Questions for Traps players


Adeon Hawkwood

 

Posted

Hey everyone, I just started playing again after a year away. I saw that defenders could go traps now so I had to give it a shot. I am Traps/Sonic and I am loving it so far but I have a couple questions:

1. How do you deal with these long recharge times, seems like everything I do takes over a minute to recharge. I've taken Hasten as a bandaid for now but it seems like its going to be hard to keep up with a group when everything is on cooldown.

2. How well does this set support compared to other defenders?


 

Posted

1. Hasten, recharge enhancements, recharge set bonuses

2. I play a traps/dark and it isn't like any defender I have played before but I really enjoy it. It gets really strong when you have the acid mortar, poison gas, personal forcefield, and trip mine going for you.


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

1. As Psylenz says lots of recharge. Basically plan on three slotting recharge in most of your critical powers (maybe two slot if you use level 50 generic IOs) backed up with a decent helping of global recharge. With a bit of effort you can get most of the powers down to the 30 second mark then you just have to pick and choose powers based on team speed.

2. It's a very nice jack of all trades set. It's got an extremely wide selection of different abilities for passive mitigation, active mitigation and killing things. Additionally it's powers tend to be more powerful than the equivalent powers from other sets to compensate for the fact that they're in general harder to use. If you're the only support character on a team then it really rocks but even with multiple support characters it's got a lot to bring. The only real complaint is the number of powers that are solo focused (Caltrops, Trip Mine and Time Bomb). In particular the fact that the Tier 8 and 9 powers are mostly only useful solo does hurt, these are normally a Defenders most powerful abilities but in team play Traps is a set that peaks early.


 

Posted

1) On a really speedy team, you may well have powers recharged when 3/4 of a spawn are down. So you have to gauge what you can do. Maybe it's just PGT for one spawn, Acid Mortar for the next. FFG will always be there. With Maneuvers you can just stand there and provide 25% Def.

On a moderate speed team, you can use PGT and Acid Mortar for every fight. Just make sure these get ED capped recharge ASAP.

2) As far as I'm concerned, Traps does not take a back seat to any of the other buff/debuff sets. You have to use some thought about what's the right tool to use as well as when and where to use it. The Traps user that masters this will help a team deal with any situation - triple spawn aggro, a +3 AV on a 4 member team... anything.


Global = Hedgefund (or some derivation thereof)

 

Posted

1) Like many said you're probably going to have to choose what you think the situation calls for and when to use it. Get hasten, Slot for recharge, and maybe pick up a couple of sets that give a recharge bonus.
2)In terms of protecting the team traps is great. Seekers can be used to take the alpha strike so others don't have to along with to hit debuff and the occassional stunned enemies, PGT is a great debuff along with damage mitigation, there really is very little that a lone trapper can't protect a team from.


 

Posted

I have some questions to add. I'm thinking about dual boxing two traps defenders. The idea is kind of an elite spec ops duo. So I'll be stealthing a lot.

1st question: Since I'm going to try stealthing would grant invis keep my FFG from giving away my position?

2nd question: Will it be possible to time things so that I can dual TB or dual trip mine spawns?

3rd question: If I'm stealthed and I set an acid mortar will the enemies attack the mortar or will they suddenly lock their hatred filled eyes on me?

4th question: I'm not sure what blast sets to pick for their secondaries, maybe assualt rifle but that just seems overdone.

5th question: Would it be possible to casually pvp this dual box set-up in zones given that I'm normally a very patient person who doesnt really care if he gets pwned often so long he occassionally succeeds.

Edit:

6th Question: Does activated triage beacon break stealth?

Redit: Triage Bacon sounded like hospital food and we all know how terribad that is.


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno

 

Posted

1) Grant Invis on your FFG will keep it invis and undetectable (with the usual exceptions of snipers and Rikti drones)

2) I don't see why not.

3) That is a very good question. I will frequently run in with SS (with no stealth) and get aggro after dropping traps.

4) My 2 inf, I suggest at least one of your Trappers be Dark, perhaps the passive one and have TT on auto-fire. A combo of /Dark and/or /Ice should help with the scatter issue Traps can face. Other sets are fine, but only /Dark and /Ice have ways to deal with mob scatter.

5) Pass, dunno PvP.

6) Another very good question. This one, I bet the answer is no to.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
The only real complaint is the number of powers that are solo focused (Caltrops, Trip Mine and Time Bomb). In particular the fact that the Tier 8 and 9 powers are mostly only useful solo does hurt, these are normally a Defenders most powerful abilities but in team play Traps is a set that peaks early.
I actually get quite a bit of utility from Trip Mine on teams. With FFG up and a few dark blast debuffs on most enemies, I can drop one in the middle of a group more often than not. Makes a nice mini-nuke if they're clustered tightly.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

I just realized that my duo that I'm thinking about dual boxing would be very hard to kill once DOs have been reached as long as I 4-6 slotted both FFG and maneuvers. A respec after 22 will have those reduced back to reasonable SO slotting. I wonder if picking up assault on both would be worth the endurance cost?


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno

 

Posted

Quote:
Originally Posted by Kelenar View Post
I actually get quite a bit of utility from Trip Mine on teams. With FFG up and a few dark blast debuffs on most enemies, I can drop one in the middle of a group more often than not. Makes a nice mini-nuke if they're clustered tightly.
I've done that a few times to (at least with my /Dev Blaster, my Trapper hasn't got the slots for Trip Mine yet). It works ok, but the problem is the four second activation time. A lot of the time there is soemthing better I could be doing in the same period.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I've done that a few times to (at least with my /Dev Blaster, my Trapper hasn't got the slots for Trip Mine yet). It works ok, but the problem is the four second activation time. A lot of the time there is soemthing better I could be doing in the same period.
Yeah. I mostly pull it out on teams that are well-defended enough that I don't need to be spamming debuffs, but could use the extra damage.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I've done that a few times to (at least with my /Dev Blaster, my Trapper hasn't got the slots for Trip Mine yet). It works ok, but the problem is the four second activation time. A lot of the time there is soemthing better I could be doing in the same period.
The other day I was playing on a team and one of the players said the same thing. I don't agree, though it depends heavily on your secondary. Mine is /Ice. My teams strategy is always the same...

1) Tank grabs aggro
1a) If no tank, launch seekers

2) Jump in the middle and set Acid Mortar

3) If no tank then PGT _may_ be desired

4) Caltrops ==> Ice Storm

5) If no knock-backers on team -OR- team isn't made of AoE blasters then set Trip Mine

6) Start single target blasting

Once you've gotten 1-4 done, there is no action worth doing over the next 4 seconds that will equal the damage you can do with the AoE of trip mine.

Now, would the same be true of a /Dark? Of a /Sonic? I don't know, it still depends on the situation. You can still be doing things with those secondaries that can help the team that may bring more benefit than a mini-nuke.


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

Ice/Kin Guide

 

Posted

Quote:
Originally Posted by Crim_the_Cold View Post
I just realized that my duo that I'm thinking about dual boxing would be very hard to kill once DOs have been reached as long as I 4-6 slotted both FFG and maneuvers. A respec after 22 will have those reduced back to reasonable SO slotting. I wonder if picking up assault on both would be worth the endurance cost?
I generally find that Assault is well worth it on Defender duos. +37.5% Damage is nice, especially when combined with a source of -Res like two Acid Mortars.


 

Posted

Quote:
Originally Posted by AWRocketman View Post
The other day I was playing on a team and one of the players said the same thing. I don't agree, though it depends heavily on your secondary. Mine is /Ice. My teams strategy is always the same...

1) Tank grabs aggro
1a) If no tank, launch seekers

2) Jump in the middle and set Acid Mortar

3) If no tank then PGT _may_ be desired

4) Caltrops ==> Ice Storm

5) If no knock-backers on team -OR- team isn't made of AoE blasters then set Trip Mine

6) Start single target blasting

Once you've gotten 1-4 done, there is no action worth doing over the next 4 seconds that will equal the damage you can do with the AoE of trip mine.

Now, would the same be true of a /Dark? Of a /Sonic? I don't know, it still depends on the situation. You can still be doing things with those secondaries that can help the team that may bring more benefit than a mini-nuke.
Well, Ice is a set with primarily single target attacks so Trip Mine makes sense as a powerful AoE. My secondary is Assault Rifle so I'm better of kicking out Flamethrower and Buckshot since they have no chance of being interrupted and will probably hit more targets, and of course at higher levels I'll have Full Auto.


 

Posted

Quote:
Originally Posted by Crim_the_Cold View Post
3rd question: If I'm stealthed and I set an acid mortar will the enemies attack the mortar or will they suddenly lock their hatred filled eyes on me?
That's a question I would like see answered. Acid Mortar has a HP bar, as does FF Generator, and both show up in the Pet window for MMs. I honestly am not sure if my Acid Mortar is drawing aggro, or just being hit by splash damage from AoEs. It doesn't look like it's drawing a lot of fire, so I would guess the aggro is transferred to you.

This would have to be the case with the bombs, since after they deal their damage they are no longer around to draw aggro anyway.


 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
That's a question I would like see answered. Acid Mortar has a HP bar, as does FF Generator, and both show up in the Pet window for MMs. I honestly am not sure if my Acid Mortar is drawing aggro, or just being hit by splash damage from AoEs. It doesn't look like it's drawing a lot of fire, so I would guess the aggro is transferred to you.
Acid Mortar can and does generate its own aggro, since I've seen guys doing their best to punch it to death. It can actually make a pretty decent mini-tank.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

It has gigantic resistance to psionic damage.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
it's powers tend to be more powerful than the equivalent powers from other sets to compensate for the fact that they're in general harder to use
HA, that's incredibly wishful thinking


 

Posted

Okay I've had a chance to play my duo to level 13 and it is ridiculous. Most of the time I'm sitting at 45% defense to all, an extra 37.5% damage, and with alternating beacons about 200% extra regen. After the mortars get laid down the enemies are at -52% resistance and defense. I walk through spawns set for 4-8 even con with next to no hp damage. And I only have 2 attacks. Traps suffers from the same problem every defender set does, when you get two or more of them coordinating their efforts they break risk vs reward.


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno

 

Posted

Hey all, been reading this thread so I rolled a Traps/Sonic the other day and got him up to 23.
Love the set, great mixed bag and with SO's turning out to be super fun to play and powerful.

Curious as to what people are putting where since I haven't found a guide for this set yet.

Slotting for Seeker Drones?

Slotting for Poison Gas Trap?

Love to here what you guys are doing.



Thanks

-Doc


Actual Location: Inside the system itself.

"When the most exciting thing about Mace is AceMace's avatar, then it's time to get realistic."

Shield Guide

The only thing anyone in this game is "supposed to be doing" is having fun. Everything else is negotiable. -Jet Boy

 

Posted

Quote:
Originally Posted by Dr_Impossible View Post
Hey all, been reading this thread so I rolled a Traps/Sonic the other day and got him up to 23.
Love the set, great mixed bag and with SO's turning out to be super fun to play and powerful.

Curious as to what people are putting where since I haven't found a guide for this set yet.

Slotting for Seeker Drones?

Slotting for Poison Gas Trap?

Love to here what you guys are doing.



Thanks

-Doc
Check out the corruptor forum for some traps guides - there are several there.

As for slotting suggestions - slot PGT with recharge and possibly hold duration but it really doesn't need much else. I would suggest at least 2 recharge SO's or L30+ common IO's and one hold duration (3 recharge + 1 hold if you can spare the slots and want it up often).

Slot seeker drones with accuracy and recharge as a starter - you can frankenslot a lot of fairly cheap set IO's in seeker drones to maximize acc/rech slotting as it takes stun, to hit debuff, accurate to hit debuff and ranged damage sets. Other than that I think some folks recommend slotting it for to hit debuff - it has a nice to hit debuff (13% for defenders) and I think the debuff is more reliable than the stun.


Globals: @Midnight Mystique/@Magik13

 

Posted

My build. I can keep up with just about any speed team. Not easy on the influence these days though.

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

Kirsten: Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Sonic Attack
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
------------
Level 1: Web Grenade Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(34), Enf'dOp-Acc/EndRdx(39), Enf'dOp-Immob/Rng(40)
Level 1: Shriek Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(33), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Hold%(39)
Level 2: Scream Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(40), Apoc-Dmg/EndRdx(40), Apoc-Dam%(42)
Level 4: Howl Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(21)
Level 6: Triage Beacon Numna-Heal(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(17), RechRdx-I(50)
Level 8: Acid Mortar Achilles-ResDeb%(A), AnWeak-DefDeb(9), AnWeak-Acc/DefDeb(9), AnWeak-Acc/Rchg(11), AnWeak-Acc/Rchg/EndRdx(17), AnWeak-%ToHit(45)
Level 10: Boxing Acc-I(A)
Level 12: Force Field Generator LkGmblr-Rchg+(A), LkGmblr-Def(13), DefBuff-I(13)
Level 14: Tough Aegis-ResDam(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/EndRdx/Rchg(15), S'fstPrt-ResDam/Def+(50)
Level 16: Hurdle Jump-I(A)
Level 18: Poison Trap Lock-Rchg/Hold(A), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(19), Lock-%Hold(37)
Level 20: Health Numna-Regen/Rcvry+(A), Numna-Heal(21)
Level 22: Seeker Drones Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(23), Cloud-Acc/Rchg(23), Cloud-ToHitDeb/EndRdx/Rchg(36), Cloud-Acc/EndRdx/Rchg(46), Cloud-%Dam(46)
Level 24: Stamina P'Shift-End%(A), P'Shift-EndMod(25), EndMod-I(25)
Level 26: Weave LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), Krma-ResKB(31)
Level 28: Trip Mine Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
Level 30: Hasten RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 35: Super Speed Zephyr-Travel(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(36)
Level 38: Assault EndRdx-I(A), EndRdx-I(39)
Level 41: Thunder Strike Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 44: Charged Armor Aegis-Psi/Status(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45)
Level 47: Shocking Bolt UbrkCons-Hold(A), UbrkCons-Hold/Rchg(48), UbrkCons-Acc/Hold/Rchg(48), UbrkCons-Acc/Rchg(48), UbrkCons-EndRdx/Hold(50)
Level 49: Vengeance LkGmblr-Rchg+(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:
19% DamageBuff(Smashing)
19% DamageBuff(Lethal)
19% DamageBuff(Fire)
19% DamageBuff(Cold)
19% DamageBuff(Energy)
19% DamageBuff(Negative)
19% DamageBuff(Toxic)
19% DamageBuff(Psionic)
9.25% Defense(Smashing)
9.25% Defense(Lethal)
10.8% Defense(Fire)
10.8% Defense(Cold)
8.94% Defense(Energy)
8.94% Defense(Negative)
11.8% Defense(Psionic)
11.8% Defense(Melee)
11.1% Defense(Ranged)
9.25% Defense(AoE)
2.25% Max End
53% Enhancement(Accuracy)
72.5% Enhancement(RechargeTime)
3% Enhancement(Immobilize)
10% FlySpeed
95.4 HP (9.38%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Confused) 2.5%
MezResist(Held) 5.8%
MezResist(Immobilize) 2.5%
MezResist(Sleep) 2.5%
MezResist(Stun) 9.1%
MezResist(Terrorized) 2.5%
6.5% (0.11 End/sec) Recovery
92% (3.91 HP/sec) Regeneration
4.1% Resistance(Fire)
4.1% Resistance(Cold)
1.88% Resistance(Negative)
3% Resistance(Psionic)
20% RunSpeed






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@MARTy McFly

 

Posted

Seeker drones need to-hit debuff and recharge, and poison trap mainly needs recharge.


 

Posted

Thanks for the replies gang. This set just got so fun with SO's.


More:

What are peoples thoughts on Trip Mine and Time Bomb? My experience with those on me devices blasters was: I never took Time bomb, it seemed so unpractical after watching a slew of others flail around with it, I could be wrong. Trip Mine, while cool, took so long to set up even with max recharge SO's, it wasn't worth having around because I just wouldn't 'go to it' often enough.


Thankee

-Doc


Actual Location: Inside the system itself.

"When the most exciting thing about Mace is AceMace's avatar, then it's time to get realistic."

Shield Guide

The only thing anyone in this game is "supposed to be doing" is having fun. Everything else is negotiable. -Jet Boy

 

Posted

Quote:
Originally Posted by Dr_Impossible View Post
What are peoples thoughts on Trip Mine and Time Bomb? My experience with those on me devices blasters was: I never took Time bomb, it seemed so unpractical after watching a slew of others flail around with it, I could be wrong. Trip Mine, while cool, took so long to set up even with max recharge SO's, it wasn't worth having around because I just wouldn't 'go to it' often enough.
They are pretty much the same in Traps. Since the devs redid all of the pseudo-pets when they ported traps Defenders get reduced damage on their explosives (unlike Corruptors and Masterminds who got the blaster versions).

Time Bomb is VERY situational (and annoyingly long to use). Trip Mine is more practical and makes a nice close in Defense. In general you'll like it more if you have one of the more single target oriented blast sets.