Silas Plays Support And So Can You!


Alef_infinity

 

Posted

Quote:
Originally Posted by Silas View Post
Also MMs I guess. But like, they generally only buff their pets. Why yes, Painbringer that Lich. Go team. Super effort.
Gross generalization, most MMs i've played with (and definitely all of mine) are aware that it's better to use their buffs on the team.
I can easily tell you i've played with at least as many Corruptors and Defenders that only care about AM'ing themselves rather than the team


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Posted

whtas about traps and storm summoning guides so far?
they do both good debuff and are avaible to defs and corrs but aren't listet in your first post


Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

t Knightslayer, Heh, yeah. To be fair, the last time I teamed with a level 50 MM seems like a long time ago. But yeah, people being crap about buffs is bad, regardless of what AT they're on. Good point.

t vernichterhelge, Eh, they're not mentioned because I hadn't planned on doing them. I had a 50 storm/elec def and 50 fire/traps but they've both since been deleted. That said, its funny you should mention it because the fire/traps has been rerolled and I'm leveling him and a storm corr is on the to-do list.

I deleted them because preeeeetty much anything storm/traps can do another set can do better as well as other stuff. I'm rerolling them because they're still pretty fun and I <3 corrs.

Fun Fact: I'll also be writing a Fortunata guide. Stay tuned, or something.


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Quote:
Originally Posted by Silas View Post
• Lots of –res all up in yo’ bidness
I'd comment further on whether this is any good as a guide for a /cold, but I stopped here.


 

Posted

Quote:
Originally Posted by Hart View Post
I'd comment further on whether this is any good as a guide for a /cold, but I stopped here.
whats your problem with this opinion?
both heatloss and sleet are aoepowers that create -res


Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

Some people don't have a sense of humor I guess. I love reading your guides, keep it up dude.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

I noticed that there's no Archery love over in the Dark Miasma section. Where does that stand among the other Primaries when it comes to DM? I was thinking ROA + Tar Patch would be all kinds of epic, but Fire gets both Fire Ball and Rain of Fire and gets them way early, which really makes me want to reroll into Fire/Dark.


 

Posted

Archery works fine too, Fistful and RoA are both fantastic AoE powers. I would just say unless you went Archery for concept or whatever, Fire would be better. While I love Arch on my Arch/TA corr, on my dark I prefer fire because there's no redraw.

It is true that Fire gets its AoEs early, which makes fire/dm a monster very early. Fireball and Tar Patch by 4 makes the lower levels a breeze. The thing about RoA is, its a fantastic power but the animation is a little on the long time and dark is already a set with some sluggish animations. Once Tar Patch is down I can chuck out Fireball and lay down RoF and then I'm relatively free to react to the battle as it progresses with the rest of my dm stuff and blasts.

The other thing about Archery is that while Fistful rocks enough that its not such a big deal, Explosive Arrow sucks. The values are bad on it and it does knockback. Knockback you don't want, because stuff goes off the tar patch and out of DN.

If you're not totally set on archery for concept I would recommend you reroll fire/dm. Its a monster from very early on right through to 50. You'll thank me once you get Rain of Fire


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Quote:
Originally Posted by Silas View Post
The other thing about Archery is that while Fistful rocks enough that its not such a big deal, Explosive Arrow sucks. The values are bad on it and it does knockback. Knockback you don't want, because stuff goes off the tar patch and out of DN.
OTOH, you can use it to knock stuff that escapes back into the patch. I find that one of the main advantages of AR/Cold over Fire/Cold is being able to knock baddies back into Sleet and Snow Storm after they've crawled out.

On a team with someone to hold or immobilize, the extra damage is just gravy.


 

Posted

I love the guides. Very funny stuff.


Quote:
Originally Posted by Silas
Offensively: Drop under a spawn so they melt faster. And my, how they will melt. A spawn with Tar Patch under it will burn at all ends, they will not last the night; but ah, my foes, and oh, my friends--It gives a HELLISH LIGHT

Muahahahhaha!

Wait, where was I?

Oh, yes.

:3

*ahem*

I still do this.

All. the. time.


In groups, or solo, I laugh like a loon at the PC when I've got tar patch down, and let loose with RoF & Fireball.


Thank god I don't use ventrilo for this game...


 

Posted

This is the most ... guide I've ever read. Silas obviously ... is so smart and funny, [and] I ... find his antics [amusing].


 

Posted

Quote:
Originally Posted by Silas View Post
Hope this has helped. First person to say pain sucks empathy is better gets punched in the jeans.
I don't know why, but for some reason this had me lol irl for a good few minutes.

It is also sig material.


 

Posted

Pretty nice guides, man.

(And funny) : )







-Star


 

Posted

Quote:
Originally Posted by Silas View Post
Updated with Sonic guide.
Glitch - Your Sonic guide mentions Sonic Dispersion once. In the 'How to use' section for Clarity. Admittedly there's not a huge amount that needs to be said about it, but it's still an omission.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

IX: Storm Summoning

Storm Summoning, my droogs. Much maligned because melee hates KB which Storm has in droves. As someone who hates melee, I enjoy Storm because I can passive aggressively drive them off my teams. Take that, scrapper fiends! Nah, seriously though, Storm does have a lot of KB but it’s very possible to minimize it and if you do use it, to use it to good effect.

KB stuff away from melee = MELEE HAZ A SAD

KB stuff towards melee = MELEE GIVE HUGZ

Now I can already hear you cry, but Silas, there are only two people who can play Storm well and they both died in the 1800s! YES, AND WE GREATLY MOURN THEIR PASSING.

But this is the time for change! It is totally possible to play Storm without being an awful, awful Fehlgeburt. Come, take my hand and let us prance through the fields of Storm. Don’t mind the lashing rain and gale force winds.

So you can play Storm in such a way as to be not terrible. Cool, not being awful is nice, but is that it?

I SAY NAY, SIRRAH:

Why Storm is Awesome and You Want to Be One:

• Very high damage/control support set

• No team buffs to worry about maintaining, just do yo’ thang

• Great mob positioning tools to both cause and control chaos.

• A fairly decent ally heal if you want to maintain the façade of not loathing your team mates and wanting them to die.

• Freezing Rain is like Sleet which is GREAT except unlike Sleet you don’t have to wait till like level one million to get it. So yay!

• Very powerful AoE debuffs

• Immense, (and I mean immense), abilities for team griefing :3

AND SO:

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Gale: Cone high KB, minor damage (smashing)

Slotting Recommendation: Ehm, depends. As positioning tools go, this is pretty crude and you’ve got much better options in the rest of the set. I have it 6 slotted for Kinetic Crash set bonuses and on the rare occasions I use it, I want it to do its thing well. That said, I use it very rarely and unless your loathing for your fellow man is larger than mine (hah! Unlikely.) you probably won’t either so there’s not much point giving it slots. I would say slot it if you want set bonuses, otherwise don’t bother. Please, please don’t slot for damage. If your team wanted huge amounts of KB for anemic damage, they would have invited an energy blaster. Zing!

How to Use: To send stuff in a huge cone in front of you a-flying. It can come in handy very occasionally, but with all the energy and finesse you put into a good Gale you could have used Hurricane to put them there faster, less messily and debuffed them to boot. To that end, Hurricane is for fine positioning, Gale is if you just want something out of your face right that instant and you don’t care too much where it lands.
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O2 Boost: ally +heal +protection (Stun, End Drain) +perception

Slotting Recommendation: Well, it’s a decent heal but healing really shouldn’t be your priority as a Stormy. I put 5 Doctored Wounds in it for set bonuses and while it’s far from a priority power, you might as well make the most of it if you can spare the slots.

How to Use: Well uh, most obviously for healing. Someone’s green bar gets dented, bubblegurglebubble O2 Boost them back up to healthy. The stun and end drain protection should not be ignored, however. While I wouldn’t take the time to keep all the squishies on a team O2 boosted fighting stuff with a lot of stuns, if you see someone stunned or someone calls it out, hit em with O2 to break them out of it. If you’re fighting stuff with a lot of end drains (Mu, Malta) it’s also pretty nice to keep a couple O2s on whoever is leading into the spawns to stop their blue bar going cough splutter poot. Also, unfortunately no matter how many O2s you stack on them, you can’t nullify the end drain of a nuke. I’ve tried :C It also gives +perception which is pretty nice if you're fighting Arachnos with their frigging Smoke Nades.
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Snow Storm: toggle enemy PBAoE slow -rech -fly

Slotting Recommendation: I went with 2 end rdx and 2 slows. It uses a tonne of endurance and the rest of Storm is pretty end-heavy as is, you really want to minimize how much this uses. 2 slows ensure brings the slow to -90% which is the slow cap. Slow resistant stuff (GOD I HATE WARWOLVES) will still ignore it (GOD I HATE THEM SO MUCH) the difference is very noticeable against anything else.

How to Use: Sadly unlike other delicious enemy toggles, you can’t really pull with this. Well, you can, but it’ll be like watching paint dry. Or playing a Defender. Use this on a central dude in a spawn to keep them where they are for Freezing Rain and stuff. Just be aware that the animation is a tad on the slow side so if stuff is dying fast or there’s a controller/dom locking stuff down you don’t need to bother. Only use Snow Storm if stuff is running all over the place and you need them to stop so you can deliver FACE PUNCHES.
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Steamy Mist: awww yeah steamy bow chicka okay FINE, god, you spoil all my fun. PBAoE ally +stealth +def(all) +res(fire/cold/energy) +confuse protection

Slotting Recommendation: Defense and end rdx first. The defense is against all types whereas the resistance isn't. The defense also stacks a lot more easily with whatever defense the team has. Since you’ll be running this almost all the time, make sure you get good endurance reduction too. Good place for Karma/Steadfast -KB IOs. It also gives confuse protection which is pretty handy against Succubi and the like.

How to Use: Toggle on, don’t turn off unless you’re leading an NPC somewhere. While the resistances aren’t always needed, the stealth is always great. Both will help you and other squishies not get splattered. This in conjunction with a stealth proc or Super Speed gives you full invis which is very handy for positioning.
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Freezing Rain: location AoE -def -res (all) slow, -rech, minor KD, minor DoT (lethal)

Slotting Recommendation: Priority is to get maximum recharge and an Achilles -res proc. Getting good values for defense debuff and endurance reduction is also important.

How to Use: Open fights with it. Drop on spawns. Make them go dead faster. You want to use this all the time, its fantastic. This is a cornerstone power in Storm, and the other powers in the set (most notably Hurricane) allow you to make the best use of it.
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Hurricane: PBAoE repel, KB, -tohit

Slotting Recommendation: For -tohit and endurance reduction. This is a very hefty tohit debuffer but uses a lot of endurance. Slot accordingly. Godspeed. ALSO: recharge.

lol

wat?

Recharge in a toggle? Yes. Because this isn’t an Always Power(tm). It’s a power you turn on and off when needed, so you want it recharging sharpish like. I wouldn't put recharge SO or IOs in it, but if you're using a set (I went for 4 Dark Watchers) get the ones with some recharge if you can. Global recharge as well is also usually enough. As long as you've got it recharging in 4-6ish seconds it's good.

How to Use: Well. This is something I could dedicate an entire How to Not Be Awful section to. But basically, the golden rule is this: be gentle, lover. Unless it’s incredibly KB/repel resistant (like an AV) you should pretty much never have something in the middle of your Hurricane. It’s possible to debuff stuff with the very edge of the ‘cane without shoving it around. If you do want to shove stuff around (which is also a very valuable use of the power) you still only need to graze them with the edge of it. Stuff will occasionally get randomly KBed, but if you’re gentle with it they’ll generally go flying to where you wanted them to go to begin with. It also debuffs range by a sizeable amount (60%), so stuff you nick with it will have a much harder time hitting as well as needing to be closer to do so. Stacks nicely with Taunts -range. Good times.

It’s a very fiddly power, but an incredible useful and powerful tool. Practice with it until you get a good feel for its nuances. Probably best to do this solo.

Here’s a picture to show you the ranges on the power. The blue circle is the range on the visual sfx, about 15 feet. The red circle is the actual range of the power, about 25 feet. Anything in between the red and blue lines can and will be repelled and sporadically KBed. In order to gently nudge stuff around, you want them to be riiiight on the edge of the red line. Unfortunately one of those things you’ve gotta get a feel for. Like a big ol’ bag of sand. Crunch crunch.

In fact, I’ve decided to give Hurricane its own HTNBA section. Exciting!

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How to Not Be Awful With Hurricane:

• As above, be gentle. If you’re running right at stuff and getting them right into the middle of it and hurling them everywhere YOU ARE DOING IT WRONG. There is almost never a time when you want stuff radially KBed.

• For positioning. For stuff that’s wandered outside of the main spawn or has been KBed out by your Lightning Storm or whatever, gently nudge them back into the AoE killzone with this. A good Stormy means there are fewer random stragglers to chase down, not more.

• When not using it for positioning, it’s still a great power to have running just to keep stuff out of melee from you/other squishies. Fighting stuff with big bifurcating melee weapons it can be a lifesaver to run this for a safezone for the squishies because anything trying to melee you or them will be pushed back and debuffed. Just you know, don’t make the squishy safezone right in melee where it’ll be obnoxious for stuff like Fulcrum/Heat Loss/lolmelee/etc.

• For debuffing. As I said above, you don’t have to get stuff within the repel radius to debuff it. If you’re careful about it, you can debuff stuff in a spawn without pushing them around. Since the -tohit on Hurricane is pretty huge, this is a skill you want to hone.

• Don’t be lazy about Hurricane. Don’t either never use it or never turn it off. The animation is sluggish so you don’t want to be flicking it on and off all the time, but leaving it running all the time is a pretty good way to piss off a team.

• Positional awareness. Running Hurricane you’ve gotta keep an eye on how close you are to stuff so you don’t accidentally push/aggro stuff as you’re running around. As a huge slacker I resent being made to expend any kind of effort, however I’m a big boy and with regular therapy I manage. So can you.

• While you can stand right next to an AV without KBing them with Hurricane, its generally better to only touch them with the edge of the debuff instead. This means they’ll get the debuff without you throwing all of their minions and stuff away who would otherwise be delicious, delicious Fulcrum/Heat Loss/Soul Drain fodder.

• Mobility. If you’re running Hurricane to move stuff around you want to have as much freedom of movement as possible. Hurdle and CJ are great for this, but if you’ve gotta do a lot of positioning with ‘cane you might want to hold off on attacks just so you don’t get suppressed. Attacks like Freezing Rain/Ice Storm/Rain of Fire are great for this because you can drop them and not be suppressed, then focus on pushing stragglers back into the storm. Good times.

• Practice makes perfect. Boring, cliché advice but very true. While it is totally the worst that you have to like, pay attention and ****, Hurricane in the right hands is a fantastic tool.

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Thunderclap: PBAoE stun

Slotting Recommendation: Weeeeell…as stuns go its pretty butt, to be honest. Animation is glacial, accuracy is low, duration is short, recharge is long. It’s also PBAoE, meaning it doesn’t play nice with Hurricane. I went with 5 Stupefys because the set bonuses are delicious and when I want to use Thunderclap I want it to count. If you’re not going to dedicate a fair few slots to it, don’t bother. It’s certainly not a key power, so don’t worry. It does have more use for controllers, who can stack it with a stun from their primary and who can have an AoE immobilise to mitigate the stun stagger.

How to Use: If you want to stun a spawn, hop right in the middle (perhaps best to turn ‘cane off first :3 ) and shhhhRRRRAAAKOOOOOOOMMMM they’re stunned. Well, minions and lts are. They will now kindly refrain from shooting you in your face, but they will drunkenly stagger around, sometimes at high velocity. Minimize this with an AoE immob if you have one or Snow Storm to slow their stagger to a crawl. If they get really unruly you can always nudge them back into place with Hurricane.
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Tornado: pet with PBAoE KB, -def, stun, high DoT (smashing)

Slotting Recommendation: Of the various aspects of this power (KB, defense debuff, stun, damage) only the damage is worth slotting for. It throw stuff around enough without being slotted for KB, the -def is nice but the damage is nicer and the stun is a minor side effect at best. The damage is actually pretty impressive, the only problem is you’ll only get the benefit of it if you can lock stuff down.

How to Use: if you just throw this around you’ll create havoc. Great if that’s what you want to do, but generally you’ll want the havoc to be controlled. Due to this, be circumspect in your use of Tornado or not at all. If you’ve got an AoE immobilise with -kb then go nuts, otherwise only drop it as a panic button to give you some breathing room and you’ve exhausted all other options or on a KB resistant target like an AV.
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Lightning Storm: pet with high damage (energy) KB, -end -recovery

Slotting Recommendation: This is a tricky power to slot. You want as much damage and recharge as you can get, but it uses a truckload of endurance so you want good end rdx too, as well as being able to slot some nice procs. I recommend frankenslotting from the ranged damage sets (Thunderstrike is great for this, appropriately enough) to get good dam/rech/end values. Accuracy can’t hurt, but it’s far from necessary with its high base accuracy and Freezing Rain.

How to Use: Throw it up and it’ll fire lightning bolts at stuff. It does fantastic damage, especially combined with Freezing Rain. The downside is that each bolt does KB, so if you’re not careful about where you place it, it’ll send stuff flying. While you can easily correct this with Hurricane, its best to minimize it in the first place. You can do this by dropping Lightning Storm in the air directly above a spawn, so that they’re knocked back straight down, so it’s effectively KD.
Quote:
How to Not Be Awful:

• When using Gale, less is more. Much, much more. Rare is the time when you absolutely have to throw everything in a huge cone back. Sometimes stuff bounces and flies back further, sometimes they don’t. Its unreliable distance, unwieldy cone and much better positioning tools means Gale is almost never worth it. Keep on your bar only if you enjoy tormenting Scrappers.

• If you’re going to torment Scrappers, go whole hog. Turn on Hurricane, put Gale on auto, set yourself on Follow to the scrapper and target through them. :3 They’ll rage so hard they’ll give themselves an aneurysm.

• Okay 4 srs though don’t do that, its not a nice thing to do. Or what you can do is be more subtle in your tormenting, always be excellent in your storming so that the scrapper will extol the virtues of Storm and their peers will think them delusional and scorn them as a pariah. Muahaha.

• Storm can be trickier to use in open maps, but for this it shines in indoor maps. Especially office/warehouse maps with lots of delicious corners to herd stuff into with Hurricane and then obliterate with AoEs.

• That said, try to judge when its best to push stuff into corners and when to just tackle the spawn where they were. If the team is moving fast and is plenty safe, it’ll generally be more of a hindrance to insist on rounding things up into a corner. When this is the case, circle around it to push the spawn together into itself, rather than towards somewhere else.

• When dropping Tornado as a panic button because the team is getting mauled, bear its duration in mind. If you think you need the full 30 seconds to regroup, go ahead and chuck it out. If you only need 5-10 seconds go with another option because otherwise you’ll have the Tornado following you around making a mess of things when you don’t want it around.

• Speaking of Tornado, while it does do a lot of damage to KB resistant targets (especially AVs), it will throw everything else around the AV all over the place and there’s no guarantee it’ll focus on the AV rather than chasing some poor minion it just threw across the room. If you’ve got someone on the team who benefits from big spawns (kinetics, cold, dark melee, willpower, invuln, shield defense) hold off on Tornado. If you really want to drop it on an AV wait until the spawn around it is dead.

• Jump-cancelling (video here) can be very tricky to master, but if you can get the hang of it for the Snow Storm/Freezing Rain/Lightning Storm animation, it’ll be tremendously useful for your mobility, especially for Hurricane. Even moreso if you’ve got something else which shares the same animation (Ice Storm/Blizzard/Rain of Fire).

• Don’t underestimate soft controls. Freezing Rain and Snow Storm is a devastating combination because the mobs will try to run out of the patch but are slowed to hell and back, giving you and the team plenty of time to take them apart.

• Storm Summoning is end heavy. I find this to be the case even with heavy endurance reduction slotting. Invest in +recovery from sets and/or other endurance management tools. As someone who loves Blizzard SO MUCH I took both CP and Power Sink.
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What Goes Well With Storm Summoning:

Ehm, I'd say there are several good options for Storm. Fire is of course, as with almost any Corr secondary, balls-acheingly great. Rain of Fire + Freezing Rain = win. Fire just does absurd amounts of damage which goes well with the debuffs and damage of Storm, but you will be pretty squishy and end-heavy.

Sonic is a great primary for teaming and is very endurance light. The drawbacks of Sonic, (namely, crap AoE and lowish on damage in general), are covered by Storm.

I went with Ice for all the rain synergy, all the stacking AoE slows are great. Freeze Ray is great for marking the Snow Storm anchor and Ice isn't too end heavy.
How Silas Does It:


Behold!

So uh. Hope this has been helpful. Sorry for the delays and all that, if it helps, I blame the Warshade.

Now go forth and trow stormz!


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

one thing to lightningstorm: if you jump before placing it, it wont blockade the teams view and will fire on the enemys


Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

Quote:
Rezzes a dead ally, gives you zomgawesome buffs for 60 seconds. To the order of a 30% damage buff, 175% (2.92end/sec) recovery, 75% recharge and 20% tohit. For 60 seconds. Yes, awesome. Yes, you do get a 30% damage debuff and 20% tohit debuff for 30 seconds afterward, but that’s negligible in my experience. You’ll always be happy getting to use this. I mean, tempting as it is, but try to not let people die on purpose just so you have an excuse. Unless they’re giving you sass somethin’ fierce.

While hilarious, try to not hit ASing stalkers or people sniping with Enforced Morale. It will interrupt them unless they’re already damaged.
Now why did you have to write these? Just makes me want to do these as soon as I get the powers on my new fire/pain lol.


 

Posted

Quote:
While hilarious, try to not hit ASing stalkers or people sniping with Enforced Morale. It will interrupt them unless they’re already damaged.
LOL.

Great guides, Silas.


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

X: Traps

Traps. Like Trick Arrow, a high damage/debuff support set, with the only buffing of teammates in a placed +regen beacon and a dispersion bubble. Traps is much-maligned as being gimp and bad and sucky and that it causes impotence (Spoiler: NOT ACTUALLY TRUE! I tested it and now I have to pay child support :C )

So.

Why Trapping Is Awesome and You Want To Do It:

I’m going to divide this bit into two sections, one dealing with the merits of Traps in and of itself and the second for Traps with IOs for shenanigans.

By itself:

• Mez protection on a squishy is great and defense stacks with all kinds of stuff for getting punched in the face with less frequency. Which, if you ask me, is a pretty desirable outcome. I don’t know about you, but I get a lot of use out of my face for eating and it’s where I talk from (mostly) so I like it to be relatively punch-free.

• Several very effective ways to mitigate alpha attacks via mez, debuffs or diverted aggro.

• Powerful -regen debuff and AoE hold (plus puke animation is hilarious)

• -res -def debuff pet that can be aggroed

• Trip mines. They go boom. Hard.

• An absolute beast against AVs and GMs because PGT is by far the most powerful –regen debuff in the game.

With IOs:

• Easily softcapped defense with the FFG
o Which means you can get much more use out of the otherwise easily interrupted Trip Mines

• High recharge means you can have several of the Mortars out for huge debuffing

• Lots of awesome proc oppertunities (more on this in individual power sections)

• Due to the summoned/placed nature of the set (vs toggles) the set benefits immensely from high recharge bonuses because a single trapper with good recharge can essentially be 2-3 trappers.

• An absolute beast at soloing AVs and GMs because of aforementioned softcapped defense, high debuffs and flatlining their regen. Short of Hami, there is almost nothing in the game that is more than a speedbump to a well built trapper.

And so:

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Web Grenade: foe immobilize -fly -recharge

Slotting Recommendation: In my build I didn’t have any slots for this. Fortunately its pretty potent at what it does right out of the box. In my old build, I largely ignored this in favour of the AoE immob from the Mace pool. I’ve since respecced into a more AV/GM soloing friendly build, so I slotted this instead.

How to Use: anything you want to stay put, chuck this at it. Simple, effective power. For all of the complexity and nuance in Traps, this is a nice straightforward power. Also nice to keep melee-happy bosses out of your face which they might otherwise cleave in twain.
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Caltrops: location AoE minor DoT (lethal) -speed

Slotting Recommendation: I didn’t take this because I didn’t have the power slot, but its still a handy power. I’d say it depends how you want to use it. The damage is decentish over time and the slow and recharge stats are decent at base. If you want it for a damage power (more on this below), slot a set of Posis. If you want it as a slow power, one or two recharges and an end/slow would do the trick.

Proc Shenanigans: While it doesn’t take as many sets as the MM version (don’t ask me why) you can still put several procs in it which can be quite effective.

How to Use: As a slow: Area denial. Anything that is on top of the caltrops or runs onto them will immediately want to run off. They will do so sloooooowly. This means for the duration of them slooooowly running off, they’re not trying to impregnate your face with bullets. This is Yay.

As a damage power: well, caveat first, it does its damage over the entirety of its duration. So if you slot damages in it, see that it does more damage than Rain of Fire, don’t get too excited. Rain of Fires damage is done in 1/3 the time and over a much larger area, not to mention the SuperScourge. But, unlike RoF you can easily have 2-3 Caltropseseseses out at once. So for AV/GM fights, it can add a surprising amount of damage. It’s uh, of very limited damage use for anything short of AVs/GMs though.
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Triage Beacon: placed PBAoE +regen buff

Slotting Recommendation:

Old Build: I went with 5 Doctored Wounds for the set bonuses and to max out the healing/recharge. The regen buff from this isn’t incredible and is definitely hindered by the fact that the Beacon doesn’t move so its only good while you’re fighting by it, but it’s a nice bonus during AV/GM fights.

New Build: Much tighter on slots, had to go with just 2 heal/recharges for this. Still decent heal and recharge values, with my global recharge I can have two of them out reliably. Suits my purposes just fine.

How to Use: Since a)its +regen not a heal and b)its not a huge regen buff if you only drop it when you’re low on health you’re probably still going to get smooshed. If you/the team is moving fast generally don’t bother, but if you’re about to go into a tough/likely to be longer than 20-30 seconds fight drop it down before you engage. It’s by no means dramatic but is definitely nice, especially if you’ve got high defense so not a lot of damage is coming through to begin with. Even more if you’ve got 2 of them out.
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Acid Mortar: placed pet ranged AoE -def -res (all) minor DoT (toxic)

Slotting Recommendation: This is one of the gems in Traps, even moreso with IOs. What’s important is to max out the recharge as well as to get decent values for accuracy and defense debuff. Once it hits it’ll easily keep hitting, but it has to hit in the first place so for higher level stuff and AVs with +def godmodes make sure you’ve got good accuracy in there.

Proc Shenanigans: This badboy takes a whole slew of procs. If I could, I’d 12 slot it. Unfortunately, you’ve got to strike a balance between delicious, delicious procs and getting good enhancement values on it. Because the shots the Mortar fires are AoEs, the Achilles -res proc is very effective in it. The most cheatyface option however, is a Devastation proc. For some reason, despite being AoE the Mortar takes ranged damage sets. The Mortar (especially with 2 or more out) can hold a lot of a spawn as it just poots out its rounds. Its awesome. Try it. The negative damage proc from the Lady Grey set is also quite nice, but I didn’t have room for it sadly.

How to Use: Drop at the start of every fight. These will debuff the mobs significantly, so dooo eeeet. The thing to note is, they’re summoned pets. This is awesome because you can get several of them out at once and they draw aggro to themselves giving you more room to breathe. This is not awesome because: they can be dumb. They may choose to shoot at that single dude shooting at it rather than the rampant Chief Soldier or the clustered minions waiting to be debuffed for obliteration. This is unfortunate. I’ve not noticed much difference in their targeting preference based on being dropped in the middle vs. outside of a spawn, so don’t worry too much about it. As long as they’re in range its fine.
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Force Field Generator: summoned pet +def +protection (hold, immobilize, stun)

Slotting Recommendation: Max out the defense value. This thing provides a huge chunk of defense, downside being it can be destroyed and is a tad on the slow side so the protection it provides can be spotty if you move fast. It recharges very fast at base (15 seconds) so you can always resummon it if its way behind you. It does cost 13 end which is a tad on the costly side if you need to resummon it a lot so if you’re going for sets get some end reduction in there.

Proc Shenanigans: None. Don’t be fatuous, Jeffrey.

How to Use: Just keep it around, really. Resummon when needed or when you've got a spare second or two and its lagging behind.
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Poison Gas Trap: PBAoE foe hold, vomit, -regen -recharge

Slotting Recommendation: This is another gem. While not as awesome as it was (and oh my god it was so awesome, so, so awesome. And by awesome, I mean fanfuckingtastically broken-awesome). You want to max out the recharge on this because it makes up a significant portion of your damage mitigation so you want to be able to drop these as often as possible. I went with 5 Unbreakable Constraints because extravagance turns me on and the set bonuses/enh values are boss. Also a Lockdown proc.

Proc Shenanigans: Not quite as uh, effective as before the fix. (And I say fix, not nerf because if you saw any trapper with a clue use it it was very, very evident how broken it was. Delightfully so, but still). Its not really worth it to put damage procs in anymore, but the Lockdown chance for +2 Mag hold in it is really, really great.

How to Use: Run in, drop at feet of mobs, proceed to bring the noise. This and/or Seeker Drones are great for absorbing alphas. It also has stupidly huge -regen so be sure to drop it at the feet of any AV/GM you fight.
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Seeker Drones: summoned pets, disorient, -dmg, -tohit, -perc, low damage (energy)

Slotting Recommendation: These puppies are quite nice. While they do all kinds of spiffy debuff stuff and stun, imo the real benefit of the Seekers is for aggro. Summon them in the middle of or in front of a spawn and they will lazily float into stuff allowing the mob to waste their alpha on them before going poom and debuffing stuff. At which point you have laid down the Mortar and go pew pew. So uh, to that end, you want to max out the recharge on them. (Seeing a pattern here?) The -tohit is reasonable but nothing huge. I myself went for 4 Dark Watchers Despairs for the bonuses. While you can put a Devastation hold proc in there to stack with Mortar and PGT, its much less reliable and while I did like it, I couldn’t justify it in my final build. If you’ve got a slot I would though.

Proc Shenanigans: As mentioned above. The damage procs aren’t really worth it.

How to Use: As above, in front of or in the middle of a spawn to draw aggro and go poom for debuffings make benefit glorious trapper. This is really the only way to use them, since if you summon them next to you and then run in half the time they won’t get there in time. When I said they float lazily, I mean they float laaaazily. Slower than a Tanker but at least they do some damage, zing!
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Trip Mine: placed PBAoE high damage (fire/lethal) knockback

Slotting Recommendation: These do pretty good damage but are slowish to recharge so like, enhance the damage and recharge. If you could enhance to reduce the interruptible portion that’d be great, but you can’t because well, you just can’t.

Proc Shenanigans: Ehm, damage procs in them will have a chance to go off on every foe hit by the blast when it goes boom. Standard proccage affair.

How to Use: If you’ve not got a lot of AoE in your primary, Trip Mines are great. You’ve got Seekers, PGT and FFG to help you drop them without getting interrupted every second, so drop em and enjoy. Toemine away.

If you do have decent AoE in your primary, (everyone but Sonic/, really), you’ve got better AoE options.

You can stack a whole bunch down and make an awesome EB-instagibbing Trap of Doom, but it’s largely a party trick.
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Time Bomb: location crappy power, teasingly high fire/smashing damage and probably knockback, who cares

Slotting Recommendation: DO NOT

…because…

How to Use: DO NOT

Seriously, it’s awful. 8 second interruptible bomb placement, goes off after 15 seconds. Maybe 20? I don’t know, nor do I care. Neither should you. The damage is tonnes bozillions but it’s not worth how stupid and fiddly the power is. You’re better off using Trip Mine or your primary when you want to blow legs off.

In making Time Bomb such total pure ***, the devs have given you a gift. You may take any other power from your primary or secondary at 38 instead. Go on, you can even take something from a pool. I won’t tell.
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How to Not Be Time Bomb-wait I mean Awful

Yeah so okay:

• Since the core powers of /Traps all take a few seconds to animate, it can seem like you’re gonna be the guy who spends a fight dilligently laying Triage Beacon and looks up to see the rest of the team already balls-deep in the next spawn. Gauge the speed of the team and which power will be the most useful. Acid Mortar is almost always useful, unless the team is moving so fast it won’t get more than a shot or two off. Second on the priority list is Seekers and PGT. With decent recharge, you can easily alternate these two to absorb alphas and win the hearts of ladies. Or men? Whatever works for you, dood.

• Be fast. Being one of the fastest people in your team helps a lot in dropping your traps for a fight. If you consistently arrive last to a spawn and faff about a bit ineffectually while the team rushes on to the next spawn you might as well make a Granite tank and be done with it. So run run run. If you’re outpacing your FFG and need to resummon it fairly often, you’re doing it right.

• Positioning your traps in long fights. If you’ve got a sack of hp big enough that you have the luxury time so you can to litter your screen with all kinds of neat trappy gadgets, you have a second problem. You actually have to like, think about where to put them! Scary, I know. Here, breathe slowly and deeply while I stroke your hair. Shhhh, it’s okay.

• …what?

• Whatever, man, let’s move past it.

• Fine. So in that kind of fight (AVs, GMs, etc) put a little thought into where you’re dropping your traps. If it’s a big footstompy GM, dropping the Mortar at its feet is dumb because it’s going to get 2 shots off before the big angry thing steps on your toy and breaks it. For Triage Beacons, if the team has to kite a lot, try and place them centrally to where the team is to make the most of the radius. If the team can just sit there and mash buttons, drop them all in the same spot for great justice.

• Try and position yourself in the middle of the mid-backline of a team so as many people get the defense buff from FFG. It’s all well and good to give yourself a great big chunk of defense and get to cackle as you blast away but if all your teammates are getting mezzed and facepunched, you’re bad. Since FFG moves slowly, for the most part you’ve got to position yourself proactively, not reactively.

• Yes, snipe-pulling stuff into your minefield is totally awesome. But asking a team to sit around and wait as you do it each spawn because oh my god you guys check it out it is the coolest thing sucks. Compromise. What’s really important in this relationship is that badguys get blown to bits, right? Right. Pulling to a minefield is very, very rarely appropriate for teams. Toemining is win for teams.

• Speaking of which, on teams there will generally be a lot of damage flying around. So, you might not need to use Trip Mine. In which case, focus on Seekers/PGT for mitigating alphas and Mortar for speeding up the dying of the stuff. And y’know, blowing stuff to bits with your primary.

• When you’re kiting yourself if you go too far you can easily get out of the FFG drones range. Instantly cutting a huge chunk out of your defenses and losing mez protection = HAHA STATESMAN IS GOING TO EAT YOU. The range on the FFG bubble is big enough that you can kite around inside it, or just about at its limit. If you’re just about on the outside edge of the bubble but still have a mini bubble on you, you’re fine. The FFG moving along with you also helps, just bear in mind you don’t need to hurl yourself into orbit to stay out of melee. Not moving too far away also means your teammates can get the benefit of FFG.

• Teleport Foe. Seems really cool, isn’t that useful in practice. Anything strong enough to warrant TPing instead of pulling with a blast isn’t going to get shifted by TP Foe so it’s a party trick at most.

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AV and/or GM Soloing Stuff:

Traps is the best AV/GM soloing buff/debuff set by a significant margin. This is due to several factors, most notably PGT being twice as powerful as any other regen debuff out there.

While I personally feel soloing AVs and GMs is boring as sin, I still built my Trapper to be able to since it required very little sacrifice for normal PvE performance.

If you do want to solo AVs and/or GMs, there are a few factors to note.

• Web Grenade is much more useful. On my old PvE build, I neglected it in favour of Web Envelope because the AoE immob was more useful for keeping whole spawns in RoF. For soloing AVs, Grenade is much better because it’s more spammable and it’ll keep them from running all over the ******* place (which they will want to do). The –speed/-recharge won’t matter, it’s more for the fast activating immobilize. You’re never going to stack close to enough MAG to immob a GM, so don’t bother trying. Just kite, hop around them if you want to stay out of melee.

• Build for softcapped defences. Smashing/lethal is good, smashing/lethal/energy/ranged is better. Scorpion Shield is win. If you’re a Defender, you can now also enjoy the love of Scorpion Shield. Corruptors are still way better. Seek solace in Sonic Blasts –res values.

• You don’t really need it for AVs, but if you want to solo GMs, get Provoke. You may be all, lol wat Provoke is bad why would you want it on a squishy. You need Provoke to solo GMs realistically because otherwise they’ll run away and/or Stomp your pets into the dirt.

• The advantage of PGT being such an incredible regen debuff is that it gives you a lot of freedom to learn how to best fight a GM. It’s easily made permanent and will flatline the regen of pretty much anything in the game. This means as long as you can damage it, killing it is just a question of time.

• If you’re soloing anything with significant AoE (i.e most AVs or GMs) don’t stand right next to your Mortars. Said this above, bears repeating.

• GMs can hit really, really hard. Drop Seekers as much as you can. –damage is made more effective by –res which your Mortars deal in spades. Less damage taken from GM = less damage needed to regen back with Triage.

• Speaking of...while Aid Self is stupid awesome combined with high levels of defences, I prefer Triage, both for normal PvE and big game hunting. With Provoke you control where the fight is. With dropping Traps you’ve got a significant amount of animation dead time, (as in, time not spent doing damage), so while Aid Self isn’t the DPS killer that it is for non-debuffy ATs, I vastly prefer Triage. 1-2 Triage Beacons always out is more than enough regen to keep you on your feet during a GM fight, barring an unlucky series of hits. Plus, it also helps with whatever accidental damage your Mortars and FFG take, which is a nice plus.

How Silas Be Doin’ It:

Silas does it thusly

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Notes:

Bars look a little cluttered because of how I play this character. I’ll move stuff around depending. Right now it’s set up for general PvE. If I’m fighting an AV or GM, I’ll swap the positions of Flares -> Fireball and Fire Breath -> Provoke.

Seekers and FFG might look awfully despondent up there with the toggles but I’ve got FFG bound to Q and Seekers bound to E. That way I can easily drop them whenever I need to.
Mein Build Updated for i19:

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I went ahead and dropped Provoke. While soloing GMs is neat, its more a gimmick than anything else and I wanted other powers. Could still drop Maneuvers and pick it up, if I was so inclined. Got permaHasten level recharge and softcapped s/l defense without the FFG. Still have the FFG, of course, but for speed TFs and stuff its nice to be softcapped without being reliant on it.

Stuff that Could be Improved:

Honestly, I'm not entirely sure. That isn't to say the build is perfect, far from it, just the stuff that I'd conceivably change is mostly personal preference stuff. As I said above, dropping Maneuvers for Provoke to solo GMs for example. As it stands, Maneuvers is just a LotG mule which I'll only run on big teams.


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