Looking at a Fire/Traps


Burst_Eagle

 

Posted

So, after finally being able to get enough time to play again, I thought I'd start a new project...and try to stick with it this time!

I was looking at a Fire/Traps Corr and a kind of Pyro-esque type character concept. But I was wondering ... I've heard good things about the combo...but nothing very specific.

Is there anything I should know upfront? Or is it touch and go? Powers to avoid in the combo? Absolute musts?

I have a 50 Bots/Traps MM, and have had numerous Fire Blasters / Corrs, so I know the general rules for the sets as seperates. But are there any certain tips I should be aware of for this combo?

I should mention that I like to solo ... but I'd team if offered. Thanks all in advance!


 

Posted

It's a very fun combo and you can have all sorts of explosive goody-ness with it. I'd skip Fire Breath (I just don't care for it much), Blazing Bolt, and Inferno from the primary and Time Bomb from the secondary. Fire/ is a pretty up front what-you-read-is-what-you-get power set while /Traps is the opposite and it requires a bit of a learning curve.

For your offense, I like Flares although some skip it, Fire Blast, and Fireball. Those three alone can make short work of spawns. Throw in Rain of Fire and you're golden while the other guys are burned.

For your defense, Rain of Fire acts okay for making the mobs run. FFG really brings up your survivability which, if you are into slotting IO sets, look for +Ranged Def. I went with Mu for my Patron just for the +Res shield so I have some very respectable defenses that allow me to set Trip Mines with little worry if I have to. Seeker Drones are great for soaking up Alpha Strikes as well. Acid Mortar and Poison Trap are great. I'm assuming you sort of know this already since you have a MM with traps. I don't think there's much difference although I haven't messed with the MM version.

I did take the Medicine pool along with Triage Beacon which is probably over-kill but I had the pool slots handy.

Finally, solo vs. teaming: It does solo slowly at first but it's well worth it in the end if you can stick with it. I'd say by the mid to upper 20's, you should be living the good...errr...bad life in style.

Hope it helps!


 

Posted

It's a really fun, relatively rare combo. In the end it is one of the most powerful corr combos you can make in terms of survivability and offense.

It takes a bit to mature (nothing like /cold though, but nowhere near as fast as /rad or /dark), but not because it doesn't have good powers fairly early, but rather because they need a decent amount of recharge slotting.

Synergy - drop PT followed by rain of fire+fireball, jump back and use firebreath (if you like) = dead spawn. Firebreath is a really good aoe, but I still go back on forth on whether I like it.

Building for ranged def is a good choice, but for me it was secondary to s/l def. So I went scorp for the shield and the aoe immob (makes rain of fire better vs high cons cause they get out of PGT/trops too quickly for my tastes). I'm usually up very close dropping PGT and acid mortar (I find it works much better snug to the spawn than set far back) so people take melee swings at me.

There is no reason later in your build to avoid capping s/l and ranged if you like. If you really like you should be able to push your psy def pretty high too if you like fighting mind control enemies.

Things to avoid: malta gunslingers, fortunate mistress bosses, raluruu, and w/e you come across that has insanely high tohit bonuses. Also, auto hit -def debuffs like quicksand, but I personally haven't had much issue with def debuffs that require hitting.