Sad want-to-be Traps Defender is sad.


Adeon Hawkwood

 

Posted

Attacks depend on a hit roll and thus are affected by chance too. As such they, like seekers, are extremely unreliable and should not be used, at all.

I keed I keed.

I'd say most of the traps gurus would side with Frosticus on this one. Traps is all about layered mitigation, the sum is greater than each of it's parts. Caltrops->trip mine might be all you need but there is a lot more to traps than those powers and you can get exponentially more mileage out of traps if you choose to use them. None of the traps powers are mutually exclusive, so it's not "caltrops or else", you can have "else" too.


 

Posted

Quote:
Originally Posted by Frosticus View Post
The 4 absolute must have powers are FFG, Seekers, Acid, PT. If you learn to build your playstyle around them then "fast teams" are right up your alley. Triage, trops, webnade, and tripmine are all solid powers too and can vary from highly useful to worth taking. The only junker in traps is timebomb.
Exactly. If the OP is looking to find any useful advice this sums it up right here. I'm not really sure why Predatoric is arguing the efficacy of the sets key powers..but to each his/her own. I would agree that I often delay triage beacon until later play. But I would never advise skipping FFG, Acid Mortar, Seekers, and Poison Trap!


My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi

 

Posted

I agree with Krogoth and Frosticus.

The ASAP powers are: Mortar, FFG, PGT, and Seekers

IO PGT ASAP, preferably with some accuracy and the lockdown proc, you can leave everything else SOs if you want, but I reccommend 6 slotting IOs.

Proc Mortar ASAP, a hold proc in the Mortar, you can leave any other slots SOs if you want, but I reccomend 6 slotting IOs and procs.

Everything else is optional.

I vary builds, and vary tactics from mission to mission. However, one of the primary tactics is indeed:

  • Seekers to the middle of the pack.
  • On my Traps/Dark I sometimes mix it up with both (debuff) cones after seekers, and before charging in for the PGT/Mortar. This is optional, and only applies to the one version of Traps/Dark.
  • PGT and Mortar to the middle of the pack, while everything is distracted by the seekers. Alternately Mortar and PGT. I can't decide which order is best, or if it varies.
  • Trip Mine or Blast. The PGT hold and defense should be enough for you to get of a trip mine vs anything other than: caltrops, ignite, earthquake, quicksand, or similar powers that may have been thrown at your Mortar or Seekers. These powers can be extra frustrating if you rely on Aid Self.

Alleyne Traps/Dark Tankfender - If this isn't enough survivability for you, then you need to go play a Tank.


 

Posted

Quote:
Originally Posted by RiverOcean View Post
FFG, Acid Mortar, Seekers, and Poison Trap!
These plus trip mine used to allow me to farm the walls in Cimerora faster than most characters before the poison trap change. Still, even if he isn't what he used to be, these are key powers for the set. I'd also consider caltrops up there, though, for the procs + out-of-the-box goodness.

seekers->mortar->poison trap/caltrops->rain attack->mine->deal with loose ends
or,if your defense is high enough and you're a little impatient,
just seekers or ffg to draw aggro while you poison/trop, mine, and AoE.

As for the wall and my squishies, now I prefer my dark/storm corruptor :P


 

Posted

Quote:
Originally Posted by Predatoric View Post
When you play at range you nearly always get one minion way ahead of the rest of the group, which attracts the seekers and makes them miss the heavier ones at the back.
Have you ever USED seekers? They appear wherever you tell them to appear when you click the targeting circles. Which for me is always in the middle of the main mob. No distraction involved. Then it debuffs the holy eck out of them - so it eats the alpha and seriously downgrades beta damage, that's a must-have.
Quote:
<Triage Beacon> still isnt a massive amount anyway and regen rarely saves anyones butts in PvE, regen scrappers always complain about sucking in the PvE game and they will have much more regen than that.
My farming character is a /Willpower, played as a regenerator because that's how I set up my defenses primarily. Jumping into 17 mobs with a fully slotted RttC, their regeneration percentage per second is significantly lower than the number that pops up on my Traps defender when I drop Triage Beacon.
And I don't recall hearing any whining from Regen scrappers about their PvE abilities; they've all been quite satisfied with their survivability in most situations.
Quote:
I know poison gas trap cant be interupted but it doesnt change the fact trip mine can :P
It just doesnt fit in with a ranged attack strategy for the reasons I mentioned earlier in this post. Melee range, yes its amazing, ranged attacking like defenders were designed, then no.
I assume you use trip mine differently. -I- put one or two behind my traps before a big pull; my trip mines are slotted for knockback, since that's what I find them most useful for. When mobs run around the corner to beat on the poor Blaster taking a knee, there is an explosion and they get flung back to land on the tank.


A no attack "Group-Friendly" Defender is like a "Team Friendly" basketball player who won't dribble, run, or shoot, under any circumstances. "I'm a PASSER."

 

Posted

The really nice thing about us trappers is that we are going to get a buff at some point in time. It isn't a matter of if, but when.

Arcanaville was kind enough to confirm the cast time bug I found in the powers that are using "place trap" animation (ie acid mortar, PT, triage). http://boards.cityofheroes.com/showthread.php?t=217870 Once rectified those powers will be a about ~1 sec faster to put down. She is also going to make a case for trimming them a bit beyond the fix too. Which if you played old trick arrow compared to new trick arrow you'll know this would make traps so much nicer to play.

It's one of my favorite sets to play right now, I can't wait until it is less clunky and hitchy feeling. Proly be post GR though, but meh.


 

Posted

One request, if I can make it. Please drop the somewhat personal attacks, you are making my sad titled thread a bit emo. It isn't emo, it's sad!

Ok, wow you guys gave some awesome insight. I had no idea about the Triage area, I had the power on a low level MM once, and even at that level I liked it, but I am a BG junkie. For the way I play I think I would be able to strafe well enough to stay in range. I am thinking throwing down Caltrops somewhere around the Triage would even make it easier to stay where I need to. (Sorry if that point was brought up, I tried to read everything, but to be honest you guys overwhelmed me with all the awesome information and pictures.)

My thing with trip mines. On my Fire/Dev I have them with 3 damage and 3 recharges, I also have hasten. I know the awesome damage they do, and I know how quickly they can be stacked. For me though, after doing it a few fights in a row I just get bored with it, maybe I need to only stick with really stacking them up for a tough fight.

I love the idea of this set and wanted to try it just out of curiosity, but you guys have made this set sound a lot stronger than I expected.

Now to glean even more from you all. I am really thinking about ordering Going Rouge to get DP, I like what I have read about the set, but I have a few questions. What level do Defenders get Swap Ammo, and will I have to wait a lot of levels for a meaty(nice damage) attack? Also, feel free to tell me why the secondaries you choose rock.

Thanks again.


Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)

 

Posted

Quote:
Originally Posted by Tulare View Post
My thing with trip mines. On my Fire/Dev I have them with 3 damage and 3 recharges, I also have hasten. I know the awesome damage they do, and I know how quickly they can be stacked. For me though, after doing it a few fights in a row I just get bored with it, maybe I need to only stick with really stacking them up for a tough fight.
tbh, I don't even use mines. They are good if you lack aoe damage, but if you have aoe blasts I find it more enjoyable to do that.

Ya they are nice if you stack em up and blow up a tough enemy, but it depends what you define as "tough". I just did about 15 mins vs Stateman AV (no insp/temps) on my fire/traps with just triage as my healing source. With a little maneuvering I was in no danger. I haven't manage to kill him...yet. IMO there aren't many situations that are "tough" enough that a traps can't tackle head on where sitting and stacking mines will be more efficient of an approach. I'm sure they are out there though, but I just like playing my trappers really aggressively.

A well built trapper with aidself is nearly unkillable outside of getting def debuffed, or against mobs with high tohit such as Ralaruu.

Quote:
I love the idea of this set and wanted to try it just out of curiosity, but you guys have made this set sound a lot stronger than I expected.
If you hit softcap (either pure def or by adding in the tohit debuff of seekers)+ the dam debuff of seekers+ the -20% rech of PT+triage I figure you have 97.947% damage mitigation making you 48.7x more survivable than a 'naked' defender.
That doesn't account for the more intangible benefits of alpha absorption, the mez of seekers, or the mez of PT, or the aggro that Acid can soak, nor the avoidance affect of caltrops. And of course the more hp you get and more regen you squeeze in just makes it stronger too.
Quote:
Now to glean even more from you all. I am really thinking about ordering Going Rouge to get DP, I like what I have read about the set, but I have a few questions. What level do Defenders get Swap Ammo, and will I have to wait a lot of levels for a meaty(nice damage) attack? Also, feel free to tell me why the secondaries you choose rock.

Thanks again.
Swap is available at lvl 10 for defs. The "meaty" attacks come at 28 and 35.

I'm a big fan of pairing it with /sonic blast. The -res boosts the -dam* of seekers making things hit like kittens. That and /sonic is the best at facing tough (ie more hp) targets and generally you want to be in one spot for a bit to get the most mileage from your drops.

*If debuffed by acid and hit by both seekers it will actually do -67.3% damage vs an even con with no resistances instead of the expected -53.2%

I also like it paired with /archery. Many archers need to use obstructions to safely cast Rain of Arrows, but a trapper can just get right in there, PT the whole spawn and launch RoA without fear. Or if using it from range never worry about mobs running out of it as seekers will keep them bunched up and preoccupied while RoA animates and does its thing.

I don't have rogue, but I can imagine some of the complaints about using hail of bullets from melee range due to it being a pbaoe evaporate when paired with traps as it lets you be very safe even while standing right in the middle of it all.


 

Posted

Quote:
Originally Posted by Frosticus View Post
t
I'm a big fan of pairing it with /sonic blast. The -res boosts the -dam* of seekers making things hit like kittens. That and /sonic is the best at facing tough (ie more hp) targets and generally you want to be in one spot for a bit to get the most mileage from your drops.
What I had no idea.. Sonic stacked that way with the damage debuff. Can you explain a little more please, how this works. I'm a little lost.


My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi

 

Posted

That was a strong point about PT and RoA. I am also thinking you could try and throw Explosive Arrow right after RoA, but I haven't picked up that power on my Blaster yet, not sure if it is sweet or meh.


Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)

 

Posted

Quote:
Originally Posted by RiverOcean View Post
What I had no idea.. Sonic stacked that way with the damage debuff. Can you explain a little more please, how this works. I'm a little lost.
Damage Resistance does multiple things. One of the things it does is reduces the effectiveness of -Dam. So if something has Lethal resist, for example, it'll reduce the effect of -Dam on its Lethal damage.

Thus, if you've got -Res on something before applying -Dam, the -Dam will actually have more of an effect.


 

Posted

Quote:
Originally Posted by RiverOcean View Post
What I had no idea.. Sonic stacked that way with the damage debuff. Can you explain a little more please, how this works. I'm a little lost.
I dunno the full explanation, but something like damage and resistance are the same thing so their opposites are the same too. Sometimes a bug will pop up where slotting for damage greatly increases the resistance value too.

Essentially if your seekers both hit and apply 53.2% -dam and you apply acid mortar's -res it will jump up to 67%. If you purchase a power analyzer it is really easy to see. I doubt it is working as intended, but I sort of doubt they can fix it, or at least not easily.

Basically it is really easy for a traps/sonic (or dark/son for that matter) to floor a targets damage at 10%. Which is essentially like having 90% resistance (ie tank cap). What I haven't tested is whether your resistance works on top of that, but it should. Reduce their outgoing damage and then resist it with your shield (ie app armor). In some situations toons like a traps/son can be one of the most survivable characters in the entire game, while also doing the same for everyone around them.

It's worth noting that seekers can stack too. The debuff lasts 40 seconds, so getting ~10 seconds of stacking on a tough target isn't unrealistic

Even something as simple as seekers+acid+howl can provide freakishly good aoe mitigation, (while also providing a lot of force multiplication). Like numbers that sonic resonance would kill for. Of course it requires in combat time to do though.

At the same time a target with resistance will resist your -dam effect. Ifit has 50% res it is going to cut all of your -dam in half.

A good example is an AV with unstoppable. Prior to popping it you can make them hit like a wet noodle, when they fire it off though they suddenly start hitting like a mac truck again.

Other traps combos can still provide a heap of -dam through things like achilies -res, stacking acid mortar and/or stacking seekers.


 

Posted

Quote:
Originally Posted by Nishastra View Post
Thus, if you've got -Res on something before applying -Dam, the -Dam will actually have more of an effect.
The sequence does not matter. If the res is applied before or after it still boosts the -dam. It is pretty sweet at times.

I can't be bothered to check right now, but iirc Achilies is unresistable -res, so even in the event of a target having resistance it would still fully boost the -dam by 20%. Not really a huge issue except in cases like an AV using unstoppable it will help a bit.


 

Posted

Quote:
Originally Posted by Frosticus View Post
I can't be bothered to check right now, but iirc Achilies is unresistable -res, so even in the event of a target having resistance it would still fully boost the -dam by 20%. Not really a huge issue except in cases like an AV using unstoppable it will help a bit.
I'm pretty sure it simply ignores level modifiers. I'm not positive though.


 

Posted

Traps is awesome. Poison Trap is not in any way a skippable power. Why yes I would like an AoE hold that is up every 40 seconds and is autohit and has a huge -regen, why do you ask? Triage Beacon is fine if you are into that sort of thing, and Seekers makes you into a god by eating the alpha so you don't have to and then debuffing the hell out of the spawn.

How Emberly be doin' it: (Sorry Silas!)

  • Spawn Seekers in the middle of the mob.
  • While the mob is going OMG WUT I run in and plant PT (which is not interruptible, where would anyone get this idea).
  • It fires, I plant a tripmine, or I throw some trops, maybe web up a big bad for some hot hot Ignite action, and throw down ye olde Acid Mortar with an Achilles proc for the best of times.
  • Nothing can kill me because I have the FFG, they are held for a good chunk of time, their tohit is debuffed, and the ones that do manage to hit me are suffering from some serious -DMG.
  • Everything dies and I laugh as my AR barrel cools down.

Don't fear Traps, Tulare, it rocks.


 

Posted

Pred' obviously plays one style of /Traps, whereas there are many ways, hence the debate over power choices. There really is a lot of ways to play traps, before I really got to grips with the powers and the numbers I frequently would lay traps then attack, the simple method of a MM. However, now having achieved softcap DEF, and some reasonable RES, I toebomb which is absolutely wonderful fun. Drop drones into a mob, jump in set up traps and blam blam blam!

It used to widely be regarded quite slow prior to the villain epic pools, because I'm not sure you could softcap - of course remember this is also the pre-invention era. I am happy to rescind if that's incorrect. However, with the ease of softcap- one of my favourite and in my opinion best ways to play /Traps is to toebomb. I'm slightly derailing because this is from a MM perspective, my Sonic/Traps 'fender is more ST-styled so I can't really comment. However, to the OP I'd say Sonic is fantastic. -Res is a wonderful addition to the debuffs traps already offers.

Fury


 

Posted

Quote:
Originally Posted by Frosticus View Post
I'm a big fan of pairing it with /sonic blast. The -res boosts the -dam* of seekers making things hit like kittens. That and /sonic is the best at facing tough (ie more hp) targets and generally you want to be in one spot for a bit to get the most mileage from your drops.

*If debuffed by acid and hit by both seekers it will actually do -67.3% damage vs an even con with no resistances instead of the expected -53.2%
Not sure if it was mentioned but Seekers do stack. It's tricky but I took concealment and can very often drag the first pair into a mob and immediately cast the recharged second pair after the 1st set explodes. I went with /DP and use Chem Ammo to synergize with the seekers. Using the Power analyzer I've been able to put tough bosses and/or EBs at the -Damage cap (It turns red at -90%) within just a few seconds.

Also, as I haven't seen it mentioned but Phase Shift can be a terrific way to get the most out of mines during combat. It acts like an on/off switch. I even kept Time Bomb for this reason alone. I phase and lay a trip mine then time bomb then another trip mine and PGT... all the while aggroing as many as possible in between to get mobs to huddle around me (which they always do when you phase aggro lol- silly AI) Turn Phase off and Boom! It never gets old.


"Situational power? Sure. Although in a sense... all powers are situational. It's just that some situations occur more than others." Understand the situation needed in order for the power to be most effective... and make that situation happen.

 

Posted

Quote:
A well built trapper with aidself is nearly unkillable outside of getting def debuffed, or against mobs with high tohit such as Ralaruu.
Very true.

Resist resists resist debuff. Hence the -resist stacking mentioned above.

I honestly don't know which I would prefer, archery or pistols, with another trapper. RoA added just after trip mine, ouchies.


 

Posted

I got a pretty good feeling that I am going Archery. I think it will work nicely, especially since I think I can work Blazing Arrow in right at 10.


Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)

 

Posted

Quote:
Originally Posted by Tulare View Post
Traps is really interesting me to a point. I "think" that if I was to make one I would skip the last two powers though. I have a /Dev and either I set up mines, or I don't, it just isn't that important whether I use them or not.

That being said, we come to the sad. I just really don't like the Defender secondaries for the most part. I have started an Archery Blaster, so I'm not sure I want a weaker version of Archery to play with. Sonic, for me is cool the first few yells, and then not so much. AR is not going to happen. Energy is also about in the same boat as AR for me. Ice I'm not too sure about, it might be fun. Electric for me is probably a mix of Sonic and AR/EN, cool for a bit and also just not interested. Rad does interest me some, except X-ray is just such a weak animation to me, I'm not sure how long I could watch it. I am guessing that it is one of the better Rad blasts too.

So, what did everyone pair with Traps and how is it going?

I went with Traps/Rad.

Odd to pick Radiation Blasts I know, but its a good mix and does more damage with Traps them a few of the other Secondaries Defenders get.

I can solo on +1/8 w/Bosses at level 28.He is however sitting on the shelf for the moment.Due to life.

I also use Step Mine activly solo and in teams.Its very good damage when your in the middle of a mob.I almost never get interupted sitting next to a tank in a team.


 

Posted

Well my Traps/Archery just hit 6 and picked up Acid Mortar just before I took a break. I have 3 attacks so far, which is weird, but it plays fine. I have Caltrops and Acid Mortar now and I expect the Traps stuff to just starting coming as I level now. I have plenty of respecs (36 month vet), so I think I am going to go as long as I can on the temp travel powers, then respec at some point and get a real one.

I have it in my search info that I am Traps/Archery and have already had 2 invites, so that is good, I wasn't sure I would get invites much till I had FFG. I'm thinking a group status protection must be pretty awesome at low levels, even some tanks/scrappers would benefit.


Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)

 

Posted

This thread is quite informative but lacks specific build examples, and this is the reason I post here. I've never played a trapper and have decided to give it a shot (quite literally). Could someone critique my current planned creation please?

Specific points of concern:

• Keeping mobs inside mortar/trap AoEs. Will my lack of Caltrops (took Web Grenade to use with Ignite) be an issue? Anyone with experience with Provoke (AoE taunt) to keep the mobs clustered?

• Defense vs Recharge. Is 53% positional defense overkill? Would Haste be a better way to go to increase recharge on mortar and trap?

• Will the Chance for +ToHit proc in Seeker Drones affect the Drone or the targets (Mids seem to indicate the latter, but I doubt this would be the case)?


Any and all replies much appreciated!


Hero Plan by Mids' Hero Designer 1,704
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(19), Enf'dOp-Immob/Rng(19), Enf'dOp-Acc/Immob/Rchg(21), Enf'dOp-Acc/Immob(23)
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dam%(9), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(21)
Level 6: Acid Mortar -- Achilles-DefDeb(A), Achilles-DefDeb/Rchg(23), Achilles-ResDeb%(25), RechRdx-I(25)
Level 8: Force Field Generator -- LkGmblr-Def(A), LkGmblr-Rchg+(9), HO:Enzym(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 18: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/Rchg(33), SipInsght-ToHitDeb/EndRdx/Rchg(33), SipInsght-Acc/EndRdx/Rchg(34), SipInsght-%ToHit(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(34), EndMod-I(36)
Level 22: Boxing -- Dmg-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(27), HO:Enzym(27)
Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(37), HO:Enzym(37)
Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42)
Level 38: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Acc/Rchg(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Knock%(40)
Level 41: Dark Consumption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(46)
Level 44: Oppressive Gloom -- Acc-I(A)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Triage Beacon -- Heal-I(A), Heal-I(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 1: Ninja Run


 

Posted

Quote:
Originally Posted by Seraphael View Post
T
• Keeping mobs inside mortar/trap AoEs. Will my lack of Caltrops (took Web Grenade to use with Ignite) be an issue? Anyone with experience with Provoke (AoE taunt) to keep the mobs clustered?

• Defense vs Recharge. Is 53% positional defense overkill? Would Haste be a better way to go to increase recharge on mortar and trap?

• Will the Chance for +ToHit proc in Seeker Drones affect the Drone or the targets (Mids seem to indicate the latter, but I doubt this would be the case)?
1. Mobs flee from acid mortar. It is annoying. Slotted caltrops can help. I like provoke it keeps things planted even with rain of fire and mortar on them.

2. 53% def is probably more than you need. Keep in mind seekers debuff acc quite a bit so they generally help you out if you get mildly debuffed.

3. Not sure, I use clouded in mine, or stupefy.


 

Posted

Quote:
Originally Posted by Frosticus View Post
1. Mobs flee from acid mortar. It is annoying. Slotted caltrops can help. I like provoke it keeps things planted even with rain of fire and mortar on them.

2. 53% def is probably more than you need. Keep in mind seekers debuff acc quite a bit so they generally help you out if you get mildly debuffed.

3. Not sure, I use clouded in mine, or stupefy.

Do things flee from Acid Mortar? I've never noticed it and cannot see mention of it on City of Data, I thought it was basically firing off Acid Arrows on a short recharge.


 

Posted

I'm confused about the defiance Predatoric keeps referring to. This is a defender we're talking about, right? Am I missing something?


T. Hayes
@The Cleansing