Highest defense on Traps/DP?
I would look at something along the lines of the following:
- Assymetric almost-softcapped to all vectors, or optional symmetric soft-capped to all vectors.
- You could swap Razzle Dazzle for Lockdown in Suppressive Fire for symmetric 46% Defense All Vectors. Typically I go for symmetric defense, but in this case I'd make the exception and go with lockdown for the extra hold duration and the (small) chance to hold a boss.
- Using Chem Rounds as a pseudo-resist Shields.
- Using Power Build Up with the Nuke for the +damage, as well as short-term defense boost.
- Using Power Build Up with Vengeance.
- I do not think that PBU will do anything with Force of Nature, but you could try it, if it does great, if not, no loss. FoN will nearly cap all your resists (minus psy) as is. Of course, many times it's that psy hole that needs capping and FoN is useless there. AKA: Carnies.
- If you really want a real travel powers, instead of [Ninja Run], you could always swap Vengeance for Super Jump or Super Speed, but I'm too fond of Vengeance for that.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Traps Pistols - Alpha 1a i17: Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Dual Pistols
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Caltrops -- Slow-I(A)
Level 1: Pistols -- 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: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15), Achilles-ResDeb%(17)
Level 6: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(17), ShldBrk-Acc/Rchg(19), ShldBrk-DefDeb/EndRdx/Rchg(19), ShldBrk-Acc/EndRdx/Rchg(21), ShldBrk-%Dam(21)
Level 8: Force Field Generator -- DefBuff-I(A), DefBuff-I(23), Ksmt-ToHit+(23)
Level 10: Swap Ammo -- Empty(A)
Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(29)
Level 14: Hurdle -- Jump-I(A)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(37), ImpSwft-Dam%(48)
Level 18: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/Rchg(33), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(34), SipInsght-%ToHit(34)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37)
Level 22: Stamina -- EndMod-I(A), EndMod-I(37)
Level 24: Suppressive Fire -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36)
Level 26: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(39), DefBuff-I(40)
Level 28: Combat Jumping -- DefBuff-I(A), DefBuff-I(39), Krma-ResKB(46)
Level 30: Triage Beacon -- Numna-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(39), Mrcl-Heal/EndRdx/Rchg(48), H'zdH-Heal/EndRdx/Rchg(50), Dct'dW-Heal/Rchg(50)
Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42)
Level 44: Force of Nature -- ResDam-I(A), S'fstPrt-ResDam/Def+(50)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: Vengeance -- DefBuff-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
I'm trying to make the most survivable, highest defense possible, traps/DP defender I can make. My goal is to somehow solo 8/+1 AE missions at some point.
|
You might want to overbuff s/l to protect against guns/swords debuffing you and if you are hanging around in AE you'll need tactics for the confuse protection or you will get wasted by any of the very common custom mobs that use confuse powers.
Most Psi attacks are positional typed, but enough are not that it can be problematic. For example, I tend to lower the difficulty to +1x8 when fighting Carnies.
Am I to understand then that positional defense (AoE, melee & ranged) doesn't defend against pure psi attacks?
|
Dominate isn't a huge concern because you have hold protection. Confuse will destroy you, but is very rare.
The problematic powers are mesmerize, mass hypnosis, and blind. They will all sleep you which will suppress a large portion of your defense. Luckily this isn't as severe for defenders as it is for corrs because the def from FFGen and IO's keep going. But it will soften you up for the next round off attacks before your weave/cj/manuevers etc kicks back in.
Traps can still get by against these mobs, but it is a weakness that is worth being aware of.
but on both sides it is quite rare.
"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.
It's worth noting if you plan to take your character redside with going rogue that confuse is a little bit more common due to Circle of Thorns Succubi.
but on both sides it is quite rare. |
Actually I should change it so it dismisses everything that could hurt me but leaves FFGen up.
Hey guys...thanks for the tips so far.
I'm going to be choosing most of my enemy types due to using the AE, so I'm not concerned about psi at all. I will primarily try to stick to smashing/lethal enemies. After farting around with many different configurations last night, I'm starting to think maxing out ranged defense is the smartest way to go. Most alpha's are all ranged, and I can always avoid melee altogether in a number of ways.
Hey guys...thanks for the tips so far.
I'm going to be choosing most of my enemy types due to using the AE, so I'm not concerned about psi at all. I will primarily try to stick to smashing/lethal enemies. After farting around with many different configurations last night, I'm starting to think maxing out ranged defense is the smartest way to go. Most alpha's are all ranged, and I can always avoid melee altogether in a number of ways. |
"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.
the real shame is the not being able to port your acid mortar.....good times were had poting it into a spawn for the alpha.....sure i took the beta shots, but that was fine
I'm trying to make the most survivable, highest defense possible, traps/DP defender I can make. My goal is to somehow solo 8/+1 AE missions at some point.
I'm unsure of whether to slot for smashing/lethal defense, melee defense, or ranged defense with IO sets.
Can anyone help me with this? Some of you guys have PHD's in set bonuses and have done some extraordinary things with bonuses.
Thanks.