Arch/Traps Build: Feedback/Critiques
From a quick glance it looks to be a pretty rockin' build. My only notes are:
This build looks to be pretty pricey, so I'm not sure if you have the funds for it redside.
Having softcapped S/L and ranged/aoe may be overkill, especially if you're cutting into your overall performance to achieve that.
Personally I would not take Triage, but it doesn't look like you need Snap Shot either. What I may think of instead is to take Caltrops and keep it at a 1 slot, and put the spare slots into your Acid Mortar for certain choice procs such as Lady Grey's -res proc, or a few of the damage procs.
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Can't look at the build atm so I can't speak as to the finer points of the build but in general:
From a quick glance it looks to be a pretty rockin' build. My only notes are:
This build looks to be pretty pricey, so I'm not sure if you have the funds for it redside. Having softcapped S/L and ranged/aoe may be overkill, especially if you're cutting into your overall performance to achieve that. Personally I would not take Triage, but it doesn't look like you need Snap Shot either. What I may think of instead is to take Caltrops and keep it at a 1 slot, and put the spare slots into your Acid Mortar for certain choice procs such as Lady Grey's -res proc, or a few of the damage procs. |
I agree with Tangler. If you've got softcapped s/l defense that's more than enough, you don't need to bother with ranged/AoE. That said, I'm assuming you've got FFG selected for defense, giving you a huge chunk of defense that isn't very reliable depending how fast you move.
So with that, what you could do is build for more s/l defense so you're less vulnerable without the FFG in range if you do a lot of speed TFs and don't want to be constantly resummoning it.
If you've got high recharge you probably don't really need Snap Shot. I'd say grab Triage Beacon, just because even if you don't have the slots to give it any love its still a nice buff to throw down during a tough fight. Even moreso if you've got high recharge, I've got permahasten levels of recharge and I can have 2 Triage Beacons out which is a very underrated boon in TFs.
Caltrops is nice-ish but meh, I'd skip it. Having an AoE slow is very nice for a set like Traps, except Caltrops' area is tiny. If you need stuff to stay still you're better off with PGT since Caltrops will scatter them, albeit slowly.
One thing to note is the def debuff -res proc is actually from the Achilles' Heel set, not the Lady Grey set. The Lady Grey proc is a negative damage one. If you've got a spare slot for proccing the Mortar I'd recommend both an Achilles proc and a Devastation hold proc. They both work doubly well because the rounds the mortar fires are AoE. Devastation proc in Mortar + PGT = win.
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Woops, you're right. :s
One thing to note is the def debuff -res proc is actually from the Achilles' Heel set, not the Lady Grey set. The Lady Grey proc is a negative damage one.
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As for Caltrops, I like to use them on chokepoints such as corners or doorways, so that enemies bunch up nicely for the Acid Mortar and Mines, though you'd probably only bother with this trick when you are soloing.
A Penny For Your Thoughts #348691 <- Dev's Choice'd by Dr. Aeon!
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Cool, thanks folks.
Hey folks, I don't really play a ton of Redside, but with Archery getting ported over, I wanted to give an Arch/Traps build a shot. The only thing I'm a little on the fence about is Snap Shot vs. Triage; other than that, I think it's serviceable, but I wanted to get some feedback, suggestions, and advice from some of the more veteran Redsiders.