Originally Posted by Carnifax_NA
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.
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Sad want-to-be Traps Defender is sad.
Well I don't think things are supposed to flee from it but some mobs will head for the hills
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The DoT probably doesn't help matters in the case of Acid Mortar, the pet AI seems totally strange at the mo.
Well I don't think things are supposed to flee from it but some mobs will head for the hills
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I seem to vaguely remember reading something about mob AI stating that if they're being hit with a lot of DoTs and don't have an attack recharging soon that they go into 'flee' mode. But it's very fuzzy so it's either from a very long time ago, or a dream .
I have noticed that it only seems to happen once the mortar has stacked it's DoT up a few times, so maybe making it non-stacking would sort out the issue - I think I could live with losing those ticks of 0.142 damage if I didn't have to chase mobs all over creation .
Yeah, but the way pet AI is at the moment I've had purple bosses running from me from being brawled.*
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What are the asterisk's for in your posts?? Every time I get to one, I automatically look for footnotes at the bottom and somehow feel cheated when I don't find any
I've managed to resist temptation when reading other posts of yours up until now, but I'm going to finally crack and ask.....
What are the asterisk's for in your posts?? Every time I get to one, I automatically look for footnotes at the bottom and somehow feel cheated when I don't find any |
I know, aren't they annoying. A weird combination of Linux, Opera and these forums is causing it, possibly related to the Delete / Backspace button. When I Edit and try to delete them I just end up propagating more.
I was wondering when someone would ask me why the hell I scatter my posts with the damn things. I should claim it's festive or something
Damn, I was expecting something much more sinister. Maybe some sort of subliminal messaging or at the very least a Nemesis plot. Oh well.
We now return you to your scheduled programing ...
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.
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I havnt noticed anything running from my Acid Mortars either.Then again, Most things are typically dead shortly after they start getting nailed by it.
I tend to take every Secondary Blast power on my Defenders the moment they become available and slot them for the standard 3 SOs of Damage.
Alot of people down play the damage of a Defender, when its simply that player doesnt take as many attack powers as they can grab.Works pretty well.(I dont count Air Superiority as a attack power worth taking.)
I had a lot of fun with my Traps/Sonic defender, but I eventually got frustrated with the lack of damage. No matter how well Acid Mortar and Sonic Blast's resistance debuffs stack, if you're dealing tiny amounts of damage then you won't be able to solo effectively.
Too many alts to list.
I havnt noticed anything running from my Acid Mortars either.Then again, Most things are typically dead shortly after they start getting nailed by it.
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Hero Plan by Mids' Hero Designer 1,704
http://www.cohplanner.com/
Click this DataLink to open the build!
Mandroid: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
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 -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg(5), Apoc-Dam%(5), Achilles-ResDeb%(7)
Level 2: Slug -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(17), FrcFbk-Rechg%(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 -- Numna-Regen/Rcvry+(A)
Level 16: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 18: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(33), Cloud-Acc/Rchg(33), Cloud-ToHitDeb/EndRdx/Rchg(33), Cloud-Acc/EndRdx/Rchg(34), Cloud-%Dam(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(34), EndMod-I(36)
Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), HO:Enzym(27)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 26: Caltrops -- Slow-I(A), ImpSwft-Dam%(50)
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: Triage Beacon -- Heal-I(A)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(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-Acc/Rchg(A), Ragnrk-Dmg(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), P'Shift-EndMod/Rchg(46)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45)
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: Super Speed -- Zephyr-ResKB(A)
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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
Yeah, but the way pet AI is at the moment I've had purple bosses running from me from being brawled.*
The DoT probably doesn't help matters in the case of Acid Mortar, the pet AI seems totally strange at the mo. |
I know, aren't they annoying. A weird combination of Linux, Opera and these forums is causing it, possibly related to the Delete / Backspace button. When I Edit and try to delete them I just end up propagating more.
I was wondering when someone would ask me why the hell I scatter my posts with the damn things. I should claim it's festive or something |
Late to the party here, but I think many mobs will flee if they're under a persistent debuff effect, which Acid Mortar provides. Also, I'm having great fun and success with my Traps/Dark, especially because Tenebrous Tentacles immobilizes the baddies so they don't run away from their nice acid shower. The -to hit debuffs stack well with FFG, too.
Finally, don't ignore the huge -62.5% recharge debuff in Web Grenade.
Good luck!
Late to the party here, but I think many mobs will flee if they're under a persistent debuff effect, which Acid Mortar provides. Also, I'm having great fun and success with my Traps/Dark, especially because Tenebrous Tentacles immobilizes the baddies so they don't run away from their nice acid shower. The -to hit debuffs stack well with FFG, too.
Finally, don't ignore the huge -62.5% recharge debuff in Web Grenade. Good luck! |
Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)
I have actually been considering a Dark/Traps corruptor, I'm a little curious about the tentacles plus caltrops, but that may be something that is only good for long fights.
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If I were going to try the combo again I'd flip it to the defender version for the much higher values on everything. I know on my cold/dark I didn't go in with the expectation of very high damage so what it produced always felt satisfactory. So in contrast to the corruptor for whom I believe I set my expectations too high.
I'd roll it as a traps/dark/dark with oppressive gloom and soul drain, which would be considerably tougher than the corr version and probably do as much or more damage in the final build (def soul drain is way better than corr version). Prior to that of course the corr is going to deal a bit more damage, but like I said ime the damage was pretty low so for me at least I was just focusing on the final product rather than the slight difference getting there.
As a reference
Corr gloom with 3 SO's, assault, and acid mortar
=184.9
w/ scourge = I dunno, like I said I feel dark scourges less efficiently than the other corr primaries I've tried (fire, ice, rad, energy, sonic).
Def gloom with 3 SO's, assault and acid mortar
=196.3
Either way, it isn't going to be much of a damage difference. But the survivability difference will be huge. And from an endgame point of view the corr will probably want scorp shield to aid in defense, whereas the def can softcap easily and pickup a res shield and more importantly pick up soul drain. Which may very well translate into being more survivable and dealing more damage in nearly every situation. But again, the latter part is a narrow portion of the play experience.
I actually played a Dark/Dark Cor, but only to 17. What you said about Dark's scourges feels right. I remember sitting there thinking about how long all the fights were, but I was pretty safe for the most part.
Protector: Tulare 50 Inv/SS/EM-ph1x3r 47 Bots/Traps
VIP: VIC-29(Traps/AR) - Corinth(Grav/FF) -Wrecka(Claws/SR)
@Frosticus,
Thanks for a lot of your posts about traps. On a whim I decided to roll hero side for a traps / pistols defender after looking through the defender forums and particularly seeing this thread.
Put LF anything flag up, already dreading the tells of "r u haelor?" Surprise surprise, one wknd later, up to lvl 25, and did posi 1 + synapse TFs as well as multiple teams, no "r u haels" tells.
Good grief, seeker drones dropped on the mobs > jump in and put down PT or acid mortar (I usually don't drop both unless it's the boss, no need to) > spray area with caltrops and lay down pistol fire = fun times. It's at 0/x3, nothing heavy, but it's the most fun I've had playing a support toon yet.
It's just my playstyle, but I found caltrops a huge factor in my survivability.
I just hit 41 and I can't quite figure out which epic to take, though I'm sort of leaning toward dark, though psi (and Mass Hypnosis for setting up Time Bomb) also has its appeal.
This is coming from a lvl 50 Mercs/Traps MM but...
My strategy was like others here:
Summon Seeker Drones in the middle of mob group, once they blow up, jump in and Poison Trap them, now they're held and now you can plant trip mines/acid mortar with relative ease (and as a MM, your pets can go to town).
I love, love Poison Trap (from the Traps set)....I think it is definitely a "must have" power from the set. But to each their own...
Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991
i dont understand the bad reputation on some trap powers,my gun/trap def is 29 atm and i got there without any enhancements,better yet i got there quite comfortably
i'm taking the leadership pool allowing me to leave +acc enhancements out of my attacks and free's up slots for better recharge on essential powers and some more regen out of health combined with beacon.
strangely enough the power i use the least is caltrops,if i get overwhelmed i put down beacon and mortar and have it tank a little,i have sofar encounterd precious little need to jump around like a rabbit animal
In a team all you realy use (save for bosses,av's etc) is ffg,as far as i am concerned traps does not focuss on the actual BOOM,the rest of the team can do that,but instead you are a tideturner when things take a nosedive
I think traps has gotten a bad reputation because of some bad players in the early days of the set. People that didn't know how to use seekers, cause if you do you would know it is one of the best powers in the game. And people that probably just sit way in the back and are afraid to deploy the good stuff up close to the mobs. By extension that type of player often moves really slowly between mobs, which only further perpetuates the stereotype that traps can't perform on fast moving teams.
There was also the issue with the few people that did play traps well discovering that PT could pseudo-nuke spawns when proc'd out. Understandably a lot of people jumped ship when that was fixed.
It's a good set, imo one of the best support sets when used by a competent player. I always enjoy when a good trapper joins the team, just like I enjoy the arrival of a good stormy.
I can't wait till trollers get traps one day. Ill/traps will be like "out of my way tankers" lol. Well even more so that trappers can already do that, but ill will be able to hold aggro without provoke.
Actually, lack of provoke, is one of my biggest problems in open/outdoor maps. If I don't kill them all quickly, they spread out and run, then come back and snipe team-mates to death. Provoke would be very useful to solidify the traditional tanking roll. My latest build doesn't even have an immobilize, I'll still wondering and discovering just how much I'm going to regret that decision.
It's been a long time since I've last surfed the main forums. I was very tickled by the big debate at the beginning of this thread. All the important points have already been touched upon by Frosticus and Linea but I'mma chime in anyways since Traps is my current favorite set despite all the ups and downs it's had in terms of power rebalancing.
The key to enjoying Traps in a toebombing playstyle is good positional defense. Whether you focus on one vector or all three depends on your secondary. Ranged IO bonuses are easy to come by for a defender but melee and AoE will take some build planning. For me, I'm a crazy offender who enjoys being in melee and close midrange to soak up Fulcrum Shift and those Shield guys who actually remembered to take Grant Cover. I'll disagree with Frosticus and say that 52% is not entirely overkill as far as defense goes because you have no defense debuff resist. Fighting packs of romans or lots of gunners, especially at higher cons, can cascade you down to vulnerable levels or worse so having a 7.5% buffer from the soft cap either through straight defense or debuff from Seekers is a good idea, really.
Something else to consider in the build is stealth, full invis ideally. This allows you to toebomb very safely, even without the Seeker Drone alpha soak. These days, when I play my Traps/Arch defender (very fun, btw), I sometimes forget to use my seekers as I race ahead of the tank to drop my Poison Trap and Acid Mortar both slotted in the way Linea described point blank. The spawn typically shuts down just from that and any remaining aggro is getting soaked by the mortar. My defense is high enough that anything left that really wants to take a shot at me will wiff. That leaves me free to drop arrows from above or leisurely take my time to plant a mine at their feet. The latter is not entirely optimal but hilariously fun nonetheless.
IMO, you can play the methodical Devices plant and pull game if you like with Traps and that works quite fine solo, but I find toebombing to be much more compatible in aggressive teams as an unconventional spawn cracker. The build below is my eventual 50 build for aforementioned traps/arch defender (only reason it is not 50 yet is because I started a Traps/DP, which is proving to be just as fun). Medium budget build, switch out the Obliteration for Multi-strike and skip BotZ if that is still too ridiculously priced for its worth to save extra bux.
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Archery
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(45)
Level 1: Snap Shot -- Acc-I(A)
Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(37)
Level 4: Fistful of Arrows -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(5), Det'tn-Acc/Dmg/EndRdx(5), Det'tn-Dmg/EndRdx/Rng(15), Det'tn-Dmg/Rng(15)
Level 6: Acid Mortar -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(7), ShldBrk-DefDeb/EndRdx/Rchg(7), ShldBrk-Acc/DefDeb(34), Achilles-ResDeb%(34), Dev'n-Hold%(34)
Level 8: Force Field Generator -- DefBuff-I(A), DefBuff-I(9), DefBuff-I(9)
Level 10: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(40)
Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(13), Lock-Rchg/Hold(13), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(31)
Level 14: Swift -- Run-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Super Speed -- Clrty-Stlth(A)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(25), RedFtn-Def/EndRdx/Rchg(25)
Level 26: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
Level 30: Vengeance -- DefBuff-I(A)
Level 32: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
Level 35: Seeker Drones -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(36), RzDz-Acc/EndRdx(36), RzDz-Stun/Rng(36), RzDz-Acc/Stun/Rchg(37), RzDz-Immob%(37)
Level 38: Rain of Arrows -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(39), Det'tn-Acc/Dmg/EndRdx(39), Det'tn-Dmg/EndRdx/Rng(39), Det'tn-Dmg/Rchg(40), RechRdx-I(40)
Level 41: Power Build Up -- RechRdx-I(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam(46)
Level 47: Force of Nature -- RechRdx-I(A), RechRdx-I(48), ResDam-I(48), ResDam-I(48)
Level 49: Triage Beacon -- Heal-I(A), Heal-I(50), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
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Set Bonus Totals:
- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 11.4% Defense(Smashing)
- 11.4% Defense(Lethal)
- 10.8% Defense(Fire)
- 10.8% Defense(Cold)
- 14.3% Defense(Energy)
- 14.3% Defense(Negative)
- 3% Defense(Psionic)
- 16.1% Defense(Melee)
- 18% Defense(Ranged)
- 18.6% Defense(AoE)
- 2% Enhancement(Stun)
- 8.75% Enhancement(RechargeTime)
- 2.5% Enhancement(Held)
- 23% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 13% FlySpeed
- 34.3 HP (3.38%) HitPoints
- 13% JumpHeight
- 13% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 4.7%
- MezResist(Immobilize) 4.7%
- MezResist(Sleep) 5.8%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 13.5% (0.23 End/sec) Recovery
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 3.75% Resistance(Energy)
- 1.88% Resistance(Negative)
- 13% RunSpeed
- 2% XPDebtProtection
been having alot of fun with tp foe on my traps defender,eather tp a running mob onto some caltrops or a mine,or if you have the patience for it,plant three mines and tp a foe ontop of them,select your attack of choice as a followup...mayhem guaranteed
I'll disagree with Frosticus and say that 52% is not entirely overkill as far as defense goes because you have no defense debuff resist. Fighting packs of romans or lots of gunners, especially at higher cons, can cascade you down to vulnerable levels or worse so having a 7.5% buffer from the soft cap either through straight defense or debuff from Seekers is a good idea, really.
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I think I said 52-53% is probably more than you need because seekers will help protect you against debuffers. Conversely, unless you are playing some sort of ironman build it just makes more sense (to me) to pop a purple if you are getting debuffed. That extra 7%+ def could have been used to build for more offense. But everyone has a different threshold of what "enough" mitigation is.
I have little issue working the wall in Cim on my trappers, and I'm usually one of the first to dive in during the ITF
For me I prefer to shore up the one defensive weakness in the build before overbuffing def. Getting closer to the psy softcap protects you against non-positional psy attacks. The worst of which is probably mesmerize. Most of my deaths on my trappers has been because I get hit with it and it suppresses all my non-IO def so the next volley of attacks have a much better chance of hitting. Bit less of an issue on my def than my corr because FFgen has such high value on the def and keeps working, whereas the corr gets a lot of its melee type protection (ie s/l) from scorp shield.
Just depends what you want from the toon. But whatever it is, traps can deliver. And for that it is a great set.