/AR last night. I was half-expecting the sort of epic running battle I got when I soloed him with my TA/A way back when TA was new. Sure, he's weak to lethal, and I had a resistance debuff...but my TA/A had those advantages, too, and was forced to kite him all over the map.
Vahz folded like a cheap suit. I believe it's the first time I ever soloed an EB on a defender without using any inspirations at all, and I never dipped below half health. I know Vahz is about the easiest of the AVEBs, but I still find this rather promising. |
Is it worth slotting Poison Trap with hold enhancements?
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For my PGT, I plan on putting in a full Lockdown set. That Ranged DEF bonus will come in handy, plus the Hold proc will be very nice.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
Yes-ish. You want those Holds to stack up and to do so is to increase their durations.
For my PGT, I plan on putting in a full Lockdown set. That Ranged DEF bonus will come in handy, plus the Hold proc will be very nice. |
To review what Poison Gas does, we start off with the fact that the Poison Gas entity has two powers that affect other targets (it also has a resist-everything power and a despawn power):
The first power applies a 6-second Mag3 hold to all mobs caught in the AoE. A full L50 Lockdown set will enhance this to nearly 12 seconds, which is nothing to sneeze at. The Lockdown proc has a 15% chance of applying an additional 8-second Mag2 hold to any target caught in the initial burst, so it gives you a 15% chance to hold a boss for up to 8 seconds right off.
The second power is an ongoing effect that ticks once per second. It applies the -regen and -recharge, and has a fairly small chance of triggering another 6-second Mag3 hold. It used to be 2% per tick, but that was when it ticked 4 times/second; the devs increased the chance when they reduced the tick rate. I don't know what the new rate is, but say they bumped it to 5%. You get another 10 ticks before the initial hold wears off, so that would give you about a 5% chance of holding a boss for 10 seconds, and the chance increases in 5% increments to about 50% for a 1-second hold. This effectively resets every time a tick triggers a hold on the boss.
For the tick power, the proc only has a chance to fire when the hold effect triggers, so there's about a 0.75% chance of the proc firing on a given target on a given tick. That's about a 22.5% chance of it triggering on a given mob during the full duration of the gas--not too bad, but not overwhelming. It is, at least, higher than the chance of the effect triggering on a single hold.
There is enough recharge in Lockdown to make the gas near-perma without any further recharge buffs, which is nice.
All of the effects of the gas are autohit, and the power does not accept accuracy enhancements. That means the accuracy component of the Lockdown IOs is wasted.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
All of the effects of the gas are autohit, and the power does not accept accuracy enhancements. That means the accuracy component of the Lockdown IOs is wasted.
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Thanks for your analysis. I have wondered how the mechanics (the 'tick' cycle) of the PT works, and you've described it very well.
I like this PGT talk...makes me happy. I love this set..its easily the most soloable defender I've ever played. Also thanks for the "plain english" explanation of the numbers involving PGT it helps alot.
So it seems to me that /Traps has been a more soloable defender I've played..maybe even more so than rad. The debuffing goodness, backed up by mez protection and defense really seem to make a difference.
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
All of the effects of the gas are autohit, and the power does not accept accuracy enhancements. That means the accuracy component of the Lockdown IOs is wasted.
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Also, regarding the proc's interaction with the continuing hold effect - since that power is treated as an auto, the proc will only have a chance to go off once every 10 seconds. On the other hand, to go off the proc doesn't actually need the 2% hold effect to fire - it only needs to be slottable in the power, and it will have a chance to go off every time the power is used (or once per 10 seconds for autos/toggles) - all procs work like this. So, it'll just have a 20% chance to go off at 0s, 10s, 20s, and maybe 30s (not sure on that last).
Interestingly enough, it'll actually have two chances to proc on each target at 0s - one chance from the initial hold, and once from the auto power. So, you actually have a roughly 37% chance to hold a boss right off the bat, taking into account both proc chances plus the 2% hold chance.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
Um, not sure that this is completely true. Check out the CoD page for the poison trap gas. While the second power (the -regen/-recharge/pulsing hold/puke - BTW, chance to hold is listed as 2%, and chance to puke at 1%) lists 'Entities autohit' as 'Foe', the first power (the initial hold) doesn't. I have never seen CoD to be inaccurate (even if it is occasionally out of date), so I'd be inclined to trust it. Now, it may still be the case that the accuracy component of the lockdown IOs don't affect the power, but the initial hold doesn't seem to be autohit.
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The 2% value for the secondary chance to hold is out of date. That was the value before the devs decreased the tick-rate and made the power stop spawning a separate gas pet for every mob in range, so that people couldn't make a proc-nuke out of it. When they changed the ticks to 1-second intervals, they increased the chance to hold so that the change wouldn't nerf the intended effects of the power so much. I don't know what they changed it to, but my guess is that it's around 4-5%. It could be as high as 8% (which would have been a logical value), but I don't think it is.
Also, regarding the proc's interaction with the continuing hold effect - since that power is treated as an auto, the proc will only have a chance to go off once every 10 seconds. On the other hand, to go off the proc doesn't actually need the 2% hold effect to fire - it only needs to be slottable in the power, and it will have a chance to go off every time the power is used (or once per 10 seconds for autos/toggles) - all procs work like this. So, it'll just have a 20% chance to go off at 0s, 10s, 20s, and maybe 30s (not sure on that last). Interestingly enough, it'll actually have two chances to proc on each target at 0s - one chance from the initial hold, and once from the auto power. So, you actually have a roughly 37% chance to hold a boss right off the bat, taking into account both proc chances plus the 2% hold chance. |
On the whole, Lockdown looks pretty good for the power, even if the acc is wasted.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
*jumps in thread*
The initial hold is not autohit, as Muon said.
Also, the 2% chance to Hold is not out-of-date, CoD was updated after the power was changed. That is currently what the power does.
The gas cloud has two powers: The initial Mag 3, 5.96s Hold, which is not autohit, that it can only use once. And then the second power activates every second and applies the -Recharge, -Regen, and has the 2% chance to Hold, and the 1% chance to Vomit(which is a forced 4 second animation).
It used to be a 1% chance to Hold and a 1% chance to Vomit every 0.25s.
When it was changed to go off every 1s, the Hold chance was "increased slightly" to the 2% every second version.
Then, an issue or two later, the Self Destruct power on the trap was given a new "Max targets hit" of 1 to prevent it from spawning a cloud for each enemy in range.
You can see the Self Destruct power's new max target here: http://coh.redtomax.com/data/powers/...ps_Poison_Trap
I wouldn't read too much into a field being blank, but I'll concede that it's possible. I haven't been able to verify whether or not it affects every mob caught in the initial blast, but I will be keeping an eye on that as I play with the power more. Whether it actually is autohit or not, its accuracy is unenhanceable, which means that the accuracy component of an IO (or HO) isn't supposed to affect it.
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As far as accuracy slotting goes, that all depends on exactly how the devs have the power set up. For example, mind link cannot be slotted for recharge, but the recharge can nonetheless be reduced by slotting set IOs with recharge in them, so it's not *impossible* that set IOs with acc in them might boost the initial hold's accuracy. It'd have to be tested, though.
It should get 4 chances to fire, for a 60% chance overall for each mob that stays in it for the full duration. (The Lockdown proc has a 15% chance to fire, not 20%.) I'm not sure the proc would stack with itself even if it did double-fire when the trap is triggered, but it would be nice if it did; I know the Achilles Heel proc has some stacking limitations, but I don't know how that would apply here, since it would technically be coming from two separate powers. |
I don't see any particular reason why the proc couldn't stack. These aren't actually two different sources (both are coming from the invisible pet entity that spawns the gas clouds), but it doesn't really matter, as the proc power effect isn't marked 'doesn't stack'.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
Um, not sure that this is completely true. Check out the CoD page for the poison trap gas. While the second power (the -regen/-recharge/pulsing hold/puke - BTW, chance to hold is listed as 2%, and chance to puke at 1%) lists 'Entities autohit' as 'Foe', the first power (the initial hold) doesn't. I have never seen CoD to be inaccurate (even if it is occasionally out of date), so I'd be inclined to trust it. Now, it may still be the case that the accuracy component of the lockdown IOs don't affect the power (I don't know), but the initial hold doesn't seem to be autohit.
Also, regarding the proc's interaction with the continuing hold effect - since that power is treated as an auto, the proc will only have a chance to go off once every 10 seconds. On the other hand, to go off the proc doesn't actually need the 2% hold effect to fire - it only needs to be slottable in the power, and it will have a chance to go off every time the power is used (or once per 10 seconds for autos/toggles) - all procs work like this. So, it'll just have a 20% chance to go off at 0s, 10s, 20s, and maybe 30s (not sure on that last). Interestingly enough, it'll actually have two chances to proc on each target at 0s - one chance from the initial hold, and once from the auto power. So, you actually have a roughly 37% chance to hold a boss right off the bat, taking into account both proc chances plus the 2% hold chance. |
I feel like the power became considerably more powerful when I slipped in acc/rech IO's replacing the rech SO's I had initially put in. Enhancing the hold had a good results in making the initial hold last longer, but didn't seem to be nearly as good as say enhancing the hold of volcanic gases for the pulsing hold. But of course looking at the percentage chances for PT makes that pretty understandable.
...so the chance that it *does* go off at least once is 100%-52% = 48%.
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As to the accuracy enhancements, yes it's possible that it has an effect. I'm just saying that--based on responses from the devs on similar cases in the past--it's not supposed to. Perhaps "intended to" would be a better way to put it. We ran into this with HOs, I believe. (I think it was someone discovering that you could slot Ribos into resistance debuff powers to enhance the debuff, but I'm not sure.) An early version of Acid Arrow allowed damage enhancements slotted in it to enhance the resistance debuff, too, as I recall. These cases were not working as intended, and the devs made changes. Apparently, they haven't felt the need to tweak Mind Link to prevent the slotting you describe, so maybe they don't object to such things now, but I would not want to assume that acc enhancements in the PGT work or (if they do) that they will continue to work.
All that aside, Lockdown is still a good set--probably the best set--to slot in the power now that proc-monstering it isn't so brokenly powerful.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
Slotting options for seekers while leveling? I currently have acc and rech and devastation proc that is a bit wasted(will respec out of it).
I have a Traps/Elec defender at level 22 (which I've yet to poke around with SOs due to doing a lot of Ouroboros with my level 50 Storm/Dark), but I think what some people realize about any long recharge set is knowing that you don't need to have one of every slow recharge power going at once. It's horrible when you only have one of them, but if you have 2 or more slow recharging powers, one group will get Poison Trap, while the next gets Acid Mortar. Throw in Seeker Drones every couple of groups as well and you'll have 2 slower recharging powers per group. On a fast moving team, that's usually all you'll be able to place anyhow, at least my experience with my Storm/Dark who gets Dark Pit and Freezing Rain every group and that's about it while on steaming teams. Maybe a cone or two if there's a stubborn group.
50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec
Slotting options for seekers while leveling? I currently have acc and rech and devastation proc that is a bit wasted(will respec out of it).
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In the meantime, the main things to slot it for are accuracy, to-hit debuff, and recharge. You can slot it pretty effectively with 1-2 Accuracy, 1 To-Hit Debuff, and 3 Dampened Spirits (Recharge, To-Hit Debuff/Recharge, To-Hit Debuff/Recharge/Endurance). The set bonuses are very minor, but this should get you good enhancement values on the cheap.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
What about the Stun set (whose name eludes me) that has sweet bonuses including 6.25% recharge and 3.13% ranged def? Is that gimping Seekers for what they do best? Honestly, I've always viewed the power as an alpha absorber and if it happened to do something, great. So I've just slotted it for bonuses.
Global = Hedgefund (or some derivation thereof)
What about the Stun set (whose name eludes me) that has sweet bonuses including 6.25% recharge and 3.13% ranged def? Is that gimping Seekers for what they do best? Honestly, I've always viewed the power as an alpha absorber and if it happened to do something, great. So I've just slotted it for bonuses.
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It's got the same Rech bonus, but CS has better Ranged DEF (3.75 vs 3.13). Also, CS's Rech bonus comes earlier (4 slots vs 5 slots).
And finally the stun chance in Seekers is 25%. That's a rather dull figure to work for when the -ToHit is guaranteed (provided Seekers hit, of course).
So while Stupefy wins out that it can come in level 50 flavor, it loses out by having most of its better bonuses being available in a different set. And one that also gives a better Recharge slotting value as well (56 vs 47).
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
tl;dr version: What Rush said.
What about the Stun set (whose name eludes me) that has sweet bonuses including 6.25% recharge and 3.13% ranged def? Is that gimping Seekers for what they do best? Honestly, I've always viewed the power as an alpha absorber and if it happened to do something, great. So I've just slotted it for bonuses.
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In terms of enhancement values, the recharge and endurance reduction are pretty much a wash. Cloud gets your Seekers recharged a couple of seconds faster, and Stupefy makes the power about 1 end cheaper--neither a big deal in a power that's up about every 35 seconds.
So, bonuses and proc preferences aside, it comes down to whether you want to slot the stun, or the to-hit debuff. Stupefy gets you a pretty nice stun duration (13-16 seconds, depending on enhancement level). Cloud gets you -19% to-hit, which is also pretty nice. The stuns from two seekers going off can potentially stack with each other; I'm not sure if the to-hit debuffs stack--they may, if the seekers count as different casters.
One seeker debuff, fully slotted, offers fairly reliable 19.1% mitigation for 40s against most mobs; one fully-slotted seeker stun (assuming you're not fighting any bosses), offers an average 25% mitigation for 16 seconds. I've done some casual calculations, assuming a steady rate of incoming damage (since the seekers absorb the alpha for you) from mobs hit by a seeker.
Average mitigation in a 1-minute fight:
To-hit debuff slotted, stun unslotted: 16.48%
Stun slotted, to-hit debuff unslotted: 15.53%
Neither slotted: 12.62%
Average mitigation in a 30-second fight:
To-hit debuff slotted, stun unslotted: 26.60%
Stun slotted, to-hit debuff unslotted: 26.63%
Neither slotted: 20.80%
Average mitigation in a 20-second fight:
To-hit debuff slotted, stun unslotted: 30.35%
Stun slotted, to-hit debuff unslotted: 33.30%
Neither slotted: 24.55%
(This doesn't include the damage debuff, which offers significant mitigation independent of these values.)
So, on the average, stun has an advantage in very short fights, and the debuff has the edge in longer ones. For the most part, they're pretty even. The thing that really puts me off enhancing the stun is that it's unreliable. Sure, it will sometimes offer much greater mitigation, but sometimes it won't offer any at all. I'd much rather push the relatively reliable mitigation from the debuff, especially since it effectively stacks with the defense from my FFG and set bonuses.
You can slot whichever you like, and the power will still be quite useful, above and beyond its alpha-soak and bonuses. I just prefer Cloud Senses.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
Consider me convinced, Cloud Sense for my seekers from now on.
Global = Hedgefund (or some derivation thereof)
Okay, I've criticized someone else's build, so now I'm offering up one of mine for people to poke holes in. This is a first take on a final build for my Traps/AR, and it's designed for high defense and lots (maybe too much) offense. With Maneuvers and FFG active, it's over the soft cap for ranged, over 30% for melee, and around 38% for AoE.
Any thoughts?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Midnight Keeper: Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Caltrops -- Posi-Dam%(A)
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/EndRdx(45)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/EndRdx(46)
Level 4: Buckshot -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(17), Det'tn-Dmg/EndRdx(17), Det'tn-Acc/Dmg/EndRdx(36), Det'tn-Dmg/EndRdx/Rng(50)
Level 6: Acid Mortar -- ShldBrk-%Dam(A), ShldBrk-Acc/EndRdx/Rchg(13), ShldBrk-Acc/Rchg(15), ShldBrk-DefDeb/EndRdx/Rchg(15), ShldBrk-DefDeb(23), ShldBrk-Acc/DefDeb(50)
Level 8: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(11), RedFtn-EndRdx(13)
Level 10: Super Speed -- Zephyr-ResKB(A)
Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(40)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(19), Cloud-ToHitDeb/EndRdx/Rchg(34), Cloud-Acc/EndRdx/Rchg(34), Cloud-%Dam(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21)
Level 22: Sniper Rifle -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(23), ExtrmM-Dmg/ActRdx/Rchg(33), ExtrmM-Dmg/EndRdx/Rchg(46), ExtrmM-Acc/Rng/Rchg(48)
Level 24: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(25), Stpfy-Stun/Rng(27), Stpfy-Acc/Stun/Rchg(27), Stpfy-KB%(29)
Level 26: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(31)
Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 32: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(36)
Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 41: Tactics -- GSFC-Build%(A)
Level 44: Power Build Up -- RechRdx-I(A)
Level 47: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48)
Level 49: Force of Nature -- S'fstPrt-ResDam/Def+(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
I just got seekers last night for the first time...when I have read guides they never explained how to properly use seekers. I guess they thought it was a no brainer well, I had no idea and I would summon them in my location waiting for them to do something....well after getting frustrated after an hour of using them I decide to read the specs on them and check out the range...DEAR GOD.
Even unslotted they up my solo survivability heck, when I can get to the point on slotting them with SO's it will be sick! Traps truly is fun.
I also tried to make a trap/ar build not sure i will go for it, not sure i will like the damage.
What i dont understand is why that my attacks are doing so much less damage then the build two post above. For the first attack i can understand it ,cause i underslotted it a bit, but for the others i dont see the reason accept for 1.5% more damage buff, i even have assault running and he doesnt. So please enlighten me. He seems to do about 1/3 damage more then what i do. My attacks recharge a bit faster but still.
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
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Level 1: Web Grenade
(A) Enfeebled Operation - Accuracy/Recharge: Level 50
(3) Enfeebled Operation - Endurance/Immobilize: Level 50
(3) Enfeebled Operation - Accuracy/Endurance: Level 50
(5) Enfeebled Operation - Immobilize/Range: Level 50
(5) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
(7) Enfeebled Operation - Accuracy/Immobilize: Level 50
Level 1: Burst
(A) Decimation - Accuracy/Damage: Level 40
(7) Decimation - Damage/Endurance: Level 40
(9) Decimation - Damage/Recharge: Level 40
(17) Decimation - Accuracy/Damage/Recharge: Level 40
(36) Decimation - Accuracy/Endurance/Recharge: Level 40
Level 2: Caltrops
(A) Tempered Readiness - Damage/Slow: Level 50
(19) Tempered Readiness - Range/Slow: Level 50
(21) Tempered Readiness - Endurance/Recharge/Slow: Level 50
(48) Tempered Readiness - Accuracy/Damage/Slow: Level 50
(50) Tempered Readiness - Accuracy/Endurance: Level 50
Level 4: Slug
(A) Thunderstrike - Accuracy/Damage: Level 50
(13) Thunderstrike - Damage/Endurance: Level 50
(19) Thunderstrike - Damage/Recharge: Level 50
(27) Thunderstrike - Accuracy/Damage/Recharge: Level 50
(36) Thunderstrike - Accuracy/Damage/Endurance: Level 50
(37) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 6: Acid Mortar
(A) Touch of Lady Grey - Defense Debuff/Recharge: Level 30
(13) Touch of Lady Grey - Defense Debuff: Level 30
(15) Touch of Lady Grey - Recharge/Endurance: Level 30
(15) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 30
Level 8: Force Field Generator
(A) Luck of the Gambler - Defense: Level 50
(9) Luck of the Gambler - Recharge Speed: Level 50
(11) Luck of the Gambler - Defense/Recharge: Level 50
(11) Red Fortune - Defense: Level 50
Level 10: Hurdle
(A) Jumping IO: Level 50
Level 12: Poison Trap
(A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
(21) Basilisk's Gaze - Accuracy/Hold: Level 30
(23) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
(23) Basilisk's Gaze - Accuracy/Recharge: Level 30
Level 14: Health
(A) Healing IO: Level 50
(17) Healing IO: Level 50
(25) Healing IO: Level 50
Level 16: Beanbag
(A) Razzle Dazzle - Endurance/Stun: Level 30
(25) Razzle Dazzle - Accuracy/Recharge: Level 30
(27) Razzle Dazzle - Accuracy/Stun/Recharge: Level 30
(29) Razzle Dazzle - Stun/Range: Level 30
Level 18: Seeker Drones
(A) Cloud Senses - ToHit Debuff: Level 30
(31) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
(31) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
(46) Cloud Senses - Accuracy/Recharge: Level 30
Level 20: Stamina
(A) Performance Shifter - Chance for +End: Level 50
(29) Performance Shifter - EndMod/Recharge: Level 50
(31) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
(33) Performance Shifter - EndMod: Level 50
(33) Performance Shifter - Accuracy/Recharge: Level 50
(48) Performance Shifter - EndMod/Accuracy: Level 21
Level 22: Maneuvers
(A) Luck of the Gambler - Recharge Speed: Level 50
(48) Luck of the Gambler - Defense: Level 50
Level 24: Hasten
(A) Recharge Reduction IO: Level 50
(33) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50
Level 26: Trip Mine
(A) Obliteration - Damage: Level 50
(37) Obliteration - Accuracy/Recharge: Level 50
(37) Obliteration - Damage/Recharge: Level 50
(39) Obliteration - Accuracy/Damage/Recharge: Level 50
(43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(43) Obliteration - Chance for Smashing Damage: Level 50
Level 28: Flamethrower
(A) Positron's Blast - Accuracy/Damage: Level 50
(34) Positron's Blast - Damage/Endurance: Level 50
(34) Positron's Blast - Damage/Recharge: Level 50
(34) Positron's Blast - Damage/Range: Level 50
(36) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 30: Kick
(A) Accuracy IO: Level 50
Level 32: Tough
(A) Steadfast Protection - Resistance/+Def 3%: Level 30
(45) Steadfast Protection - Resistance/Endurance: Level 30
(45) Gladiator's Armor - Recharge/Endurance: Level 50
(45) Gladiator's Armor - Resistance: Level 50
Level 35: Ignite
(A) Positron's Blast - Accuracy/Damage: Level 50
(39) Positron's Blast - Damage/Endurance: Level 50
(39) Positron's Blast - Damage/Recharge: Level 50
(40) Positron's Blast - Damage/Range: Level 50
(40) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 38: Full Auto
(A) Positron's Blast - Accuracy/Damage: Level 50
(40) Positron's Blast - Damage/Endurance: Level 50
(42) Positron's Blast - Damage/Recharge: Level 50
(42) Positron's Blast - Damage/Range: Level 50
(42) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 41: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(43) Luck of the Gambler - Defense: Level 50
(46) Luck of the Gambler - Defense/Endurance: Level 50
Level 44: Conserve Power
(A) Recharge Reduction IO: Level 50
(46) Recharge Reduction IO: Level 50
Level 47: Assault
(A) Endurance Reduction IO: Level 50
Level 49: Super Speed
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
(50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Vigilance
------------
Set Bonus Totals:
5,5% DamageBuff(Smashing)
5,5% DamageBuff(Lethal)
5,5% DamageBuff(Fire)
5,5% DamageBuff(Cold)
5,5% DamageBuff(Energy)
5,5% DamageBuff(Negative)
5,5% DamageBuff(Toxic)
5,5% DamageBuff(Psionic)
8,94% Defense(Smashing)
8,94% Defense(Lethal)
4,56% Defense(Fire)
4,56% Defense(Cold)
10,8% Defense(Energy)
10,8% Defense(Negative)
3% Defense(Psionic)
11,1% Defense(Melee)
11,1% Defense(Ranged)
6,13% Defense(AoE)
5,4% Max End
2% Enhancement(Stun)
3% Enhancement(Immobilize)
1,5% Enhancement(JumpHeight)
1,5% Enhancement(RunSpeed)
1,5% Enhancement(JumpSpeed)
1,5% Enhancement(FlySpeed)
73,8% Enhancement(RechargeTime)
43% Enhancement(Accuracy)
9% FlySpeed
83,9 HP (8,25%) HitPoints
9% JumpHeight
9% JumpSpeed
MezResist(Confused) 2,5%
MezResist(Held) 2,5%
MezResist(Immobilize) 5,25%
MezResist(Sleep) 2,5%
MezResist(Stun) 4,7%
MezResist(Terrorized) 2,5%
24% (0,4 End/sec) Recovery
38% (1,61 HP/sec) Regeneration
4,73% Resistance(Fire)
4,73% Resistance(Cold)
1,88% Resistance(Negative)
9% RunSpeed
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Okay, I've criticized someone else's build, so now I'm offering up one of mine for people to poke holes in. This is a first take on a final build for my Traps/AR, and it's designed for high defense and lots (maybe too much) offense. With Maneuvers and FFG active, it's over the soft cap for ranged, over 30% for melee, and around 38% for AoE.
Any thoughts? Hero Plan by Mids' Hero Designer 1.601 http://www.cohplanner.com/ Click this DataLink to open the build! Midnight Keeper: Level 50 Magic Defender Primary Power Set: Traps Secondary Power Set: Assault Rifle Power Pool: Speed Power Pool: Fitness Power Pool: Leadership Ancillary Pool: Power Mastery Hero Profile: Level 1: Caltrops -- Posi-Dam%(A) Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/EndRdx(45) Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/EndRdx(46) Level 4: Buckshot -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(17), Det'tn-Dmg/EndRdx(17), Det'tn-Acc/Dmg/EndRdx(36), Det'tn-Dmg/EndRdx/Rng(50) Level 6: Acid Mortar -- ShldBrk-%Dam(A), ShldBrk-Acc/EndRdx/Rchg(13), ShldBrk-Acc/Rchg(15), ShldBrk-DefDeb/EndRdx/Rchg(15), ShldBrk-DefDeb(23), ShldBrk-Acc/DefDeb(50) Level 8: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(11), RedFtn-EndRdx(13) Level 10: Super Speed -- Zephyr-ResKB(A) Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(40) Level 14: Hurdle -- Jump-I(A) Level 16: Health -- Numna-Regen/Rcvry+(A) Level 18: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(19), Cloud-ToHitDeb/EndRdx/Rchg(34), Cloud-Acc/EndRdx/Rchg(34), Cloud-%Dam(34) Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21) Level 22: Sniper Rifle -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(23), ExtrmM-Dmg/ActRdx/Rchg(33), ExtrmM-Dmg/EndRdx/Rchg(46), ExtrmM-Acc/Rng/Rchg(48) Level 24: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(25), Stpfy-Stun/Rng(27), Stpfy-Acc/Stun/Rchg(27), Stpfy-KB%(29) Level 26: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(31) Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(46) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37) Level 32: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(36) Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45) Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43) Level 41: Tactics -- GSFC-Build%(A) Level 44: Power Build Up -- RechRdx-I(A) Level 47: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48) Level 49: Force of Nature -- S'fstPrt-ResDam/Def+(A), RechRdx-I(50) ------------ Level 1: Brawl -- Empty(A) Level 1: Sprint -- ULeap-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Vigilance |
I took on Dr. Vahz with my level 18 Traps/AR last night. I was half-expecting the sort of epic running battle I got when I soloed him with my TA/A way back when TA was new. Sure, he's weak to lethal, and I had a resistance debuff...but my TA/A had those advantages, too, and was forced to kite him all over the map.
Vahz folded like a cheap suit. I believe it's the first time I ever soloed an EB on a defender without using any inspirations at all, and I never dipped below half health. I know Vahz is about the easiest of the AVEBs, but I still find this rather promising.
I would never willingly skip Tenebrous Tentacles on any build with Dark Blast. It's a major part of your AoE damage, it's an excellent immobilize, and it's even easy to turn into a proc-monster. Tentacles + Night Fall is the minion melter combo. It should go particularly well with Traps, since--as RiverOcean pointed out--it can be used to keep the mobs in your trapzone when they would otherwise run away.
I can understand taking Life Drain, as it offers a little healing to cover damage that gets past your traps, but I have never liked the power. You may decide it's worthwhile, but I would drop it in favor of Tentacles.
Night Fall is underslotted. It will provide most of your overall damage, so you should enhance its damage to the break point. I would suggest adding the Posi Damage/Recharge, at least. The Posi proc is pretty nice in it as well, and would give you a 9% accuracy bonus for the set. I actually slot 5 Posi IOs (skipping damage/range to make it easier to use with Tentacles), which gets me the recharge bonus as well.
In your primary, you skipped Trip Mine. I really, really recommend finding a place in your build for this. Trip Mines will provide a major chunk of your damage in the later levels, I believe, whether you toe-bomb with them or set up minefields and pull mobs into them.
You took Stealth, which I avoid these days. Stealthy play works well with Traps, I find, but you already have Super Speed, which provides half of what you need. I would recommend slotting a stealth IO in Super Speed or Sprint instead. It doesn't cost extra endurance, doesn't debuff your speed, and it doesn't tie up a power and pool choice. The only things you lose are the defense buff (half of which suppresses with your stealth) and a place to slot Red Fortune IOs for bonuses; the first three RF bonuses are pretty minor, and you can get the two good ones (recharge and ranged defense) back by moving two of those slots to FFG.
Slotting Performance Shifter in Stamina for bonuses isn't very efficient. The accuracy and recharge components are wasted, and the bonuses aren't that good to start with. Two level 50 generic EndMod IOs will get you fairly close to the ED soft cap. You could slot a third to get the last 16%, save the slot for something else, or slot the PerfShifter proc in the third spot.
That's probably more than enough to consider for now.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.