Forgive me: Traps


Aquila_NA

 

Posted

Similar experience to yours, Spec, though my Traps/Sonic is much lower. Missions are very easy compared to my other Defenders, and it feels 'fun'.


53 Bots/FF/Mace Mastermind | 53 NRG/FF/Electricity Defender | 50 Time/Dual Pistols/Soul Defender | 50 Demons/FF/Mace Mastermind | 51 Necro/Dark/Soul Mastermind | 50 Thugs/Time/Mace Mastermind | 50 Ice/Ice/Arctic Tanker | 50 Plant/Rad/Earth Controller | 50 Illusion/Trick Arrow Controller | 50 Gravity/Force Field Controller
Yes, I like Force Fields.

 

Posted

Quote:
Originally Posted by Freem View Post
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...
The values for defenders are so high there is no reason to go with a def based epic. Sure it would be nice to softcap and beyond for free, but softcapping and having ~65 s/l res is pretty crazy good.

An aoe immob would be welcome though, but at the same time getting a third ranged attack (efence or dominate) so you aren't stuck with 15 day animating shout is good too.

Power mastery for TF with a sonic's -res is great for some adding burst and FON + traps puts you into a god mode status that is reserved for tankers in their t9.

Heck even oppressive gloom works really well w/ the melee nature of traps, stacks well with seekers and screech too.

I like scorp for my /traps corr due to the lower values, but if scorp were available to defenders it would be probably be my 4th pick overall


 

Posted

I think once time bomb is set that the power icon should turn into a "remote detonator" that you can press to blow it up at any time you wish. If you don't press it within time bomb's usual explosion countdown limits then it blows up as usual.

P.S., loving Traps/


 

Posted

Quote:
Originally Posted by Bookkeeper_Jay View Post
I think once time bomb is set that the power icon should turn into a "remote detonator" that you can press to blow it up at any time you wish. If you don't press it within time bomb's usual explosion countdown limits then it blows up as usual.
I've always thought this would be cool, but I'd love it to also be able to be thrown onto the ground and have it slide a ways. It was one of my favorite weapons in the original Half-Life


Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)

Ice/Kin Guide

 

Posted

Quote:
Originally Posted by Spectoral View Post
Bump.

How is everyone's Traps defender coming along and what your play styles/experiences?
Mine is only 32. I got distracted by my claws brute.
I've been having a lot of fun with it. Mostly solo sweeping Dark Astoria or Crey's Folly. My perverse notion of solo fun anyway.

As usual, to many powers I want, too few picks to fit them all in. I have two builds, one a solo build with stamina, the other a team build with no stamina (use vigilance) and a few IOs to increase AoE defense.

Playstyle... I tend to just charge in, seeker drones + poison bomb. If there is a tank who is tough enough he won't need poison bomb, I will just seeker drone (just as he is charging in), howl (when he taunts or drops his first AoE), drop acid mortar, then start blasting away. If I'm naughty I trip mine after I poison bomb

I've played with a few other traps defenders and I find it kind of strange that I only see a few who rush in and toebomb. I just can't conceive of playing traps any other way. How many of you do this?


"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

Quote:
Originally Posted by Freem View Post
Playstyle... I tend to just charge in, seeker drones + poison bomb. If there is a tank who is tough enough he won't need poison bomb, I will just seeker drone (just as he is charging in), howl (when he taunts or drops his first AoE), drop acid mortar, then start blasting away. If I'm naughty I trip mine after I poison bomb

I've played with a few other traps defenders and I find it kind of strange that I only see a few who rush in and toebomb. I just can't conceive of playing traps any other way. How many of you do this?

Im with you on this one..im a toe-bomber and an ambusher...I love being teamed with a good tank or scrapper. While they get the aggro..I usually superspeed in..set off my debuffs..back out..set up Acid Mortar..than slam out my AoE immobilize from my primary. I haven't seen many trappers who don't toe bomb..but I havent run into as many as i did the early levels. Trick or Treating is just MADE for Trappers btw... set up traps..ring door..wait for delicious treats.


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

 

Posted

Got my Traps/rad to 46 the first day of the Halloween event, and it's a hoot. I play very, very aggressively, and so i'm learning my limits. /Rad's aoe's also draw a fair amount of aggro, even just for the nature of Irradiate hitting everything in a spawn due to it's huge radius.

I agree, great for ToT'ing too


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

I just rolled a traps/ice, and it looks promising. A lot better for soloing than my son/rad.

It'd be neat if defenders got a type of devices epic pool.


 

Posted

*looks up at the pages of posts about how wonderful Traps is*

Nah.... I don't think I'll run one, it's too popular.

Where's all the UNpopular sets nowadays? I don't really see any!


 

Posted

Quote:
Originally Posted by Westley View Post
*looks up at the pages of posts about how wonderful Traps is*

Nah.... I don't think I'll run one, it's too popular.

Where's all the UNpopular sets nowadays? I don't really see any!
Go roll up a Thermal/ Defender. Never seen one of those around. Must be pretty unpopular.


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 Westley View Post
*looks up at the pages of posts about how wonderful Traps is*

Nah.... I don't think I'll run one, it's too popular.

Where's all the UNpopular sets nowadays? I don't really see any!

Actually Traps isn't that popular on live. Most people seem to equate it with the Blasters "Devices" set. Sonic is also another set that's good that most people seem to skip past. I think you're safe rolling a Traps/, Sonic, or Thermal/ if like something unusual.


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

 

Posted

Easy Fix to a Traps defender is to make Poison traps a range power. Make it a something the defender can just toss on the ground with in a 10 ft radius... like a grenade. You drop in on the herd, it triggers off....boom. If you do this with the Def Traps set it would make it more workable. I would not recommend doing this for MM or other ATs, just Def.

Having to walk up in the middle of all the may hem and drop a trap in the middle is not good for a Def that can't heal.


 

Posted

Traps defenders do not need a "fix." They work just fine.


 

Posted

Quote:
Originally Posted by Westley View Post
*looks up at the pages of posts about how wonderful Traps is*

Nah.... I don't think I'll run one, it's too popular.

Where's all the UNpopular sets nowadays? I don't really see any!
~10 people on the forums saying they like the set doesn't really translate to it being very popular.

I mean it is still a defender that doesn't heal right? (this isn't my personal feeling on the set, I think it is one of the best defenders you can make)

Pick any defender though, they aren't exactly blasters or scrappers proliferating the zones. Just being a defender puts you in rare company.


 

Posted

Quote:
Originally Posted by Freem View Post
Playstyle... I tend to just charge in, seeker drones + poison bomb. If there is a tank who is tough enough he won't need poison bomb, I will just seeker drone (just as he is charging in), howl (when he taunts or drops his first AoE), drop acid mortar, then start blasting away. If I'm naughty I trip mine after I poison bomb

I've played with a few other traps defenders and I find it kind of strange that I only see a few who rush in and toebomb. I just can't conceive of playing traps any other way. How many of you do this?
The tank only gets the alpha if he can beat me to it. Once Acid Mortar and Poison Gas Trap are down, Tenebrous Tentacles + Nightfall (which basically puts me at the defense softcap) and drop a mine. This will probably change once I hit the higher levels, since that's mostly effective against minions and 40+ blasters tend to mulch those in seconds, but it's quite effective now.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

Quote:
Originally Posted by taekoUSA View Post
Easy Fix to a Traps defender is to make Poison traps a range power. Make it a something the defender can just toss on the ground with in a 10 ft radius... like a grenade. You drop in on the herd, it triggers off....boom. If you do this with the Def Traps set it would make it more workable. I would not recommend doing this for MM or other ATs, just Def.

Having to walk up in the middle of all the may hem and drop a trap in the middle is not good for a Def that can't heal.
Looking over this caused me to go back and dig up my list of suggestions for tweaking Traps when it was still in this latest Closed Beta. Overall, Traps does not need a fix. Could it use tweaks? Yes. But nothing about it is broken and would necessitate a fix.

I still stand by my list though, mostly because all the changes are not revolutionary but are mostly just cuts to animation times that I felt (and still do) were a bit on the long side. Any others I suggested were putting the powers on their proper footing in comparison to other similar powers.

For reference, my list:
Quote:
Web Grenade - Decrease cast time to 1.17s. This should be crossed over to Devices/Web Grenade as well. This brings it in line with Blaster Secondary Immobilizes AND shaves some time off a rather clunky animation.

Caltrops - Increase -RunSpeed to .9. Again, cross over with Devices/Caltrops as well. This brings it in line with other AoE Slows (Glue Arrow, Ice Slick, Quicksand).

Caltrops - Increase Radius to 20'. Currently, at 15' Caltrops is the smallest AoE Slow available: Quicksand/Glue Arrow/Ice Slick are all 25'. Again, cross over with Devices/Caltrops version.

Triage Beacon (Defender version only) - Increase +Regeneration to 200. This brings the power in line with other changes made to powers to maintain 1/.75 "rule."

Acid Mortar - Reduce cast to 1.83s. A 2.17s cast time for what could be seen as the most used power in the set is a bit hampering toward fast moving teams.

Poison Gas Trap - Reduce cast to 1.83s. Again, 2.17s is on the longer side of things; it's actually longer than the majority of Controller/Dominator AoE Holds' cast times.

Seeker Drones - Not a change, per se. Currently, there's a noticeable lag between when the cast time ends and when the Drones become "active." Can this be reduced/eliminated?

Trip Mine - Reduce cast to 3s. 5s cast is exceptionally punitive and puts the player at excessive risk should a mine be attempted to be placed within melee range; even if all aggro is currently controlled via tanking. Cross any changes over with Devices as well.

Trip Mine - Reduce interrupt period to 2s (3s also acceptable). Either that, or allow -Interrupt enhancements to be slotted. Cross over with Devices/Trip Mine.

Time Bomb - Reduce cast to 5s. A 9s cast time (according to in-game numbers) is completely unacceptable. Cross over with Devices version.

Time Bomb - Reduce interrupt period to 4s. 8s of interrupibility, again, is not conducive to team play. Either this or allow -Interrupt to be slotted. Cross over with Devices/Time Bomb.


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
Looking over this caused me to go back and dig up my list of suggestions for tweaking Traps when it was still in this latest Closed Beta. Overall, Traps does not need a fix. Could it use tweaks? Yes. But nothing about it is broken and would necessitate a fix.
I like your suggestions they all seem like good ideas to me. One thing I would like to see is to have something done about Time Bomb. It does amazing damage, but on most teams there isn't enough time to cast it. Either I cast it early and hope it goes off in time..or by the time I place and cast it in a fight, most of the mobs are dead. (It is hilarious for door-to-door ToTng..but that only comes once a year...)


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

 

Posted

Quote:
Originally Posted by Rush_Bolt View Post
Web Grenade - Decrease cast time to 1.17s. This should be crossed over to Devices/Web Grenade as well. This brings it in line with Blaster Secondary Immobilizes AND shaves some time off a rather clunky animation.

Caltrops - Increase -RunSpeed to .9. Again, cross over with Devices/Caltrops as well. This brings it in line with other AoE Slows (Glue Arrow, Ice Slick, Quicksand).

Caltrops - Increase Radius to 20'. Currently, at 15' Caltrops is the smallest AoE Slow available: Quicksand/Glue Arrow/Ice Slick are all 25'. Again, cross over with Devices/Caltrops version.

Triage Beacon (Defender version only) - Increase +Regeneration to 200. This brings the power in line with other changes made to powers to maintain 1/.75 "rule."

Acid Mortar - Reduce cast to 1.83s. A 2.17s cast time for what could be seen as the most used power in the set is a bit hampering toward fast moving teams.

Poison Gas Trap - Reduce cast to 1.83s. Again, 2.17s is on the longer side of things; it's actually longer than the majority of Controller/Dominator AoE Holds' cast times.

Seeker Drones - Not a change, per se. Currently, there's a noticeable lag between when the cast time ends and when the Drones become "active." Can this be reduced/eliminated?

Trip Mine - Reduce cast to 3s. 5s cast is exceptionally punitive and puts the player at excessive risk should a mine be attempted to be placed within melee range; even if all aggro is currently controlled via tanking. Cross any changes over with Devices as well.

Trip Mine - Reduce interrupt period to 2s (3s also acceptable). Either that, or allow -Interrupt enhancements to be slotted. Cross over with Devices/Trip Mine.

Time Bomb - Reduce cast to 5s. A 9s cast time (according to in-game numbers) is completely unacceptable. Cross over with Devices version.

Time Bomb - Reduce interrupt period to 4s. 8s of interrupibility, again, is not conducive to team play. Either this or allow -Interrupt to be slotted. Cross over with Devices/Time Bomb.
All solid ideas and pretty hard not to give a favorable vote too.

One of the issues with traps is that the cast times aren't accurate for the summons (acid and pgt for sure). Well the animation times are accurate they have a weird pause before you can begin doing anything else.

It reminds me of the way weapon sets used to stand around at the end of each power use.

It became overtly obvious to me when I was testing out my fire/traps corr a chain of x moves was taking WAY longer than it should have according to Arcanatime. The problem was the traps powers.

I sent BaB's the info, but...well he's only one man and I don't pull the weight that others do around here.


 

Posted

Yeah. Traps' animation times are all over the place.

Hopefully the Devs will give this a look over and with even more luck, maybe we can get some changes for us and Devices.


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

Still waiting for his Official BackAlleyBrawler No-Prize

 

Posted

Well i got to 50 and it was a fun ride, currently angry at my build attempts since i cant find anything that works for me.

Not really why i´m posting though.
Was on a KTF and one of the Red Caps cast its blind power on the FFG.
Seeing that lil dude riding on the FFG smashing it was one of the funniest thing i´ve seen in game.
Forgot to take a screenshot as i was to busy laughing.


 

Posted

Quote:
Originally Posted by TRTerror View Post
Well i got to 50 and it was a fun ride, currently angry at my build attempts since i cant find anything that works for me.

Not really why i´m posting though.
Was on a KTF and one of the Red Caps cast its blind power on the FFG.
Seeing that lil dude riding on the FFG smashing it was one of the funniest thing i´ve seen in game.
Forgot to take a screenshot as i was to busy laughing.
That would be pretty funny to see.

Post up your build somewhere and tell us what you are trying to do with it. Defender traps is pretty flexible, I'm sure we can figure out something that will make the toon enjoyable and effective for you if you like.


 

Posted

Quote:
Originally Posted by Rush_Bolt View Post
Yeah. Traps' animation times are all over the place.

Hopefully the Devs will give this a look over and with even more luck, maybe we can get some changes for us and Devices.
I'm... of the opinion that asking for buffs to a set that's already potent isn't really necessary (Traps, that is, I don't know much about Devices).

Rad and Dark have lengthy animations, too, but I wouldn't go asking for them to be sped up, you know?

Despite what should be shortcomings for the set, it still works really, really well. Sort of like Spines.

Edit: Also, I don't think any Regen buff/debuff values change based on AT.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Quote:
Originally Posted by Trickshooter View Post
I'm... of the opinion that asking for buffs to a set that's already potent isn't really necessary (Traps, that is, I don't know much about Devices).

Rad and Dark have lengthy animations, too, but I wouldn't go asking for them to be sped up, you know?

Despite what should be shortcomings for the set, it still works really, really well. Sort of like Spines.

Edit: Also, I don't think any Regen buff/debuff values change based on AT.
I generally agree, except in this case a number of the cast times don't match their arcanatime expectation, which in turn means the ingame numbers are off. It was a while ago that I checked, but I was getting like 13-15% off (of arcanatime). When we are talking about cast times that are supposed to be already lengthy at 2.376 (2.17) and are actually coming in at ~2.7 sec that is pretty tangible. Especially because the gap is just a pause of you being able to do nothing.

Whether you call it a buff or a bug fix I dunno.


 

Posted

Quote:
Originally Posted by Trickshooter View Post
I'm... of the opinion that asking for buffs to a set that's already potent isn't really necessary (Traps, that is, I don't know much about Devices).

Rad and Dark have lengthy animations, too, but I wouldn't go asking for them to be sped up, you know?

Despite what should be shortcomings for the set, it still works really, really well. Sort of like Spines.

Edit: Also, I don't think any Regen buff/debuff values change based on AT.
I agree.

Those suggestions are all tweaks. Not fixes and, yes, not necessary. They're in the "It would be very nice if..." category. If the Devs do put them in, I'd say, "OMGAwesome! Thank you, Devs!" But if they don't go in, I'm not going to go all, "OMG Devs suck!" because, well, that's dumb.

Traps, as is, is a good set. It's really, really good. I prefer it on Defenders because it's even better and the playstyle's just right, but it's good overall.

So I accept that these probably will not happen. But like I said, it'd be nice if they did.

Either way, I'm gonna keep playing it.


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

Still waiting for his Official BackAlleyBrawler No-Prize

 

Posted

Level 41 and climbing, and my Traps/Archery is still the only character I'm interested in playing (at the moment). I started on useful procs in the teens and set IO's in the 30's, and by now he's capped to Ranged and nearly capped to AoE.

I've also got a set of Unbreakable Constraint waiting to drop in at 50, but I'm trying to decide what direction I want to go with the rest of the build before I start bidding on more purple sets.

Needless to say, this has become one of my favorite characters, and I'm sure to keep playing him well after he hits 50.

-DR