Forgive me: Traps


Aquila_NA

 

Posted

the latest vet badge ability is to open up a travel power at 6 without a prereq. mids is updated to reflect that, and if you can do it, build for it. usually you need the prereq to open a travel power by 14, though.


50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!

 

Posted

Figured out the difference in damage, powerbuild up. Should have seen that sooner. Anyway good idea to use that instead of conserve power?


 

Posted

I just made a Traps/Sonic build that has me wanting to re-roll my Traps/Electric. Softcapped to ranged and AoE, within 2% of softcap on melee. ~36% damage bonus with Assault on. 31.3% recharge (or more, if you want to slot some LotGs) and almost 500% regeneration with Triage (or more...again, if you want to slot some LotGs). I wasn't able to fit Aid Self, though, nor Screech/Siren's Song/Caltrops...Best of all: Unless the prices for some of this stuff sky-rocketed while I was in class, this shouldn't be *too* expensive, I think.


 

Posted

Quote:
Originally Posted by Trickshooter View Post
Traps is only a poor team set if you want to play it with poor set-and-pull tactics.
Quote:
Originally Posted by Frosticus View Post
If traps isn't working well for you in a team it is because of you, not because of traps. Now I'm not saying it is the best teaming set, not by a long shot, but it can keep up in teams if YOU can keep up in teams.
Well said. My Traps/Arch is level 30 and climbing, and is the first Hero to hold my attention for that long in over 2 years. It pains me to say it (I'm primarily a CoV player), but I prefer Traps as a Defender set.

-DR


 

Posted

Quote:
Originally Posted by Dr_Robert View Post
Well said. My Traps/Arch is level 30 and climbing, and is the first Hero to hold my attention for that long in over 2 years. It pains me to say it (I'm primarily a CoV player), but I prefer Traps as a Defender set.

-DR
Indeed I echo what you say tenfold! I'm as well mainly a CoV Player and this toon has me so addicted I am saying lately..."red side wut?" I tried an AR/Traps on Red side and it felt nowhere near the same.



 

Posted

i´m stuck at 39 since soloing is pretty slow, can hardly get a bar a mission and my kill speed isnt fast enough(imo) to make me want to go 5-6 man. so i´m trying to hop on teams and random tf´s.


 

Posted

Quote:
Originally Posted by Trickshooter View Post
Poor, poor Trick Arrows is kind of sad looking next to Traps.
It was kind of sad looking next to every other Defender primary already anyways. I know someone will come in and be mad at me for saying it, but 45 levels of experience with my TA/Archery defender make me wish I had just rolled an Archery blaster.


 

Posted

Quote:
Originally Posted by Dr_Robert View Post
Well said. My Traps/Arch is level 30 and climbing, and is the first Hero to hold my attention for that long in over 2 years. It pains me to say it (I'm primarily a CoV player), but I prefer Traps as a Defender set.

-DR
Defender traps is very strong. Mortar, FFGen, and Seekers, which are my favorite powers from the set are all considerably stronger for defs. And perhaps more importantly, they aren't just numerically stronger, they are tangibly stronger in game which is something that sets like:
storm, ta, kin, emp, and dark all struggle with when being shared between defenders and other AT's.


 

Posted

Update! Currently 41 soloing through Tina Macintyres(sp?) arc so i won´t miss out on antimatter(trying to get him before i outlevel the arc).

Most fun fight so far was a timed mission with Adamastor, even as an eb i enjoyed it thanks to liking the moster and the unique sound on his vomit. Psychic Crockwork King was a breeze as well with som insp managment.

Oppresive Gloom is kind of cool when stacked with Seeker Drones and standing in the Triage Beacon aura.
However it will probably get more use in teams.

Heres my powerpicks and slotting atm.

Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 40 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Caltrops

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (27) Impeded Swiftness - Chance of Damage(Smashing)
Level 1: Shriek
  • (A) Accuracy IO
  • (3) Damage Increase IO
  • (3) Damage Increase IO
  • (13) Endurance Reduction IO
  • (13) Recharge Reduction IO
  • (15) Damage Increase IO
Level 2: Scream
  • (A) Accuracy IO
  • (15) Damage Increase IO
  • (17) Damage Increase IO
  • (17) Endurance Reduction IO
  • (23) Recharge Reduction IO
  • (23) Damage Increase IO
Level 4: Howl
  • (A) Accuracy IO
  • (5) Damage Increase IO
  • (5) Damage Increase IO
  • (11) Endurance Reduction IO
  • (11) Recharge Reduction IO
Level 6: Acid Mortar
  • (A) Accuracy IO
  • (7) Achilles' Heel - Chance for Res Debuff
  • (7) Recharge Reduction IO
  • (9) Recharge Reduction IO
  • (9) Accuracy IO
Level 8: Force Field Generator
  • (A) Karma - Knockback Protection
  • (40) Defense Buff IO
  • (40) Defense Buff IO
  • (40) Defense Buff IO
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Poison Trap
  • (A) Lockdown - Chance for +2 Mag Hold
  • (27) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 14: Hasten
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (37) Recharge Reduction IO
Level 16: Health
  • (A) Miracle - +Recovery
Level 18: Seeker Drones
  • (A) Accuracy IO
  • (19) Endurance Reduction IO
  • (19) Accuracy IO
  • (21) Devastation - Chance of Hold
  • (21) Recharge Reduction IO
Level 20: Stamina
  • (A) Endurance Modification IO
  • (37) Endurance Modification IO
  • (37) Endurance Modification IO
Level 22: Super Speed
  • (A) Run Speed IO
Level 24: Amplify
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 26: Web Grenade
  • (A) Accuracy IO
  • (39) Accuracy IO
  • (39) Endurance Reduction IO
  • (39) Recharge Reduction IO
Level 28: Trip Mine
  • (A) Accuracy IO
  • (29) Damage Increase IO
  • (29) Damage Increase IO
  • (34) Damage Increase IO
  • (34) Recharge Reduction IO
Level 30: Maneuvers
  • (A) Defense Buff IO
  • (31) Defense Buff IO
  • (31) Endurance Reduction IO
  • (31) Defense Buff IO
Level 32: Triage Beacon
  • (A) Healing IO
  • (33) Healing IO
  • (33) Healing IO
  • (33) Recharge Reduction IO
  • (34) Recharge Reduction IO
Level 35: Assault
  • (A) Endurance Reduction IO
  • (36) Endurance Reduction IO
Level 38: Vengeance
  • (A) Range IO
Level 41: Oppressive Gloom
  • (A) Accuracy IO
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 1: Vigilance



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Devastation proc in Seekers will be plucked out at my next respec.

Will try to hunt the Fake Nemesis in FBZ at 43-45(FPR acco) and if i´m up for it the Monkeys(Vanguard member) before 50


EDIT: Added some stuff and updated the build with the accolades i have so far.


 

Posted

As good a place as any other for my questions I suppose.

I recently rolled a Traps/Ice for an rp static team and I'm wondering if there's any synergy between the two. Any power combos that could be particularly effective? I've used traps on a MM up to about 22, so I have some experience with that, but I've never used Ice Blast before, so not really sure what to expect.

I've considered using TP Foe to gank some problem enemies with Trip Mines, perhaps preceded by one of Ice's holds to make the experience that much more sadistically enjoyable. The stealth idea is also intriguing. I'm somewhat curious about possible synergy between Caltrops/Ice Storm/Blizzard.

Bah, it's so weird being unfamiliar with sets, but then again that was the point of choosing those two in particular.

Any help or suggestions is appreciated?


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Hm...

You can use Frost Breath to keep spawns slowed and in the Traps killzone longer. Plus that one hits like a truck.

Also, you can use Freeze Ray (and Bitter Freeze Ray for that matter) to stack up Holds with Poison Gas Trap. Use Lockdown procs in all and you'll be able to stack up the mag pretty fast on a foe.

And you could go for a lot of -RunSpeed stacking as well though (Trops, FB, Ice Storm).

Other than those, not a whole lot else? Hm, you could probably make a case for stacking up -Rech as well (Web Nade and Ice blasts), but that probably won't come into play too often.


Head of TRICK, the all Trick Arrow and Traps SG
Part of the
Repeat Offenders

Still waiting for his Official BackAlleyBrawler No-Prize

 

Posted

Pulling experience from my 2 trappers, and my 45 ice/dark corr...

Ice has great single-target damage, with good AOE. Seekers, jump in and toebomb poison trap/acid mortar/maybe caltrops, Aim, Ice Storm, jump out and Frost Breath. The slows of caltrops/storm/breath will slow down the scatter, and from there you can clean up with single-target and more FB's as necessary.

Webnade, and blasts will effortlessly floor a boss's recharge. huge mitigation there. Bitter Ice Blast has some -to-hit that will stack with your defense.

I reccomend some form of stealth to aid in toebombing, since you will be doing that A LOT. I'm shooting for SS + celerity proc, which are hard to come by, it seems.

The hold will take out dangerous targets faster in conjunction with poison trap. I highly reccommend that Lockdown +2 hold proc in poison trap.

Blizzard is worth taking, as it's a Blaster-level damage pseudopet nuke, and once you lay down your traps, they will continue to function even though you bottomed out your endo bar.


50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!

 

Posted

Thanks for the help folks, much appreciated.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Okay, I finally teamed with a traps defender. I was on my newly made lvl 18ish forcefield defender. I loved the compatibility between the traps and force field. His debuffs, and ffg gave us a deffinate edge on the battlefield. We had exceptionally good defense and this lead to our triumph over about 5 missions. Overall I was very impressed with my first encounter of a traps defender.






" I don't let me kids play on the Freedom Server" -Oya

 

Posted

Quote:
Originally Posted by Squeakersman View Post
Okay, I finally teamed with a traps defender. I was on my newly made lvl 18ish forcefield defender. I loved the compatibility between the traps and force field. His debuffs, and ffg gave us a deffinate edge on the battlefield. We had exceptionally good defense and this lead to our triumph over about 5 missions. Overall I was very impressed with my first encounter of a traps defender.

As I've been leveling my trapper in the evenings (after work), I've been running him on small teams. I find that many people are suprised by both the defense and debuffs a trapper brings. On many teams I've been the sole source of defender level type debuffs. I do find great synergy being teamed with a FF or Dark defender. Darks controls, -to hit, and debuffs mesh very nicely. And with a Force Fielder, welcome to a team of Tanks...LOL.


My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi

 

Posted

I've had the fortune to team with a lot of defenders, as well as various secondary combos of controllers, and Traps/ synergizes with *all* of them well. Particularly other bubblers, whether it be defense or resistance. I love extra defense, as i can toebomb with more impunity, and i am really looking forward to my softcapped-def build to be a little less reliant on team makeup.

I have also been the solo buffer/debuffer on some teams, and Traps/ seems to provide enough mitigation, defensive debuff, and offensive debuff to hold its own.

A side note: I have never played Rad blast before this, and though i find its damage to be a mild but constant stream of AOE, i'm having a ton of fun with the debuff IO options (procs ahoy!), and the fact that i don't really have to move out of the action to apply all my AOE. Traps/ is a fire-and-forget set, which allows a lot of time for blasting, and i love that. With my AR/traps corr, my bubble was always bouncing in and out with me as i ran in to toebomb, and out to use my cones. I've wanted to remake my corr as fire/traps, perhaps, though i'm still holding out for dual pistols. Anyone else having trouble or synergy between positioning for buffs/debuffs and their blast set?


50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!

 

Posted

Currently my Traps/Dark is about 25 and quite a bit of fun to play solo and teamed.
Tenebrous Tentacles is quite handy for keeping enemies from running away, and should be even more fun when i get a few procs in Caltrops.
Though the various traps themselves are mostly immobile the fairly quick recharge allows me to keep setting up new trap zones, and so far i'm impressed with how far Acid Mortar will launch its grenades. i'm having the most fun on large teams since room clearing tends to involve gradually funneling all the enemies to the team or slowly advancing. (Stupid aggro limits. ) i tend to play my Defenders with an emphasis on AoE, and Traps has been working well with that.


Dr. Todt's theme.
i make stuff...

 

Posted

I made a traps/sonic over double-xp weekend. Defender traps is much stronger than corrupter traps, and I could tell the difference immediately. The higher defense and acc debuff values were quite noticeable, making toebombing a lot safer.

Blueside teams move slower than redside teams and this gave my traps more time to recharge. Also the greater willingness of controllers and defenders to put +recharge buffs on me. Ya...did I say toebombing was never easier, due to the presence of tankers, who tend to taunt mobs and clump stuff up.

Lack of a heal makes it hard to help teammates recover if they are getting hit though, especially AoE blasters. I think Rad synergises most with Traps but then that might just be because Rad is good. Kinetics to boost recharge is good too.

Sadly, I think I may prefer the defender trap version over the corrupter trap version, although my corrupter damage is way higher... still it might be comparing apples and oranges, I'll see when I get the defender levelled and IOed out first.

Softcapping a traps defender should be easier. But I don't think it's defender paradise the way it sounds on these threads. There's always the caveat that your FFG is not going to have your defense. If a lot of AoEs are falling, especially ones with KB, your FFG will die and/or get knocked away. You end up having to constantly refresh it, or even have a volley hit you when it's down/knocked away.


"Honesty is for the most part less profitable than dishonesty." -- Plato

Playing Gods (51106) - Heroic Lvl 5-20
What Rough Beast (255143) - Villainous Lvl 40-50

 

Posted

I think I'd like time bomb a lot more if it could be triggered early, kind of like how you can light TA's oil slick.


 

Posted

Quote:
Originally Posted by Freem View Post
I made a traps/sonic over double-xp weekend. Defender traps is much stronger than corrupter traps, and I could tell the difference immediately. The higher defense and acc debuff values were quite noticeable, making toebombing a lot safer.

Blueside teams move slower than redside teams and this gave my traps more time to recharge. Also the greater willingness of controllers and defenders to put +recharge buffs on me. Ya...did I say toebombing was never easier, due to the presence of tankers, who tend to taunt mobs and clump stuff up.

Lack of a heal makes it hard to help teammates recover if they are getting hit though, especially AoE blasters. I think Rad synergises most with Traps but then that might just be because Rad is good. Kinetics to boost recharge is good too.

Sadly, I think I may prefer the defender trap version over the corrupter trap version, although my corrupter damage is way higher... still it might be comparing apples and oranges, I'll see when I get the defender levelled and IOed out first.

Softcapping a traps defender should be easier. But I don't think it's defender paradise the way it sounds on these threads. There's always the caveat that your FFG is not going to have your defense. If a lot of AoEs are falling, especially ones with KB, your FFG will die and/or get knocked away. You end up having to constantly refresh it, or even have a volley hit you when it's down/knocked away.
I do agree FFGs AI is a bit slow and play style needs to be adjusted accordingly.

That said. Here's my take.

No doubt if you lead with seekers, and then set mortar, FFG would get the lesser of the aggro. Once you drop PGT no one will be doing much of anything at that point. Even bosses still in PGT can be held or puking over a few seconds. Drop 2 and well........

As with all squishes I'll keep at least a few BF's, lucks and greens. Should tide me over for most anything.

My Traps/Sonic is close to max defense to all, near 35% damage bonus and my newest build has a 68% recharge. Not to shabby for a fender.

I'm not saying they're the bees knees, but I'm gonna have fun soloing with mine


@MARTy McFly

 

Posted

Quote:
Originally Posted by Enamel_32 View Post
I think I'd like time bomb a lot more if it could be triggered early, kind of like how you can light TA's oil slick.
I'd love for that to happen as well...


... but considering how buggy OSA is to ignite correctly, I doubt it'd ever happen. If we're wishing for ponies though, I think a best OMGAwesome! solution is to sub in a reskinned Omega Maneuver.


Head of TRICK, the all Trick Arrow and Traps SG
Part of the
Repeat Offenders

Still waiting for his Official BackAlleyBrawler No-Prize

 

Posted

Quote:
Originally Posted by Rush_Bolt View Post
I'd love for that to happen as well...


... but considering how buggy OSA is to ignite correctly, I doubt it'd ever happen. If we're wishing for ponies though, I think a best OMGAwesome! solution is to sub in a reskinned Omega Maneuver.
I think replacing time bomb with something like the blasters gun drone would be cool without being overpowered - much easier to use and probably more usefull for a defender or corruptor than a blaster.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by EricHough View Post
I think replacing time bomb with something like the blasters gun drone would be cool without being overpowered - much easier to use and probably more usefull for a defender or corruptor than a blaster.
You know..Gun Drone seems like a much more appropriate power to have than the Time bomb. Of course if we could get that nice "Big Bot" from the MM robotics set, now that would be great. Yes I know, impossible, but it's a nice fantasy.


My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi

 

Posted

I'd rather have gun drone too... make that the blaster version of gun drone.
I wish defender epics have a defense-based shield though. And a web envelope. Ahhh well, nothing's perfect...


"Honesty is for the most part less profitable than dishonesty." -- Plato

Playing Gods (51106) - Heroic Lvl 5-20
What Rough Beast (255143) - Villainous Lvl 40-50

 

Posted

Bump.

How is everyone's Traps defender coming along and what your play styles/experiences?

Mine is currently 41 Traps/Sonic, no io's but the Numina +regen and I solo about 90% of the time on +4/0 players (no AV's or BOSSES) and steamroll the missions, whether its scanners or story arcs.

I usually run to the objectives in stealth/ss, click glowies, kick the crap out of the 'boss' and head off to the next mission, EB's are pretty easy as well, tuned Clockwork King solo, but on -1 difficulty as he is notoriously tough. I find the hunt missions are a pain, so try to stick to easy door missions.

Will fully io him once he's a 50 and loving it! Thinking of making a Traps/Dark next for teaming.

Spec