Help with my last support powerset. -Traps


ArchLight

 

Posted

I've had a goal for about a year or so now, once I relised what i had done without thinking. Throughout my near 6 years of play, i have, aquired a lvl 50 with each and every support powerset in the game, except for 2. (they are all spread out over the 4 diffenet support AT's. Defenders/Controllers/Corr's and MM's.) Cold Dom and Traps were all that was left.

Well, as of last night, my AR/Cold Corr just hit 46... so he's close. That leaves only Traps... A set i never really had any intrest in... but i'm biting the bullet, and frankly, have come up with a concept i like, a name, a look... now i just want some advice on the build.

Below i have a rough draft of my Idea for a build. I focus ALL my support builds around being as useful as possible to a team, with solo ability so i can work on them even if i can't find a team. I tend to frankenslot ALOT, and generally don't worry about purples, because, they just cost too much and I can never settle on ONE of my 30+ active alts to purple out, so i don't worry about it. Advice and commets are very much appreactie, as i don't really know much about traps at all. Thanks in advance!

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

Level 50 Science Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
------------
Level 1: Shriek Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(17), Ruin-Acc/Dmg/Rchg(25)
Level 1: Web Grenade HO:Endo(A), HO:Endo(34)
Level 2: Scream Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(25), Ruin-Acc/EndRdx/Rchg(31)
Level 4: Howl Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(23), Acc-I(29)
Level 6: Super Jump Jump-I(A)
Level 8: Shout Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(19), Ruin-Acc/EndRdx/Rchg(27)
Level 10: Acid Mortar Acc-I(A), Acc-I(11), RechRdx-I(13), RechRdx-I(15), AnWeak-Acc/Rchg/EndRdx(23), Achilles-ResDeb%(27)
Level 12: Hurdle Jump-I(A)
Level 14: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 16: Force Field Generator DefBuff-I(A), DefBuff-I(17), DefBuff-I(19)
Level 18: Combat Jumping Ksmt-ToHit+(A)
Level 20: Stamina P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(48)
Level 22: Acrobatics EndRdx-I(A)
Level 24: Poison Trap EoCur-Acc/Hold/Rchg(A), EoCur-Acc/Rchg(43), G'Wdw-Acc/Hold/Rchg(43), Hold-I(46), Para-Acc/Rchg(46), Para-Acc/Hold/Rchg(46)
Level 26: Amplify RechRdx-I(A), AdjTgt-Rchg(39), AdjTgt-ToHit/Rchg(40)
Level 28: Seeker Drones SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(34), SipInsght-ToHitDeb/EndRdx/Rchg(37), SipInsght-Acc/EndRdx/Rchg(39), RechRdx-I(39)
Level 30: Hasten RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Dreadful Wail C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), M'Strk-Dmg/Rchg(33), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(40)
Level 35: Trip Mine C'ngBlow-Acc/Dmg(A), C'ngBlow-Acc/Rchg(36), C'ngBlow-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37)
Level 38: Maneuvers RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(40), Ksmt-Def/EndRdx(50), Krma-Def/EndRdx(50)
Level 41: Triage Beacon Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal(42), Dct'dW-Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43)
Level 44: Scorpion Shield RedFtn-Def/EndRdx(A), DefBuff-I(45), S'dpty-Def/EndRdx(45), GftotA-Def/EndRdx(45)
Level 47: Focused Accuracy EndRdx-I(A), EndRdx-I(48), AdjTgt-ToHit/EndRdx(50)
Level 49: Swift Run-I(A)
------------
Level 1: Brawl Acc-I(A)
Level 1: Sprint EndRdx-I(A)
Level 2: Rest RechRdx-I(A)
Level 1: Scourge



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@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...

 

Posted

Wow, amazing to look at how many good powers in Sonic and Traps a player could want. There is a contingent of sonic blasters that claims shout with its longer animation and recharge actually reduces dps. I couldn't suggest dropping it myself, though, for those times when you need one good punch. Seeing that you took Super Jump at level 6, I know you are a vet with access to both the nemesis staff and the black wand for more long range damage. I would hope most trappers could take caltrops. Its a good power for deflecting aggro.

Another minor thing that makes my skin crawl is seeing poison gas trap dropping to level 24, but I see the reasoning for that, too.


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

You might want to swap the dam/end for the proc in the posi set in Howl, swap the generic accuracy for a range. Its accurate enough as is, especially with the Mortar going so what you want to do is max the damage with the proc and a larger cone.

Consider putting a Devastation proc in Mortar and a Lockdown proc in PGT. These two together will hold a lot of stuff, giving you more room to breathe and put down Trip Mine.

I'm not sure what your feeling is on nukes, but with Trip Mine and no easy way to mitigate the crash (Power Sink, CP) I would skip it. If you want to blow stuff apart Trip Mine does the job, without a crash. While the crash isn't so bad because Traps doesn't have a lot of toggles, I personally would skip the nuke.

Why Focused Accuracy? You've got good acc slotted in your powers as well as +39% from bonuses and its a huge end hog.

A friend of mine has a sonic/traps and swears by Sirens Song for laying down Trip Mine. Its a great power and Fortunata Hypnosis is a very cheap set. Even if you don't go for Fort Hyps, Call of the Sandman is also a great set.

Last thing, in the day and age of -kb IOs, why acrobatics? You've got 4 spots (ffg, Maneuvers, Scorpion and cj) to put Karmas in. Acrobatics is a huge end hog and not really needed unless you want the high protection for pvp.


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

 

Posted

Quote:
Originally Posted by Silas View Post
You might want to swap the dam/end for the proc in the posi set in Howl, swap the generic accuracy for a range. Its accurate enough as is, especially with the Mortar going so what you want to do is max the damage with the proc and a larger cone.

Consider putting a Devastation proc in Mortar and a Lockdown proc in PGT. These two together will hold a lot of stuff, giving you more room to breathe and put down Trip Mine.

I'm not sure what your feeling is on nukes, but with Trip Mine and no easy way to mitigate the crash (Power Sink, CP) I would skip it. If you want to blow stuff apart Trip Mine does the job, without a crash. While the crash isn't so bad because Traps doesn't have a lot of toggles, I personally would skip the nuke.

Why Focused Accuracy? You've got good acc slotted in your powers as well as +39% from bonuses and its a huge end hog.

A friend of mine has a sonic/traps and swears by Sirens Song for laying down Trip Mine. Its a great power and Fortunata Hypnosis is a very cheap set. Even if you don't go for Fort Hyps, Call of the Sandman is also a great set.

Last thing, in the day and age of -kb IOs, why acrobatics? You've got 4 spots (ffg, Maneuvers, Scorpion and cj) to put Karmas in. Acrobatics is a huge end hog and not really needed unless you want the high protection for pvp.
I hate sirens song. Narrow cone, low base accuracy and you cant stack it.


 

Posted

Quote:
Originally Posted by Silas View Post
You might want to swap the dam/end for the proc in the posi set in Howl, swap the generic accuracy for a range. Its accurate enough as is, especially with the Mortar going so what you want to do is max the damage with the proc and a larger cone.

Consider putting a Devastation proc in Mortar and a Lockdown proc in PGT. These two together will hold a lot of stuff, giving you more room to breathe and put down Trip Mine.

I'm not sure what your feeling is on nukes, but with Trip Mine and no easy way to mitigate the crash (Power Sink, CP) I would skip it. If you want to blow stuff apart Trip Mine does the job, without a crash. While the crash isn't so bad because Traps doesn't have a lot of toggles, I personally would skip the nuke.

Why Focused Accuracy? You've got good acc slotted in your powers as well as +39% from bonuses and its a huge end hog.

A friend of mine has a sonic/traps and swears by Sirens Song for laying down Trip Mine. Its a great power and Fortunata Hypnosis is a very cheap set. Even if you don't go for Fort Hyps, Call of the Sandman is also a great set.

Last thing, in the day and age of -kb IOs, why acrobatics? You've got 4 spots (ffg, Maneuvers, Scorpion and cj) to put Karmas in. Acrobatics is a huge end hog and not really needed unless you want the high protection for pvp.

I go overboard with ACC i know. Most of my builds are like this, over 80% acc per power, 20% bonus or more, and a +6 to hit prog... in every build. My goals is always about 100% acc from enhancemtns and set bonuses and the +6 prog. I like having a 95% to hit chance on up to +4's. Back under the old SK rule set, i found myself mainly fighting +3 and +4 mobs whenever i'd team and TF. Granted... NOW, things are different... But old habits die hard.. heh.

I also tend to go insane with endurnace enhancemnets and bonuses, which will make foc ACC that much easeier to run. But as with all my builds, until i finish them, this is just a rough draft, and is subject to change as i accually PLAY the build.

Nukes... i enjoy nukes, but don't have to have them. I accually debaited this nuke alot. I figured since most all my toys stay around even when i crash, this build could pull a nuke off. My other builds that are more toggle heavy, go nukeless. I'll make a finial call on it once i can use it and see how annoying the crash accually is in game.

Your prog advice is PGT is intresting and i'll look into it. I notice PGT doesn't allow ACC enhancments. Does that mean it's auto hit?

Sirens call, is a great solo power, and i considered it, but in general i'm going to be teaming with his build, and i left it out. I may accually train it if i find myself soloing alot more then i figured on in the leveling up process. I love it on my blaster, after all, but think it's of more limited use in a teaming situation, and would respect it out of a lvl 50 build.

Acro, i took, because my build is more slot heavy then power heavy. So i was looking for some power choices that'd give me so good ingame benefits without a big slot investment. Acro is one of them. My knockback protection is covered now. No slots required. That's another reason i took focus ACC. 1 extra slot for the added acc. I could replace it with a travel knockback IO, but they are fairly expensive, and i'd have to think up another good power choice that doesn't use alot of slots to replace it, that fits my concept. I'm not saying i can't... and how knows, maybe one of my alts will roll that IO, and that'll make the disession for me. (happened with my AR/cold guy. He had acro too, then rolled a knockback travel IO, and i reworked his build as a result. heh.)

Good advice. I'll go back to Mids and see what i can make of it... Thanks.


@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...

 

Posted

Quote:
Originally Posted by KingSnake View Post
I go overboard with ACC i know. Most of my builds are like this, over 80% acc per power, 20% bonus or more, and a +6 to hit prog... in every build. My goals is always about 100% acc from enhancemtns and set bonuses and the +6 prog. I like having a 95% to hit chance on up to +4's. Back under the old SK rule set, i found myself mainly fighting +3 and +4 mobs whenever i'd team and TF. Granted... NOW, things are different... But old habits die hard.. heh.

I also tend to go insane with endurnace enhancemnets and bonuses, which will make foc ACC that much easeier to run. But as with all my builds, until i finish them, this is just a rough draft, and is subject to change as i accually PLAY the build.

Nukes... i enjoy nukes, but don't have to have them. I accually debaited this nuke alot. I figured since most all my toys stay around even when i crash, this build could pull a nuke off. My other builds that are more toggle heavy, go nukeless. I'll make a finial call on it once i can use it and see how annoying the crash accually is in game.

Your prog advice is PGT is intresting and i'll look into it. I notice PGT doesn't allow ACC enhancments. Does that mean it's auto hit?

Sirens call, is a great solo power, and i considered it, but in general i'm going to be teaming with his build, and i left it out. I may accually train it if i find myself soloing alot more then i figured on in the leveling up process. I love it on my blaster, after all, but think it's of more limited use in a teaming situation, and would respect it out of a lvl 50 build.

Acro, i took, because my build is more slot heavy then power heavy. So i was looking for some power choices that'd give me so good ingame benefits without a big slot investment. Acro is one of them. My knockback protection is covered now. No slots required. That's another reason i took focus ACC. 1 extra slot for the added acc. I could replace it with a travel knockback IO, but they are fairly expensive, and i'd have to think up another good power choice that doesn't use alot of slots to replace it, that fits my concept. I'm not saying i can't... and how knows, maybe one of my alts will roll that IO, and that'll make the disession for me. (happened with my AR/cold guy. He had acro too, then rolled a knockback travel IO, and i reworked his build as a result. heh.)

Good advice. I'll go back to Mids and see what i can make of it... Thanks.
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Some slotting ideas. Run some ae arc on a fast killer and mash 14 bronze roll, a karma will turn up eventually or you can sell the swag you get and buy one.


 

Posted

If ur gonna drop Acro ( and I agree that you should) you may wanna get aid other as thr Triage beacon is not easy to use in my experience. I love nukes, and as this combo doesnt have a lot of toggles, I can see it easily being used. Looks like a good time, have fun!


 

Posted

Sirens does not stack? Recharge and duration make it look like it would.


Pinnacle
Arch light L50 INV/SS
Psiberia L50 Kin/Psi
Screaming Mentallica L50 Sonic/MM

Infinity
Arc Voltinator L50 SS/Elec
Mind Fire Kinesis L50 Fire/Kin
Flaming Screamer L50 Fire/Sonic

 

Posted

Quote:
Originally Posted by ArchLight View Post
Sirens does not stack? Recharge and duration make it look like it would.
Siren's song does damage before it applies the sleep so using it a second time will break the previous sleep, preventing it from stacking.


Globals: @Midnight Mystique/@Magik13