Forgive me: Traps


Aquila_NA

 

Posted

Quote:
Originally Posted by Balanced View Post
I have found one minor annoying thing about the set; it seems to make mobs run away like crazy, and once they're out of the slows, they'll run halfway across the map. I had to chase Nocturne all over the place last night. I assume the panic is due to a combination of the Afraid effect on the caltrops, the DoT, and the -recharge preventing mobs from queuing attacks.

Of course, it's not all bad, since it supplies part of your mitigation--every fleeing mob is one that's not attacking you. Still, the scattering effect and the fact that the mobs run out of your debuffs isn't ideal, so I try to use the knockback from my AR attacks to toss them back into the trapzone.
Traps/dark

Works fantastic as a corr, though I'm considering re-rolling to a hero for the better debuff values.


No

Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo

I think you underestimate our fools, sir.

Why /duel is a bad idea

 

Posted

When Rogue goes live, the traps Defender will get pushed up by the Traps MM...


 

Posted

Quote:
Originally Posted by taekoUSA View Post
When Rogue goes live, the traps Defender will get pushed up by the Traps MM...
"Pushed up"? I'll assume you mean, "pushed out," aka supplanted, replaced, whatever.

In response: HAhahahahahahano.


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´m saving traps for demons. will probably do more vllain trappers after i made some more defender trappers.


 

Posted

Quote:
Originally Posted by taekoUSA View Post
When Rogue goes live, the traps Defender will get pushed up by the Traps MM...
Pushed up?

Your idea intrigues me. Tell me more.


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

 

Posted

Quote:
Originally Posted by taekoUSA View Post
When Rogue goes live, the traps Defender will get pushed up by the Traps MM...
Defenders get better debuff and buff numbers out of it though. Also we don't know what penalties GR is going to have for side switching..so best not speculate the death of any AT yet...

My Traps/Dark has gotten a pretty good reception and I play on him on Liberty...a server with a lower population.


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

 

Posted

Traps defenders = tank mage!


@MARTy McFly

 

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Eveyone must be sleeping in today, I expected a few flames by now


@MARTy McFly

 

Posted

Quote:
Originally Posted by JayboH View Post
Trip Mine is da fail. It fails so hard it's not even funny.
Wah wah


 

Posted

Quote:
Originally Posted by JayboH View Post
Trip Mine is da fail. It fails so hard it's not even funny.
Satire?


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 Chill_Out View Post
Satire?
Or possibly typo, and he meant Time Bomb, which actually *IS* an awful power for nearly every situation.


TEH WERDZ ON SKREEN HURTZ MI BRANE!

 

Posted

Yes time bomb breaks the set with mez protection at level 8, an aoe hold with 1000% -regen, solid -resistance, a good immob etc.

Sigh i have to delete my traps/ toons now.


 

Posted

who told anyone to take time bomb?


@MARTy McFly

 

Posted

Quote:
Originally Posted by TRTerror View Post
Yes time bomb breaks the set with mez protection at level 8, an aoe hold with 1000% -regen, solid -resistance, a good immob etc.

Sigh i have to delete my traps/ toons now.
The rest of Traps being awesome does not bring Time Bomb up to the level of even being terrible.

Just goes to show that a set can be awesome even if it has a sub-terrible power in it.


TEH WERDZ ON SKREEN HURTZ MI BRANE!

 

Posted

I need to make a new Traps defender...so many possibilities!

/Rad for it's awesomeness
/Dark for it's debuffing and exotic dmg
/Sonic for it's -Res and it's sleep

I might go /Dark and /Sonic



 

Posted

Quote:
Originally Posted by Negate View Post
I need to make a new Traps defender...so many possibilities!

/Rad for it's awesomeness
/Dark for it's debuffing and exotic dmg
/Sonic for it's -Res and it's sleep

I might go /Dark and /Sonic
I'm finding Traps/Dark to be amazing. Tenebrous Tentacles to keep things from running from the mortar, two cones with -ToHit to cap out your defense with the FFG, Dark Pit stacking with Seeker Drones, a self-heal in the secondary to shore up about the only thing the primary's really missing... between the two good cones and being able to cast Trip Mine in melee range, you also do a ton of AoE damage. Really, my only complaints about the combo are that it's a bit low on ST damage and groups that tend to scatter the second you attack them (like Sky Raiders) can pose a problem. The latter's pretty common for debuff defenders, though, so that's nothing new.


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

 

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I am so glad to see heroes embracing the glory that is Traps.


 

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Took my unfinshed build an played with pylons. First one went down easy but forgot to time it. Second one was about 15:10 but got hit alot more thus resulting in more kb. Between epic shield, capped ranged, Seekers and triages i was pretty safe.
Should be able to shave off a bit once i finish the build.


 

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I just rolled one recently, and it's pretty much the only Defender I've ever rolled that got played past level 5. Nice so far, can't wait to see what's to come.


 

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I'm thinking either a Traps/Dark or a Traps/Sonic. Traps/Dark will have -ToHit debuffs to synergize with FFG and solid AoE, but Traps/Sonic will be able to use Siren's Song in in order to place traps safely. This looks like a solo or small team set that would be loads of fun.

An All-Traps team would be a lot of fun. Stacking Force Field Generators on an 8 person team would almost assuredly hit the softcap, and you could have a firing squad of Acid Mortars, along with trip mines and 8 Time Bombs lined up awaiting a nearby boss to be aggro'd. 8 Poison Traps to be used on a GM simultaneously. 8 sets of Caltrops ticking DoT away like reverse rain, and 8 Triage beacons, uh, that might actually heal worth something? 8 web grenades pulling those freaking flying enemies out of the air...

I WANNA DO IT! XD


 

Posted

Quote:
Originally Posted by JWatt View Post
An All-Traps team would be a lot of fun. Stacking Force Field Generators on an 8 person team would almost assuredly hit the softcap, and you could have a firing squad of Acid Mortars, along with trip mines and 8 Time Bombs lined up awaiting a nearby boss to be aggro'd. 8 Poison Traps to be used on a GM simultaneously. 8 sets of Caltrops ticking DoT away like reverse rain, and 8 Triage beacons, uh, that might actually heal worth something? 8 web grenades pulling those freaking flying enemies out of the air...

I WANNA DO IT! XD
What server are you on, JWatt? Depending on the day/time, I would love to be part of an all trapper team.


 

Posted

Quote:
Originally Posted by NagasakiGhost View Post
What server are you on, JWatt? Depending on the day/time, I would love to be part of an all trapper team.
I am on many servers, on many different times of the day, based on whatever I'm needed to do at home or work. That's the problem with me being part of ANY static team. :P

But a man can dream...


 

Posted

My traps/dark is 20 and wow, so much control. Dark pit with Seekers stuns most things, pgt is always nice and you have TT to keep them in the cloud.

Also been encountering more trappers and it stacks really well.

Now to to figure out which will be my third defender trapper.