So...IOs. (Questions from a Trapper)


AllYourBase

 

Posted

Been away for a while (about four issues, give or take). How have the new issues affected MM strategy and slotting? What set bonuses are highly-sought, and why?

My favorite MMs use /Traps, and I'm probably going to IO out my Thugs/Traps. What is the consensus on highly effective Trappers these days?

Oh, and due to newly discovered market strategies (I'm not quite ebil yet, but getting there), cost is only a minor concern. In case it matters, I don't PvP (at least, not on MMs) and I generally solo, with the occasional small team.

Thanks in advance!


"If this is to be our end, then I would have them make such an end, as to be worthy of remembrance."
In-game at @AYB
Check it out: http://youtu.be/gAJlQ6o8p9g

 

Posted

I'd build for +rech first, +hp second

Recharge allows you to get your traps out more often and even stacking their effects (acid mortar, seeker drones, triage beacon), and hitpoints for the extra survivability it provides


 

Posted

He's right, you'll want Recharge above anything. Just remember that Traps is a literal procs dump and can put out some serious mob hurt when you slap the correct combinations in.


 

Posted

OK, here's my first attempt. It is only up to level 40 and there's no Purple sets in it. Any advice would be quite welcome.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Don Rancini: Level 40 Technology Mastermind
Primary Power Set: Thugs
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Medicine
Power Pool: Concealment

Villain Profile:
Level 1: Call Thugs -- CmdPres-Acc/Dmg(A), CmdPres-Acc/Dmg/EndRdx(3), CmdPres-Dmg/EndRdx(3), EdctM'r-Acc/EndRdx(5), EdctM'r-Acc/Dmg/EndRdx(5), EdctM'r-Acc/Dmg(7)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Caltrops -- Posi-Dam%(A)
Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(33)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Hover -- LkGmblr-Rchg+(A)
Level 10: Acid Mortar -- ShldBrk-Acc/Rchg(A), ShldBrk-%Dam(11), AnWeak-Acc/Rchg(11), AnWeak-Acc/Rchg/EndRdx(21), Posi-Dam%(40), Posi-Dmg/Rchg(40)
Level 12: Call Enforcer -- CmdPres-Acc/Dmg(A), CmdPres-Dmg/EndRdx(13), CmdPres-Acc/Dmg/EndRdx(13), EdctM'r-Acc/EndRdx(15), EdctM'r-Acc/Dmg/EndRdx(15), EdctM'r-Dmg(17)
Level 14: Fly -- Frbd-Stlth(A)
Level 16: Force Field Generator -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/Rchg(19), LkGmblr-Rchg+(19)
Level 18: Gang War -- SvgnRt-PetResDam(A), C'Arms-+Def(Pets)(31), ExRmnt-+Res(Pets)(31)
Level 20: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(25)
Level 22: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal(37)
Level 24: Aid Self -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal/EndRdx(34), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal(37)
Level 26: Call Bruiser -- CmdPres-Acc/Dmg(A), CmdPres-Dmg/EndRdx(27), CmdPres-Acc/Dmg/EndRdx(27), EdctM'r-Acc/EndRdx(29), EdctM'r-Acc/Dmg(29), EdctM'r-PetDef(31)
Level 28: Seeker Drones -- Cloud-Acc/Rchg(A)
Level 30: Grant Invisibility -- Empty(A)
Level 32: Upgrade Equipment -- Empty(A)
Level 35: Trip Mine -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 38: Detonator -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
------------
Set Bonus Totals:

  • 10% Defense
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 27% Enhancement(Accuracy)
  • 50% Enhancement(RechargeTime)
  • 12% Enhancement(Heal)
  • 72.3 HP (9%) HitPoints
  • 12% JumpHeight
  • 12% JumpSpeed
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 5%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 11.6%
  • 16.5% (0.28 End/sec) Recovery
  • 20% (0.67 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 26.9% Resistance(Fire)
  • 26.9% Resistance(Cold)
  • 20% Resistance(Energy)
  • 20% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
------------
Set Bonuses:
Commanding Presence
(Call Thugs)
  • 1.5% (0.03 End/sec) Recovery
  • 9.04 HP (1.13%) HitPoints
Edict of the Master
(Call Thugs)
  • 4% JumpSpeed, 4% JumpHeight
  • 12 HP (1.5%) HitPoints
Doctored Wounds
(Triage Beacon)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)
Shield Breaker
(Acid Mortar)
  • 2.5% (0.04 End/sec) Recovery
Analyze Weakness
(Acid Mortar)
  • 10% (0.34 HP/sec) Regeneration
Positron's Blast
(Acid Mortar)
  • 2.5% (0.04 End/sec) Recovery
Commanding Presence
(Call Enforcer)
  • 1.5% (0.03 End/sec) Recovery
  • 9.04 HP (1.13%) HitPoints
Edict of the Master
(Call Enforcer)
  • 4% JumpSpeed, 4% JumpHeight
  • 12 HP (1.5%) HitPoints
Luck of the Gambler
(Force Field Generator)
  • 10% (0.34 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Sovereign Right
(Gang War)
  • 10% Resistance(All)
Call to Arms
(Gang War)
  • 5% Defense
Expedient Reinforcement
(Gang War)
  • 10% Resistance(All)
Basilisk's Gaze
(Poison Trap)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
  • Status Resistance 5%
Doctored Wounds
(Aid Other)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Doctored Wounds
(Aid Self)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Commanding Presence
(Call Bruiser)
  • 1.5% (0.03 End/sec) Recovery
  • 9.04 HP (1.13%) HitPoints
Edict of the Master
(Call Bruiser)
  • 4% JumpSpeed, 4% JumpHeight
  • 12 HP (1.5%) HitPoints
  • 5% Defense
Positron's Blast
(Trip Mine)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Positron's Blast
(Detonator)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)


"If this is to be our end, then I would have them make such an end, as to be worthy of remembrance."
In-game at @AYB
Check it out: http://youtu.be/gAJlQ6o8p9g

 

Posted

Drop grant invis for maneuvers, get more slots in Triage, remember to save up slots for Clatrops as it's proc friendly.

Hmm, you may wanna think about putting more slots into your training powers. Even if Thugs/Traps is a highly survivable build it's nasty as hell when you have to retrain for a loss or two, especially without stamina.