Help on developing a DP/Traps
I guess I'll also add that if you think the DP/Traps combination might have some serious flaws, please let me know. I'd rather not make a character I would grow to hate as I leveled up. Thanks again.
This what I came up with. Downside is, Shield Breaker set is hard as heck to get, but beyond that, this set you could build fairly easily. Perhaps bit spendy on the Posi Blasts, but Still within reason these days.
Villain Plan by Mids' Villain Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(15)
Level 1: Web Grenade -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Rchg(39), Enf'dOp-EndRdx/Immob(39), Enf'dOp-Acc/Immob(39), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/EndRdx(40)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(5), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(15)
Level 4: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 6: Swift -- Run-I(A)
Level 8: Swap Ammo
Level 10: Bullet Rain -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(11), Posi-Dmg/Rng(13), Posi-Dmg/Rchg(13)
Level 12: Combat Jumping -- Krma-ResKB(A)
Level 14: Health -- Heal-I(A)
Level 16: Force Field Generator -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-EndRdx/Rchg(17), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx(19), RedFtn-Def(19), RedFtn-EndRdx(23)
Level 18: Empty Clips -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(25), Posi-Dmg/EndRdx(37), Posi-Dmg/Rng(37), Posi-Dmg/Rchg(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Acid Mortar -- ShldBrk-DefDeb/EndRdx/Rchg(A), ShldBrk-Acc/Rchg(23), ShldBrk-Acc/DefDeb(46), ShldBrk-DefDeb(50), ShldBrk-Acc/EndRdx/Rchg(50), ShldBrk-%Dam(50)
Level 24: Poison Trap -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-EndRdx/Rchg/Hold(25), Lock-Rchg/Hold(46), Lock-Acc/Hold(48), Lock-Acc/Rchg(48), Lock-%Hold(48)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(27), Posi-Dmg/EndRdx(27), Posi-Dmg/Rng(33), Posi-Dmg/Rchg(33)
Level 28: Seeker Drones -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-ToHitDeb(29), SipInsght-ToHitDeb/EndRdx/Rchg(29), SipInsght-Acc/Rchg(31), SipInsght-Acc/ToHitDeb(31), SipInsght-%ToHit(31)
Level 30: Triage Beacon -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx(45), Dct'dW-Heal(45)
Level 32: Hail of Bullets -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(34), Oblit-Dmg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 35: Trip Mine -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Rchg(36), Oblit-Dmg(40), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(46)
Level 38: Recall Friend -- RechRdx-I(A)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def/EndRdx(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 44: Assault -- EndRdx-I(A), EndRdx-I(45)
Level 47: Super Jump -- Jump-I(A)
Level 49: Hurdle -- Jump-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 6: Ninja Run
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
------------
Set Bonus Totals:
- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 13.1% Defense(Smashing)
- 13.1% Defense(Lethal)
- 4.38% Defense(Fire)
- 4.38% Defense(Cold)
- 11.9% Defense(Energy)
- 11.9% Defense(Negative)
- 16.9% Defense(Melee)
- 16.3% Defense(Ranged)
- 8.75% Defense(AoE)
- 70% Enhancement(Accuracy)
- 42.5% Enhancement(RechargeTime)
- 2.5% Enhancement(Held)
- 3% Enhancement(Immobilize)
- 12% FlySpeed
- 12% JumpHeight
- 12% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 4.7%
- MezResist(Immobilize) 6.9%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 6.9%
- MezResist(Terrorized) 4.7%
- 14% (0.23 End/sec) Recovery
- 8.5% Resistance(Fire)
- 8.5% Resistance(Cold)
- 1.88% Resistance(Negative)
- 12% RunSpeed
- 2% XPDebtProtection
Set Bonuses:
Thunderstrike
(Pistols)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Web Grenade)
- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Dual Wield)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Bullet Rain)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Combat Jumping)
- Knockback Protection (Mag -4)
(Force Field Generator)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Empty Clips)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Acid Mortar)
- 2.5% (0.04 End/sec) Recovery
- Status Resistance 2.5%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 11% Enhancement(Accuracy)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Poison Trap)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Piercing Rounds)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Seeker Drones)
- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
(Triage Beacon)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
(Hail of Bullets)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Trip Mine)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Scorpion Shield)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
I delete more 50s, then you'll ever have.
http://www.pandora.com/people/jjdemon
Why not Eradication over Obliteration? Stack the ranged defense a bit more and save money. Plus, the energy damage over smashing will help out with enemies who resist when you're not using special ammo.
And if you've got forcefield, combat jump, and scorpion shield, you really ought to consider Maneuvers. Move one slot from assault and run two Def/End IOs in it.
With three slots in Stamina you get more end/sec running P'Formance Shift Proc & End Mod plus one generic endmod than you do off of three generic end mods. The run speed bonus is most of what swift gives you so you can use swift's slot to get maneuvers, keep hurdle, and have bonus defense with nearly the same move speed. If you swap the eradication's in you should be able to afford performance shifter.
With Triage Beacon, I'd say, either stack the heal/end/recharge from Doct'd Wounds, Numina, and Harmonized Healing (no reason to pay for Miracle). Or go with Numina/Miracle Heal/Rech, Heal/End/Rech and Doct'd Wounds Heal/End/Rech. Except for the recharge bonus, Doct'd Wounds sucks. At least Numi and Miracle give HP and Recovery/Regen. If Miracle is too spendy, then two from Harmonized Healing will give a recovery bonus, which is much better than what Doct'd Wounds gives.
Interesting build though.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Aiming for softcap s/l/e/ranged is a great way to go with traps imo. I don't know anything about dual pistols so I can't make you a build to look at. I'd have to know which attacks you want.
Hitting s/l softcap is very easy, hitting ranged can be a bit pricey as it might mean using a set of numina's and/or clouded senses (which simply aren't available redside, so you need to use merits for 1-2 of the pieces)
Why not Eradication over Obliteration? Stack the ranged defense a bit more and save money. Plus, the energy damage over smashing will help out with enemies who resist when you're not using special ammo.
And if you've got forcefield, combat jump, and scorpion shield, you really ought to consider Maneuvers. Move one slot from assault and run two Def/End IOs in it. With three slots in Stamina you get more end/sec running P'Formance Shift Proc & End Mod plus one generic endmod than you do off of three generic end mods. The run speed bonus is most of what swift gives you so you can use swift's slot to get maneuvers, keep hurdle, and have bonus defense with nearly the same move speed. If you swap the eradication's in you should be able to afford performance shifter. With Triage Beacon, I'd say, either stack the heal/end/recharge from Doct'd Wounds, Numina, and Harmonized Healing (no reason to pay for Miracle). Or go with Numina/Miracle Heal/Rech, Heal/End/Rech and Doct'd Wounds Heal/End/Rech. Except for the recharge bonus, Doct'd Wounds sucks. At least Numi and Miracle give HP and Recovery/Regen. If Miracle is too spendy, then two from Harmonized Healing will give a recovery bonus, which is much better than what Doct'd Wounds gives. Interesting build though. |
Recharge is big factor for 1, that means more trap chucking faster. Thats huge thing, When your building your fort of doom, you got enough recharge to chuck out 2-3 caltrops around you, its glorious, same with dropping down another Poison Trap, before first is done,
If you click the link there, she is softcapped vs S/L. I believe pretty close to Energy(43%), but with D.P. you move fast anyways.
JJ
I delete more 50s, then you'll ever have.
http://www.pandora.com/people/jjdemon
Recharge is big factor for 1, that means more trap chucking faster. Thats huge thing, When your building your fort of doom, you got enough recharge to chuck out 2-3 caltrops around you, its glorious, same with dropping down another Poison Trap, before first is done,
If you click the link there, she is softcapped vs S/L. I believe pretty close to Energy(43%), but with D.P. you move fast anyways. JJ |
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Any thoughts on this build?
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Lockpick: Level 50 Natural Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Villain Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(42)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(11), TotHntr-Acc/EndRdx(13), TotHntr-Immob/Acc(19), TotHntr-Acc/Immob/Rchg(40), TotHntr-Dam%(40)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(42)
Level 4: Caltrops -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(11), P'ngTtl-Acc/EndRdx(13), P'ngTtl-Rng/Slow(19), P'ngTtl-EndRdx/Rchg/Slow(40), P'ngTtl--Rchg%(43)
Level 6: Swift -- Run-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Swap Ammo
Level 12: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
Level 14: Suppressive Fire -- Lock-Acc/Hold(A), Lock-Acc/Rchg(15), Lock-Rchg/Hold(15), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(46)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(43)
Level 18: Health -- Empty(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Executioner's Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(23), Apoc-Acc/Dmg/Rchg(23), Apoc-Acc/Rchg(25), Apoc-Dmg/EndRdx(34)
Level 24: Acid Mortar -- Achilles-ResDeb%(A), Achilles-DefDeb/Rchg(25), UndDef-DefDeb(29), UndDef-DefDeb/Rchg(29)
Level 26: Piercing Rounds -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(27), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(34), Ragnrk-Dmg/EndRdx(39)
Level 28: Seeker Drones -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(48), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
Level 30: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(46)
Level 32: Hail of Bullets -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(42)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(50)
Level 49: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 6: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
------------
Set Bonus Totals:
- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 4.88% Defense(Smashing)
- 4.88% Defense(Lethal)
- 5.5% Defense(Fire)
- 5.5% Defense(Cold)
- 18.6% Defense(Energy)
- 18.6% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 26.8% Defense(Ranged)
- 8% Defense(AoE)
- 55% Enhancement(RechargeTime)
- 2.5% Enhancement(FlySpeed)
- 89% Enhancement(Accuracy)
- 5% Enhancement(Immobilize)
- 5% Enhancement(Held)
- 2.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(JumpHeight)
- 2.5% Enhancement(RunSpeed)
- 13% FlySpeed
- 92.4 HP (8.62%) HitPoints
- 13% JumpHeight
- 13% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 9.9%
- MezResist(Sleep) 2.75%
- MezResist(Stun) 2.2%
- 16% (0.27 End/sec) Recovery
- 36% (1.61 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 13% RunSpeed
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@ThrillKiller
Regarding JJDrakken's build I'd replace the Dam/Range in the Positron Sets with the Proc. In Bullet Rain and Piercing Round you won't really notice the difference unless you reguarly attack from extreme range. It's more useful in Empty Clips but personally I find I prefer the extra damage over a small range boost.
Here's a build I came up with. It's fairly cheap, softcaps ranged and AoE , and has stealth for toe bombing. It's a little light on recharge, but I think the defenses are worth it:
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(25)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(23)
Level 4: Empty Clips -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(5), Det'tn-Dmg/Rchg(5), Det'tn-Dmg/Rng(11), Det'tn-Acc/Dmg/EndRdx(13)
Level 6: Caltrops -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(36), P'ngTtl-Acc/EndRdx(40), P'ngTtl-Rng/Slow(43), P'ngTtl-EndRdx/Rchg/Slow(45), P'ngTtl--Rchg%(46)
Level 8: Bullet Rain -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(9), Det'tn-Dmg/Rchg(9), Det'tn-Dmg/Rng(11), Det'tn-Acc/Dmg/EndRdx(13)
Level 10: Swap Ammo
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx/Rchg(27)
Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(48), P'Shift-EndMod/Acc(50), P'Shift-End%(50)
Level 22: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(33), ShldBrk-Acc/Rchg(40), ShldBrk-DefDeb/EndRdx/Rchg(42)
Level 24: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(34), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(45), Lock-%Hold(46)
Level 26: Piercing Rounds -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(27), Det'tn-Dmg/Rchg(29), Det'tn-Dmg/Rng(29), Det'tn-Acc/Dmg/EndRdx(31)
Level 28: Triage Beacon -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(39), H'zdH-Heal/Rchg(42), H'zdH-Heal/EndRdx/Rchg(48), H'zdH-Heal(48)
Level 30: Seeker Drones -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 32: Hail of Bullets -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(39)
Level 35: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(39)
Level 38: Stealth -- LkGmblr-Rchg+(A)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Scourge
Level 6: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
I've played several mastermind and brutes in the past, but find myself in some trouble now that I'm giving a corrupter a try. I've got a Natural origin, Dual Pistol/Traps rolled up and leveled up to 8. I'd like to try to limit my mistakes and am asking for some help from the community. Traps is a secondary I've never tried and that also makes it difficult because I'm not particularly familiar with how to slot those powers and, since DP is still so new, I'm not sure what to do with it either.
Could anyone familiar with /traps or Dual Pistols/* take a stab at a build for me? Some guidelines might be that I'm not set on a travel power and could even live without one. Ninja run + Fitness might be an option if the build proves tight enough. I'm not picky, but survivability in both groups and solo would be a huge plus.
Thanks in advance for anyone who can/will help. It's much appreciated.