Critique my Traps/Ice build please?


Agent_717

 

Posted

Hello all,

I'm currently in the process of reviewing my Traps/Ice. I think I have an okay build...but, I know that I'm probably missing something. Any advice/suggestions are definitely welcome. With the exception of purps, anything's fair game.


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Agent Shiver: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Ice Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Caltrops -- ImpSwft-Dam%(A)
Level 1: Ice Bolt -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(25), Entrpc-Heal%(36)
Level 2: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(36)
Level 4: Triage Beacon -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(21), Dct'dW-Rchg(36)
Level 6: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(7), ShldBrk-Acc/Rchg(7), ShldBrk-DefDeb/EndRdx/Rchg(23), Achilles-DefDeb(40), Achilles-ResDeb%(40)
Level 8: Force Field Generator -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(9), LkGmblr-Def(9), LkGmblr-Rchg+(15)
Level 10: Combat Jumping -- Krma-ResKB(A)
Level 12: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-Rchg/Hold(13), BasGaze-EndRdx/Rchg/Hold(15)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 16: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(23)
Level 18: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(19), Cloud-ToHitDeb/EndRdx/Rchg(21)
Level 20: Swift -- Run-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(43)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43)
Level 26: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(34)
Level 28: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(29), Dev'n-Dmg/Rchg(29), Dev'n-Acc/Dmg/Rchg(31), Dev'n-Acc/Dmg/EndRdx/Rchg(31)
Level 30: Aid Other -- IntRdx-I(A), Mrcl-Heal/Rchg(37), Mrcl-Heal/EndRdx/Rchg(40), Mrcl-Heal(46)
Level 32: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Aid Self -- IntRdx-I(A), Mrcl-Heal/Rchg(37), Mrcl-Heal/EndRdx/Rchg(37), Mrcl-Heal(46)
Level 38: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(39), TmpRdns-Dmg/Slow(39), TmpRdns-Acc/Dmg/Slow(39)
Level 41: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45)
Level 47: Blizzard -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), DampS-ToHitDeb/Rchg(48), DampS-Rchg(50)
Level 49: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/Rchg(50), Lock-EndRdx/Rchg/Hold(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:

  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 4.88% Defense(Smashing)
  • 4.88% Defense(Lethal)
  • 8.94% Defense(Fire)
  • 8.94% Defense(Cold)
  • 9.56% Defense(Energy)
  • 9.56% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Melee)
  • 8.63% Defense(Ranged)
  • 10.2% Defense(AoE)
  • 6.75% Max End
  • 36% Enhancement(Accuracy)
  • 2.5% Enhancement(Held)
  • 4% Enhancement(Heal)
  • 57.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 83.9 HP (8.25%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 7.75%
  • MezResist(Held) 8.3%
  • MezResist(Immobilize) 7.75%
  • MezResist(Sleep) 6.65%
  • MezResist(Stun) 7.2%
  • MezResist(Terrorized) 7.2%
  • 18% (0.3 End/sec) Recovery
  • 54% (2.29 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 1.88% Resistance(Energy)
  • 3.13% Resistance(Negative)
  • 10% RunSpeed


Thanks,

Agent


 

Posted

It looks like a good build. I have some ice blast defenders and a Traps/dark defender. I, too, delayed stamina for a bit after 20. I think you will enjoy this build.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

I think the slotting lacks direction. What is your build goal?


 

Posted

With traps defenders, I recommend that you maximize your defense and try to work on soft-capping as it is not too hard at a fairly reasonable price. Don't have mids available on this computer, but I will make some overall traps recommendations. If you softcap, you probably won't need the healing powers to be honest.

FFG + Maneuvers will get you well over half way to soft cap with plain old SO's even. Get Aim or Tactics for the GSFC X6 for 2.5 % defense to everything. Tactics is another good choice over aim, but I would do one or the other. The gaussians chance for build up will randomly fire with tactics more often than with aim. The steadfast +3 defense is good. Not sure, but this takes you to almost 30% right here. If you can afford it, the gladiators pvp IO would be gravy (but you said no purples, and these are worse in price).

I love SJ, but for trappers, hasten is needed as you want these things to recharge up faster. You want to make sure acid mortar and poison trap are recharged as much as possible. You want SS so you can put a stealth IO in and get yourself into good toe-bombing positions if you are into that thing. You can put the stealth IO in sprint, but you have to remember to turn on SS and sprint for full invis. Get the full Blessing of the Zephyr set for more typed defense.

Freeze Ray, I don't think is terribly useful unless you have a second hold power, so not crazy about it, unless you are doing it for the sets. Perhaps see if there is another power that can take its place. If wedded to SJ, then you could always put hasten in there and keep leaping pool.

I like ice storm. Blizzard is probably the only "nuke" that drains endurance I would consider keeping on a defender. Caltrops + Aim + Ice Storm + Blizzard is full of win, and the FFG keeps on going when you are out of endurance, so enjoy. The slows will stack and keep folks in the storms with those three powers. Not sure you need caltrops, but I would keep it probably. The chance for damage in caltrops is fine, but you may get more bang for you buck with a plain old slow keeping folks in the caltrops longer. If you team with a lot of controllers who immob, then don't change it.


Sorry for the random advice and not posting a build, but basically I recommended the goal of maximizing defense. Let that principle guide you, and you will reak of awesomeness.


 

Posted

Quote:
Freeze Ray, I don't think is terribly useful unless you have a second hold power, so not crazy about it, unless you are doing it for the sets. Perhaps see if there is another power that can take its place. If wedded to SJ, then you could always put hasten in there and keep leaping pool.
I admit I am new with the traps set, but couldn't you stack freeze ray with poison gas trap for hard to hold targets like bosses and such?


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Hey all,

Thanks for the replies.

Originally, my build/slotting was focusing on +recharge. Anything else (regen, defense, etc) was icing on the cake.

I have to admit, when it comes to the medicine pool, I definitely caved in. With so many peeps looking for "healers", I figured I'd go ahead . But, I'm not married to it. I think I'll try going the leadership pool route and see how that goes. If I can get to soft-cap or close to it, then I'll probably be a happy camper. lol


 

Posted

I am in the process of writing an Ice/Traps guide - really heavily traps, but focusing on the Ice primary as I believe it's arguably the best pairing.

Keys:

- As others have mentioned, soft capping defense is key and not hard to do. Work in Weave and some sets and you'll get it easily.

- Triage beacon is basically worthless except for AV fights. The fights are over too soon.

- Someone mentioned not taking Freeze Ray and that was responded to by someone else saying that its pairing with the momentary hold in PGT could have merit. The latter is true. Much of the time you can hold a pesky boss right off the bat and that is useful. This is especially true when paired with:

- Put a Devastation Chance to Hold proc in Acid Mortar. This is the single most useful application of this proc with only Lightning Storm in the Storm set coming in close. This is extremely useful and hits a lot of targets.

- I find Frost Breath getting more seldom used as I move up in levels. It's slow to activate and doesn't do extraordinary damage. You basically have a choice between this and Triage Beacon at level 4. You have to take one, taking both is a waste.

- You will want Ice Storm as soon as you can get it. This is a cornerstone power of this combo. My standard opening is to toss out seekers into the spawn, they draw aggro and tend to bunch up opponents. I then jump into the fight and drop Acid Mortar followed immediately by PGT. The out come the caltops and Ice Storm. Now things are either held, running or, the few that aren't, bouncing attacks off my defense. This is when Trip Mine comes out and everything short of a Lt tends to die. The Lts are made short work of by blasts. Bosses take a little longer, but they fall without much effort.

To do the above you need the components listed, obviously, but also need very high defense. Without it you won't get Trip Mine off as often.

- I have not needed a self heal. Use the power slots to get to Weave.

- You really want Hasten so you can get Mortars out more quickly. Not absolutely required, but lets you move along much more quickly. It is also nice to get Ice Storm up a second time in long fights or to get more trip mines out quickly when setting up a pull-ambush.

- For an epic pool I don't know if Electric is the best. I like Dark for Soul Drain and Psy for Mass Hypno and World of Confusion. The latter may raise some eyebrows from those who discount this power, but it does provide nice mitigation from all those bunched up mobs in addition to damage procs and Contagious Confusion, which is nice in this power. I also want to play with Telekinesis and pushing mobs into a pile of mines, but I haven't attempted this yet


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

Ice/Kin Guide

 

Posted

Thanks for the good advice. I never even thought of the Devastation proc in acid mortar! That sounds like a good idea. I'm going to definitely work that as well as hasten into the build.

Since it takes boxing/kick and tough to get to weave, can I achieve the same (or close to it) with Manuevers & Stealth?


 

Posted

Quote:
Originally Posted by Agent_717 View Post
Since it takes boxing/kick and tough to get to weave, can I achieve the same (or close to it) with Manuevers & Stealth?
Well sort of, but for a lot more endurance and slower movement. Additionally, you can't slot the Steadfast 3% defense unique until you get an epic shield which forces you to take an epic shield (which I'm not likely to do). So really it's more like Manuevers, Stealth and an epic shield for Boxing, Tough and Weave.

So you would get Stealth, but I really don't find I need it like I do in other Traps builds because of the scatter effect from Ice Storm.

Lastly, you've got only four power pools and you're using one for Hasten, one for either Leadership or Fighting and one for Fitness. So if you use the last one for Stealth then you're not getting Leaping for Combat Jumping. That costs you both combat movement, which I find to be pivotal with Traps, and additional defense.

So now it really comes down to Boxing, Tough, Weave and Combat Jumping for Manuevers, Stealth and an epic shield. Which is roughly 14+% defense vs. 10.5% - that's a big difference.


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

Ice/Kin Guide