Archery/Traps?


Adeon Hawkwood

 

Posted

Has anyone got one that they care to comment? I've wanted to level up both sets, but never have due to one reason or another (I made an Arch/TA but found TA to be... underperfoming, and Traps' stationary nature made things a bit tricky on aggressive, fast moving teams).

Am I correct in understanding that RoA is a targetable "pet" summon? As I was toying around with the idea of being able to pull mobs while hiding behind a corner with it--leading them straight into a bunch of laid traps.


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Posted

I've played both sets (not together though) and I think it should be a reasonably decent combination. Archery is very accurate and has a lot of damage (especially once you get RoA).

The only thing I would note is that the idea of using it to pull is probably a suboptimal way to play. There are two reasons for this. First is the practical one that despite the static nature of the powers Traps doesn't really need to pull enemies into prepared locations. While it can be done the only power that really requires it is Trip Mine. The other powers work just as well if you place them during combat rather than trying to predict your enemies (in fact, PGT works better this way since if you pre-place you generally only hit one enemy). The second reason is to do with RoA itself. It's the heavy hitter in your set and as such you really want to soften opponents up with Acid Mortar before unleashing it.

As a side note, from what I understand because of the way the power works each of the 3 ticks of damage will check for Scourge independently which greatly increases your chance of one-shotting minions with it.


 

Posted

Traps is not a pulling secondary. Traps is a rush em secondary. You have Seekers for the alpha, which keeps mobs busy. You can then rush in and drop PGT, Acid Morta, Caltrops. Back up and blast away with your arrows.

Traps is best played at mid-close range (IMO). So you can run in a drop PGT whenever it is up.

Rain of Arrows is a great opener, however on a corr I think its a better closer. While mobs are tryin to escape from the caltrops. With scourge is really nice to see.

Note you can pull mobs and to the Trip Mine field effect, but I think its far to slow. More so on teams. With a decent enough DEF (which you can get from slotting FFG+Man+Hov/CJ) you can drop mines in the middle of battle. Personally I skip'd em tho. I drop my traps then shoot the hell out of the mobs.

Also you can drop PGT and ACID from hover, if you are close enough to the ground.

The only power to watch out for is explosive arrow. You don't want to blow mobs out of the Poison.


 

Posted

I know rain of fire works tremendously well for my fire/traps and RoA isn't all that different than RoF in that you need to keep mobs in one area for the power to do wonders.

That said, I see little reason a traps/arch def wouldn't be a better alternative to arch/traps corr. Traps is quite a bit stronger for defenders and the key power RoA is just as strong (minus scourge).

Unless you prefer the villain patrons to the defender ppp's then I personally would consider a def.


 

Posted

Quote:
Originally Posted by Frosticus View Post
I know rain of fire works tremendously well for my fire/traps and RoA isn't all that different than RoF in that you need to keep mobs in one area for the power to do wonders.

That said, I see little reason a traps/arch def wouldn't be a better alternative to arch/traps corr. Traps is quite a bit stronger for defenders and the key power RoA is just as strong (minus scourge).

Unless you prefer the villain patrons to the defender ppp's then I personally would consider a def.
Heh, while PPPs have been buffed, they're still a loooong way from being as good as APPs. :P

From what I gathered, damage wise an Arch corr isn't all the far apart from an Arch def, so it's certainly something to consider.


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Posted

Quote:
Originally Posted by Tangler View Post
Heh, while PPPs have been buffed, they're still a loooong way from being as good as APPs. :P

From what I gathered, damage wise an Arch corr isn't all the far apart from an Arch def, so it's certainly something to consider.
I imagine it would play similar to how I aoe things on my fire/traps. Summon seekers on the spawn, run in toe bomb acid mortar then Poison trap (I strongly recommend the lockdown proc in this power). Toss down trops if lots of them aren't mezzed, hit aim and cast rain of fire. Jump back hit fireball+firebreath and then cleanup the bosses (even to +1 luts are usually dead).

Sub in RoA instead of RoF and everything else should play out about the same.

Defs have stronger acid mortar and stronger aim (and pbu if you wanted). Considering RoA isn't as scourge-tastic as Rain of Fire I think the def would actually hit harder with that combo (sans pbu). Def traps has such high values it is very easy to make it exceptionally hardy too.

That said, the corr would probably level a lot easy. But nothing AE couldn't solve if you wanted.

avg dam
Corr
acid+aim+RoA = 430
Def
acid+aim+Roa = 461

Def could add pbu = 609
Both could add soul drain (and easily use it with traps)
Saturated:
Corr = 504
Def = 675 (much higher value on soul drain)
Def also gets oppressive gloom with soul drain, which is awesome when paired with traps. That said, their soul drain comes at lvl 47 vs 41 for the corr.