Traps/Dark - not familiar with either of the sets!
Not much to add--and coming from the perspective/experience of Rad/Dark.
I would take an area mez instead of the snipe, to take out -def minions (obviously mezzing minions are less of a problem for a Traps/ than a Rad/), especially since you have enough of an attack chain w/DB, Gloom and Life Drain (and Dominate). To keep the same recharge/def you could put Stupefy in Dark Pit and Basilisk's in Dominate (which will lose damage, of course). Another possibility, though less useful, the epic sleep (since it's mag3) and another +6.25% possibility as well as another +hp proc location.
*If* end is not a problem, the Dmg/Rng might be more useful than the Dmg/End in TT, since it will help it match up a little better with Nightfall.
I ran Dark/Traps to 50 as a corruptor, mostly solo, with the idea of near-cap Defense, Acc Debuff from the two cones, and Life Drain as a backup in case I did get hit. It was kinda low on damage but worked well. Lots of "oh sh**" buttons.
At the time everyone was going "poison gas trap with procs" (bugged to give about 8 times too many procs going off) and not looking at anything else in Traps, so I don't know what the actual smart way to play is. Mine probably wasn't it.
Recommendations from a very quick skim:
It looks like you're in love with set bonuses and you are gimping the performance of actual powers with your slotting. This is a very common mistake people make in Mid's.
Examples:
1) Short on recharge in your two main cones. Five posis gives you something like 25% Recharge. Yes, and 6.25% global. The two cones were my bread and butter. Sixth slot Recharge, and you get an extra 40% recharge or thereabouts.
2) Put more slots into Maneuvers. For pity's sake it's not even defense-capped.
3) Same with Force Field generator. You're spending hundreds of millions 3-slotting Zephs for less benefit than you'd get from spending 50 K and one slot on a generic IO in FFG.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I ran Dark/Traps to 50 as a corruptor, mostly solo, with the idea of near-cap Defense, Acc Debuff from the two cones, and Life Drain as a backup in case I did get hit. It was kinda low on damage but worked well. Lots of "oh sh**" buttons.
At the time everyone was going "poison gas trap with procs" (bugged to give about 8 times too many procs going off) and not looking at anything else in Traps, so I don't know what the actual smart way to play is. Mine probably wasn't it. Recommendations from a very quick skim: It looks like you're in love with set bonuses and you are gimping the performance of actual powers with your slotting. This is a very common mistake people make in Mid's. Examples: 1) Short on recharge in your two main cones. Five posis gives you something like 25% Recharge. Yes, and 6.25% global. The two cones were my bread and butter. Sixth slot Recharge, and you get an extra 40% recharge or thereabouts. 2) Put more slots into Maneuvers. For pity's sake it's not even defense-capped. 3) Same with Force Field generator. You're spending hundreds of millions 3-slotting Zephs for less benefit than you'd get from spending 50 K and one slot on a generic IO in FFG. |
1) I did actually think of this. Without Hasten going on my cones would recharge in 5.4 seconds and replacing the additional proc with a Recharge IO would drop it to 4.4 seconds. Seems nice, but I probably couldn't see the difference whereas every proc would work basically as a crit, doubling the base damage dealt each time they procced. With two procs going off at once that would be triple damage. I don't think the overall difference in DPS between these two slottings would be much, but it's more likely that I'd notice the difference with the procs. And besides, who doesn't like more orange numbers?
I've heard that Traps is quite a busy set, so if I need to use my attacks less often to achieve similar results in DPS (thanks to procs) it should actually work in my favor. That's at least how I think it would go.
2) I just checked Mid's, and it seems adding one regular Defense IO into Maneuvers would add 0.5% Defense which is exactly why I left it slotted that way. I can get something more useful out of a slot than that.
3) Could be so. Again adding one more slot to FFG would only yield 0.8% more Defense. Guess I could actually drop one of the Zeph -KBs to get to the Ranged Defense soft cap at the cost of some AoE Defense.
I came up with a slightly different build after reading some threads concerning Traps and Dark Blast. I think I might have gone a bit overboard with the Hold procs but it seems to me a fun concept. Setting up a death zone with Mortar, Gas Trap and Tenebrous Tentacles along with my ST attacks all sporting Hold procs it might turn out to be something. I guess Seeker Drones + Dark Pit might also work nicely to stun most of a spawn. Could turn out to be something like a mini-controller.
I also swapped to Power Mastery pretty much only for PBU. Dark doesn't have a Build Up type of power so I thought I might as well pick this to do that. It would also increase the -ToHit in the cones to even further increase survivability.
What do you think?
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- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
Once again, deciding to roll a new toon after getting another to 50 and this time it's a Traps/Dark, two new sets to try out which seems cool. The problem is, I'm not sure what I want out of these sets to be efficient! I know the basic mantra for both sets, but that's it.
One thing that really bugs me is choosing a good epic pool because none of them seem to benefit me much. Help here would be appreciated!
Should I pick Trip Mine for toebombing? It seems like a good idea on paper with the immob from TT, but I will be playing a duo with a Claws/WP and I might not have time to set up the mines. Decisions...
What else should I go for with IO bonuses aside from +Def and +Rech? Recovery maybe?
Here's what I've got together so far, budget is basically only limited to no purples and no PvP IOs.
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Dark Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Web Grenade -- Acc-I(A)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(11)
Level 4: Triage Beacon -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46), Dct'dW-Rchg(48)
Level 6: Acid Mortar -- Achilles-ResDeb%(A), ShldBrk-Acc/Rchg(31), AnWeak-Acc/Rchg(50), AnWeak-Acc/Rchg/EndRdx(50), ShldBrk-DefDeb/EndRdx/Rchg(50)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/Rchg(48)
Level 10: Swift -- Run-I(A)
Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(19), TotHntr-Dam%(43)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(40)
Level 22: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(37), EndRdx-I(40)
Level 24: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
Level 26: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(27), Cloud-ToHitDeb/EndRdx/Rchg(27), Cloud-Acc/EndRdx/Rchg(33), RechRdx-I(33)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Assault -- EndRdx-I(A)
Level 35: Life Drain -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Dmg/Rchg(36), Nictus-Acc/Heal(37), Nictus-Heal(37)
Level 38: Moonbeam -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(39), Mantic-Acc/ActRdx/Rng(39), Mantic-Dmg/ActRdx/Rchg(39), Mantic-Dmg/EndRdx/Rchg(40)
Level 41: Dominate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 44: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(45)
Level 47: Vengeance -- DefBuff-I(A)
Level 49: Caltrops -- Posi-Dam%(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein