Questions for Traps players


Adeon Hawkwood

 

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I'm so glad to see the Defender community so embracing the glory of Traps after the rocky start it had.

Yes, Time Bomb is trash and there's never any reason to ever use it. Trip Mine can be far more useful - my MM can run petless on +0x1 primarily because of Trip Mine's damage and the other defensive tools of Traps. The real key is to make sure you've got the defense to be able to toe-bomb with it. Or you can lay down a whole bunch before you pull - with even moderate slotting for recharge, you can get 13-14 mines down before they start self-destructing, which is enough to take off about half an EB's health (though if Defenders got a weaker version, maybe not so much for you guys.)


 

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Originally Posted by Eiko-chan View Post
I'm so glad to see the Defender community so embracing the glory of Traps after the rocky start it had.
Traps had a rocky start for defenders? I jumped in head first and haven't looked back.


 

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It's true, I remember it. Lately, whenever a new set comes out/gets ported people immediately say it's total crap. Willpower and shields are perfect examples of this. When those two first came out people said they would never work because they have no self heal and that their endurance usage was terrible.


 

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Originally Posted by Eiko-chan View Post
Not to necro the thread (so please don't post in it, this is just so you can see it), but some of the initial reaction was less than enthusiastic.
Oh yeah I remember that thread now. Personally my only concern was that the devs wouldn't update the pseudo-pets but they came through for me so: Yay! Traps!

As Garent said I think a lot of the concern was over the fact that it's a playstyle people aren't used to. There are plenty of people (myself included) who don't play redside and so had little experience with Traps prior to it getting ported. Add in the fact that it's got a lot of similarities to Trick Arrow a set which is generally regarded as a bit of an underperformer and people get concerned.


 

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Originally Posted by Eiko-chan View Post
Yes, Time Bomb is trash and there's never any reason to ever use it.
Correction: There's usually no reason to use it, not never. I know of two situations in which it's useful. The first is with stealth so you can double-toebomb as an alpha strike (lay down the time bomb, wait, then lay down the trip mine, time it so they both go off at once.) This is not really group-worthwhile, though.

The other is in the rare situation (again, with stealth) where lay a mine, then keep going so that when it goes off you're nowhere around - the only time I've ever used this was on a particularly strange run of the ITF, to soften up the crystals on a devices blaster. I don't see ever wanting Time Bomb on a defender, but it's not quite literally true that there's never any reason to use it.

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Trip Mine can be far more useful - my MM can run petless on +0x1 primarily because of Trip Mine's damage and the other defensive tools of Traps. The real key is to make sure you've got the defense to be able to toe-bomb with it. Or you can lay down a whole bunch before you pull - with even moderate slotting for recharge, you can get 13-14 mines down before they start self-destructing, which is enough to take off about half an EB's health (though if Defenders got a weaker version, maybe not so much for you guys.)
I tend to find that minefields are more trouble than it's worth, and most groups won't wait around for it (unless you're in one of the awesome groups where everyone is devices or traps, that is), but I can see it being worthwhile when soloing a defender to help make up for defenders' relatively poor damage output.


 

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Originally Posted by Ben_Arizona View Post
(unless you're in one of the awesome groups where everyone is devices or traps, that is)
Lord, I imagine an 8-person mine field might be able to "one-shot" an AV.


 

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Originally Posted by Ben_Arizona View Post
I tend to find that minefields are more trouble than it's worth, and most groups won't wait around for it (unless you're in one of the awesome groups where everyone is devices or traps, that is), but I can see it being worthwhile when soloing a defender to help make up for defenders' relatively poor damage output.
My AR/Traps Corruptor made a lot of use of trip mine fields for particularly annoying bosses. It's nice to be able to go "If a few of those Masks of Weakness/Vitiation hit me, I'm toast... which is why I'm behind a wall of explosives!"


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

 

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Originally Posted by Kydrix View Post
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.
I'm also returning with a trial account and testing out the new stuff. I've played Traps on a mastermind and wanted to see how the new Traps worked on a Defender. I went Traps/AR for my little offender and so far I like it a lot.

For faster team play (I seem to solo fine, but teams are more fun) I just alternate powers. Acid mortar first group, then Triage Beacon or PGT on the second, then switch back to Acid Mortar for the third group. I'm only low level still so not much recharge yet. The idea is that you don't deploy absolutely everything on every group, you save some for the next while stuff recharges.


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2. How well does this set support compared to other defenders?
I was wondering this as well. A casual comment in chat: "Defenders who can't heal have a hard time getting teams." Is that really true? I won't have as many teams since I don't have a heal?

I don't mean to high-jack the thread, but I was wondering also if folks think Traps needs a single target heal (for Defenders only, not MMs. MMs already pretty insanely powerful.). Something simple like O2 Boost to just round out the set. The question is where to put it? Well, VEATS have some either/or powers where they make a choice and that closes off part of the set. What if Defenders where given the choice of either Web Grenade or a heal for their Tier one, but not both? That would let folks who like the set the way it is play it that way.

Yes, I'm planning on taking the the Medicine Pool too, but an heal in the set would be useful, I think.

(And if this turns out to high-jack the thread, then I'll just make my own and move the discussion there. Sorry for any disruption, but as long as there was an existing traps/defender thread I thought I'd keep the discussion here for now.)


 

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Traps has a heal. It's called Triage Beacon.


 

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True, but it's slow and somewhat unweildy; you can't move the beacon around and the recharge time is quite heafty. And its Regeneration, not a Heal. So Triage Beacon is not really the same as a Heal, imo.


 

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Originally Posted by CoH101 View Post
I was wondering this as well. A casual comment in chat: "Defenders who can't heal have a hard time getting teams." Is that really true? I won't have as many teams since I don't have a heal?
The "defenders must heal mentality" is a hold over from other games where healing is required for team play. Yes, you will occasionally encounter a person who rejects Defenders that aren't "healers" and very rarely that is the right choice for the team but in most cases those teams are trainwrecks that you're better off not joining.

Traps is made of awesome and while there are a few skills that could use changes *cough*Time Bomb*cough* I'd much rather that they were fixed rather than just replacing them with a generic heal.

So use your traps, don't worry about the lack of heals and /e spit anyone who looks at you sideways.

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Originally Posted by CoH101 View Post
True, but it's slow and somewhat unweildy; you can't move the beacon around and the recharge time is quite heafty. And its Regeneration, not a Heal. So Triage Beacon is not really the same as a Heal, imo.
Regen is a heal, it's just a heal over time. The problem is that Triage Beacon is not a very strong heal over time.


 

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Triage Beacon isn't bad when it's slotted up. If you really want a single-target heal, though, there's always Aid Other and it even looks about right with Traps' visual style.


 

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Originally Posted by Adeon Hawkwood View Post
Regen is a heal, it's just a heal over time. The problem is that Triage Beacon is not a very strong heal over time.
If you've got a high recharge build so you can have 2 Triage Beacons out at once you actually bring a large amount of survivability to the team with all the regen and +def from FFG (and Maneuvers if you take it).

Unfortunately, most fights don't last long enough for this to matter, but on fights long enough, (like AV/GM fights in TFs), its very nice.

I do wish Triage was mobile though.


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Originally Posted by Silas View Post
If you've got a high recharge build so you can have 2 Triage Beacons out at once you actually bring a large amount of survivability to the team with all the regen and +def from FFG (and Maneuvers if you take it).

Unfortunately, most fights don't last long enough for this to matter, but on fights long enough, (like AV/GM fights in TFs), its very nice.

I do wish Triage was mobile though.
So everyone agrees that my 4 year old assessment of those two powers was right on, great.

To Silas: Agreed about the roving beacon, it would be cool to take a bit lower Regen rate in exchange for mobility. Also, if the Time Bomb was ditched in favor of.....say....the Gun Drone!! that would be nicer. Highly unlikely, but hey, I can defend you by mowing stuff down with a portable floating gun, right?
Seriously tho, replacing Time Bomb with anything else would be lovely. Smoke Grenade maybe......


-Doc


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

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

 

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Originally Posted by Dr_Impossible View Post
Seriously tho, replacing Time Bomb with anything else would be lovely. Smoke Grenade maybe.....
Or a second brawl maybe. Ok seriously though I think that there are ways to fix Time Bomb without violating the cottage rule. The main problems are the 8 second interruptable cast time and the 30second delay which make the power annoying to use under most circumstances. The core concept of a nuke-level damage power with a long recharge is fine. My solution is to rename it Satchel Charge, give it a short range (20'-30') remove the delay and reduce the cast time to 2-3 seconds not interruptable.


 

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Originally Posted by Dr_Impossible View Post
To Silas: Agreed about the roving beacon, it would be cool to take a bit lower Regen rate in exchange for mobility.

See, I'd go the other way. Triage Beacon is already low enough regen that it's roughly the same as just standing around waiting to heal up. Giving it less regen would just be a nerf, regardless of what else you did.

I would: make the recharge un-enhanceable, and double the regen rate. Same amount of regen over time, but at least when you deploy it, it'll pack some punch. Also, slightly larger radius to make up for the fact that it's not mobile.


Or the whole single target heal thing would help too.


 

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Originally Posted by Adeon Hawkwood View Post
Or a second brawl maybe. Ok seriously though I think that there are ways to fix Time Bomb without violating the cottage rule. The main problems are the 8 second interruptable cast time and the 30second delay which make the power annoying to use under most circumstances. The core concept of a nuke-level damage power with a long recharge is fine. My solution is to rename it Satchel Charge, give it a short range (20'-30') remove the delay and reduce the cast time to 2-3 seconds not interruptable.
Solid idea in a serious vein. I'd get onboard with this. Definitely remove the delay.


-->Coh101: That's an interesting idea for sure. I've played multiples of every AT, and while i'm not a 'Defender-centric' player I don't think an ST heal is needed. I did just play my TA/Arch to 50 after all, loved every minute of that.

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

 

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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.

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.
Yes, Acid mortar draws aggro.It usually happens when your not causing damage to some of the enemies on the screen, or if it hit the mob you set it for.You still get the bulk of the Agro, however, your Acid Mortar can absorb part of it, as well as the occasional Sheild Drone getting pegged.

The best, and most untalked about benifit from being a Traps Defender, is that Vigilance plays a huge roll, and I find my self with a full, if close to full Endurance bar all the time.Mainly because your mechanical pets do get hit, and they count towards your Vigilance.

Even using Seeker Drones gives a momentary boost when you use them up close, because it treats them as a team member death.So you get some Endurance returned after they exsplode in range of your Vigilance.

I first noticed this when I started using my Dark Servant to Tank on my Dark/Dark Defender.When it would get hit, it would give my vigilance a boost, and was very helpful, as long as he got hit on occassion, id get the buff until it spammed its heal.

As for the high recharges?Cant say they bother me yet.They where slightly annoying at lower levels, but now its perfectly fine.

I havnt worked up enough levels to grab up Hasten just yet, but my Acid Mortar, Trops, and Poison Trap, all have a 45 second timmer due to 3 Recharge SOs.Trops dont have any enhancers in it, I worry about that later.

Even on a Full team, not only does the speed in which the traps them selves recharge not become a issue, youll find people dragging a 2nd mob onto your traps because they get up the nerves to face more while im on the team, so the Traps get extra Targets before I need to resummon them, and by the time the Acid Mortar dissapears, im recharged anyhow.

Latley, iv been becomming popular on teams.I get recruited, and they pick up a EMP and a Thermal, and exspect heals, which is fine, its there capability to do so.

I acctually made a Controller that was a Ice/EMP, wanna get another character, because he was, and I quote, "Can I get another character?Im bored, and barly healing anyone."

Normally on a Team, you see the people with AoE heals popping them off very often, but I provided excellent protection from my Traps, and the FF Drone, that I was litterally complimented by 3 members of the Team at the good job I was doing.It was a proud moment!

People that have played with me on a team, have made teams, and recruited me, and didnt bother to look for a healer, because Traps/Anything, is that good!

Now, I havnt reached my Bombs just yet, but im close.If they are anything as easy to set up as my other traps in a fight, or before one, then I have no dout that itll be just beautiful.

What I find my self itching to try is not just Trip Mine, but Time Bomb!

I run a Traps/Rad, and the full damage potential will be realized when i get Time Bomb, and then my level 38 Rad NUKE!

Place all your traps, they come running after you nail someone in the mob with a Proton Volley.They slam into your Trops, you unload Irradiate, then move back and cone them, and then, use your Nuke!Seconds later, the time Bomb Goes off!KA-BOOM!

You dont have to worry about your endurance being drained so much as a Traps either.Your defense is still up because of the Drone, your Mortar is still up, collecting some messure of aggro, and by the time you can gain endurance, itll get full fast due to Vigilance from your summoned mechanical pets.That is assuming you didnt just kill everything.


 

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Originally Posted by Fire_Minded View Post
your mechanical pets do get hit, and they count towards your Vigilance.
Really? I know a lot of powers that are based on allies (Phalanx Fighting, for instance) are programmed to ignore NPCs. I'm going to have to do some experimenting now...


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

 

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Yeah most pets count for Vigilance. Try playing with a plant troller with carrion creepers and watch as you get capped end discount.


 

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Totally random side fact for those new to traps: seeker drones apply a 40 second -damage effect. (It's -20% damage on corruptors, not sure how defender values are adjusted or not.) As archvillaians have 60-87% resistance to all debuffs but -damage, these little guys are a handy way to add to team survival vs. such foes.


 

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Originally Posted by Fire_Minded View Post
Normally on a Team, you see the people with AoE heals popping them off very often, but I provided excellent protection from my Traps, and the FF Drone, that I was litterally complimented by 3 members of the Team at the good job I was doing.It was a proud moment!
*sniffle* I'm going to cry. Our little Traps Defenders are all grown up now!

But seriously, don't bother with Time Bomb. It really is as bad as everyone says.


 

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I just wanted to pop in to say I love my traps defenders. I'm 3-boxing a trio of Traps/Sonic, Traps/Dark and Traps/Psychic. Traps are so much fun!

Lewis


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Originally Posted by Seldom View Post
Totally random side fact for those new to traps: seeker drones apply a 40 second -damage effect. (It's -20% damage on corruptors, not sure how defender values are adjusted or not.) As archvillaians have 60-87% resistance to all debuffs but -damage, these little guys are a handy way to add to team survival vs. such foes.
There are two drones per use of this power, do they both apply the -20% damage debuff for -40% total? (Or -25% x2 for -50% on Defenders or whatever the value is)