Traps are on the floor... now what?
The end hog that you can't slot with the long recharge that only hits half the time?
I don't get particularly bored with my Bots/Traps MM. After I have set up all my traps what keeps me busy is:
* Healing my bots with repair/heal other
* Using web grenade and web envelope to keep things in place
* Using Photon Grenade to stack stuns and add a little damage
* Micromanaging my Bots
I think for me its the last one of micromanaging my Bots which keeps me busy, telling them where to go and who to attack.
Also although people have said solo AVs or crank up the difficulty I think that might just bore you more as it would mean standing around more.
I would recommend the opposite. I currently run on +0/x4. I could probably crank it up a bit but at this difficulty it allows me to have quite a quick pace so I am not standing around to long on one mob.
But it could well be a rather passive 'drop it and leave it' secondary like traps (and forcefields for example) might not be for you.
QR
That's easy.
Web Grenade, Pulse Rifle Blast, Pulse Rifle Burst, Photon Grenade, Web Grenade, Pulse Rifle Blast, Pulse Rifle Burst, Web Grenade, Pulse Rifle Blast, Pulse Rifle Burst, Photon Grenade.
Ya get it?
No. You can see my build in the Mercs thread. I just like to take the personal attacks. I use the number pad key binds and most of the time my pets don't need micromanaging.
My Bots/FF is stuck at 34 I think. Never encountered a combo so boring I couldn't play it longer than 30 min before falling asleep.
But my Mercs/Traps Is fun I always have something to do and I don't even have hasten. On teams average teams I can usually use all my traps once per spawn on fast teams it usually doesn't matter.
Let me make a different suggestion. Having a somewhat passive secondary (FF certainly, Traps a bit and Dark a little) allows you time to become very good at positioning and controlling your minions.
Figuring out the optimal distance and location to open a fight, shifting locations and stances on fly, and taking the broad view to control the whole fight not just what you're currently targeting; these things are valuable and rewarding even if most of your teammates may never really understand what you're doing.
my bots/traps was my first redside 50
i liked trip mines on my /device blaster and took it but respec'd it out since everything dies so fast there was never a need to set it up and lure enemys to it when in the same time i could wipe out the room
i tend to tell my bots to attack the closest thing to me , run into the group toss caltraps slightly behind the group, drop the poison trap , get in front of the group and drop acid mortar (and since the bots have knock back and i take the second pulse rifle shot with KB and they sometimes run from the acid mortar they get caught up in the caltraps) by this time if everything isnt dead yeti drop a second layer of caltraps in front but partialy overlapping the one behind (anything caught in the middle is slowed to a crawl and more often worryed about running then attacking)
web grenade anytime and i tend to jump in the fray with sands of mu (if you have that option) if everything fails (and it rarely does) set any remaining bots at the enemy target one with moderate health and hit detonate , drop caltraps in the path and make my escape to resumon
i do not have haste or stamina and have never really had any issues with it or getting bored
(the only mm i think i will ever take stamina on is my merc/poison since i need to debuff more often then i need to drop traps , that mm is also my only one withought a personal attack)
but then i solo almost exclusivly with my MM's and tend to talk to people i know via PM's so maybe thats why i dont get bored as much
i solod this way on the old "invincable" setting (well whatever that was redside)
Yeah, I have a 50 Thugs/Dark/Soul MM. This is actually why Bots/Traps feels so dull - with Dark Miasma, there's always something from the secondary ready to use, always something to do, and this something is guaranteed to be very useful and awesome because Dark Miasma is just like that. Maybe Dark Miasma being as uber and fun as it is has just spoiled me, I don't know.
The only quick-recharge ability in Traps is Web Grenade, which is one of the least visually impressive powers in the game, is single target, and which I mostly only use for catching runners, keeping AVs in place, or grounding flyers. Not much point in spamming it on anything but the AVs, as the duration is long enough. Everything else in Traps has a moderate to long recharge duration. In a team against normal enemies, this is much less of an issue, but against AVs - especially solo or in low-damage teams - I tend to fall asleep spamming webnades, waiting for them to die.
Also, I do have binds for pet micromanagement. It's just that most of the content in the game doesn't demand much of it past sending pets to stand close enough to use all their ranged attacks, or at an angle that hits an entire spawn with cones.
The only quick-recharge ability in Traps is Web Grenade, which is one of the least visually impressive powers in the game, is single target, and which I mostly only use for catching runners, keeping AVs in place, or grounding flyers. Not much point in spamming it on anything but the AVs, as the duration is long enough.
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Yeah, I have a 50 Thugs/Dark/Soul MM. This is actually why Bots/Traps feels so dull - with Dark Miasma, there's always something from the secondary ready to use, always something to do, and this something is guaranteed to be very useful and awesome because Dark Miasma is just like that. Maybe Dark Miasma being as uber and fun as it is has just spoiled me, I don't know.
The only quick-recharge ability in Traps is Web Grenade, which is one of the least visually impressive powers in the game, is single target, and which I mostly only use for catching runners, keeping AVs in place, or grounding flyers. Not much point in spamming it on anything but the AVs, as the duration is long enough. Everything else in Traps has a moderate to long recharge duration. In a team against normal enemies, this is much less of an issue, but against AVs - especially solo or in low-damage teams - I tend to fall asleep spamming webnades, waiting for them to die. Also, I do have binds for pet micromanagement. It's just that most of the content in the game doesn't demand much of it past sending pets to stand close enough to use all their ranged attacks, or at an angle that hits an entire spawn with cones. |
Maybe you could put your protector bots in a non-aggressive mode where they still heal and put bubbles on people too?
Maybe bots are just that good...I never rolled one but I always have something to do with traps...IMO Since traps is less safe than dark but a tiny degree you should be having a field day...plus /Traps Kills faster than dark. I guess it's just something i can never understand.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
I found I needed to take some personal attacks for concept reasons as well as staving off "Passive Secondary" doldrums. My MM, Gruppa, is Mercs/Traps. And I just need to be in there mixing it up beside my guys or I feel like a weenie not Sgt. Rock.
However, taking all the personal attacks is way overkill. I just took the strongest ranged attack, Air Superiority and Sands of Mu. Taken together, I can finish off damaged targets pretty fast and keep them bouncing while I'm at it.
Along with Heal Other, having personal attacks is a way to keep my guys intact and myself entertained while my traps recharge. I haven't taken Haste yet but I may not. Generally speaking we dish out enough hurt that things die in a timely enough fashion and my traps are recharged in time for the next encounter.
In fact, I have two builds. My main "Assault" build that's heavy on traps and the usual MM/Traps tactics (I let my Spec Ops deal with mob alphas while I leisurely set up my fieldworks). And a "Mobile Infantry" build that is more focused on flexibility and speed and light on static traps.
Helps pick off fleeing enemies, too, which is nice (especially Pulse Rifle Burst with its knockdown).
The Case Against Hardcase- arc id: 438272
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Down the Rabbit Hole- arc id: 193055