what about a traps/ defender?


Adeon Hawkwood

 

Posted

anyone have any experience with a traps/ defender?

Does it handle any differently than it does on red side?

What secondaries do you like for it?


 

Posted

I haven't played one redside, but I recently started up a Traps/Psi Defender and have been enjoying it so far. It seems to be a decent set gameplay-wise thus far, though I can't say I like the look of it. And three of the powers seem pretty skippable to me.

And there was another Traps thread around here wherein the patrons were claiming that every secondary goes well with Traps.


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Posted

It's hard to go wrong with Traps/ on a defender choosing a secondary. On my traps defender, I went with /dark to help with -tohit. It's a real BEAST on teams, and not bad solo either.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

My Traps Defender is AR .

As Psy says pretty much any secondary goes well with Traps. The nice thing about Traps is that it has a little bit of everything so whatever secondary you take you can stack the secondary effects with something from Traps. The only two I'd avoid are Rad and Energy, they'll both work but neither really plays to the strength of Traps. In the case of Rad Acid Mortar provides a lot of -def so the extra is pretty much overkill. In the case of Energy it's to much kb for my liking, Traps does benefit from having some kb to get enemies out of your face and into your caltrops (I use Buckshot and Thunderstrike) but if all of your attacks do kb it makes it harder to keep enemies bunched up in a beneficial way.


 

Posted

Traps anything is fine. I think I like traps/dark the most. You're a tank starting the minute you can stack FFG, Seekers, TT, and NF. By the time you add Triage, Aid Self, or Drain Life it just starts getting silly. Add in Vengeance and Force of Nature and ...


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
Traps anything is fine. I think I like traps/dark the most. You're a tank starting the minute you can stack FFG, Seekers, TT, and NF. By the time you add Triage, Aid Self, or Drain Life it just starts getting silly. Add in Vengeance and Force of Nature and ...
I see you agree Tenebrous Tentacles is the big synergy power sticking things on the caltrops and in the 'killing field'. That's when all the AoEs shine.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Psylenz View Post
I see you agree Tenebrous Tentacles is the big synergy power sticking things on the caltrops and in the 'killing field'. That's when all the AoEs shine.
And once again I give credit to Psylenz for feeding my altitis. Traps/Dark rocks. Huneth went from lvl 1 to 24 over the weekend. Rocking 8 man teams all weekend long.

I must say, and Psylenz can attest, when you have a team made up of a bubbler, therm shields, ice shields, and a traps/ defender rounded out by an Inv tank with Taunt and Provoke and a blaster or two, nothing was hitting us and we were dropping purple mobs in pure safety. Ridonculous.

The funny part? The tank was praising "Awesome Heals!" :-O


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Iv got a Traps/Rad and a Traps/Sonic.Both good fun.


 

Posted

I personally like Traps/ far more for a defender than a corruptor. Having it as a primary instead of a secondary means you can get all of the cornerstone powers by level 18... and Traps being Traps, that basically means you're prepared to deal with anything the game can throw at you. I'm going to add my support for Traps/Dark being an excellent team character. Soloing, it doesn't do the greatest damage, but there are some definite benefits to being able to combine FFG's +defense, and the -ToHit on your attacks to essentially softcap yourself.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

My Traps/DP is 36 now. So far I'm using Toxic for -dmg on teams, Fire for my own +dmg solo. Hella fun, I have to say.

My first Trap Def was /Elec, which is nothing special with Traps.

Ice is nice. That was a Corr I made, not Def, but with the holds and slows, I'd say it's one of the better pairings for Traps.


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Posted

Your style does dictate a secondary. Like to just drop acid mortar in the middle or in front of the spawn? Dp for middle and Dark for front.....aoes vs cones. just something to consider.


 

Posted

I play occasionally on a Traps/AR superteam. Stacking three or four defense drones is godly and a bunch of acid mortars decimate mobs and bosses alike. Solo, it's not as fun, but surely doable.


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@vanda1 and @nakoa2

 

Posted

Quote:
Originally Posted by Tenzhi View Post
And there was another Traps thread around here wherein the patrons were claiming that every secondary goes well with Traps.
Who are these patrons and how do I become one?


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

I've got a Traps/Ice that I ran to 50, soloing much of the way. I solo on +1/8 and can go to +2/8 against some enemies. My standard sequence is:

- Seekers to grab aggro
- Jump in and set Acid Mortar
- Fire off Dark epic Soul Drain
- Set Poison Gas Trap

At this point, usually much of the spawn is held by either the PGT, the +2 Mag proc in PGT or the Devastation Chance for Hold in Acid Mortar

- Throw out Caltrops
- Fire off Ice Storm

At this point, anything that isn't still held is running (very slowly).

- Drop down a Trip Mine

Now all minions are down and I work on Bosses. Most Lts are way down on health and die quickly.


Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)

Ice/Kin Guide

 

Posted

I am surprised only one mentioned sonic. Put them all to sleep with sonic blast and lay your mines/poison and then the mortar when you are ready, etc.


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Posted

Quote:
Originally Posted by JayboH View Post
I am surprised only one mentioned sonic. Put them all to sleep with sonic blast and lay your mines/poison and then the mortar when you are ready, etc.
Traps/Sonic is a powerful combo and can solo AVs. It doesn't, however, do as well with mass minions/Lts as it has limited AoE.

My Traps/Ice can't do enough to solo AVs, but my friend's Traps/Sonic can't run solo at +1/8 at anything resembling efficiency.


Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)

Ice/Kin Guide

 

Posted

I have traps/dark and it works well on teams. TT is quite synergistic with all of Traps Debuffs. Traps/Sonic isn't bad. But the AoE Sleep trick doesn't work to well with teams that want to move quickly. Traps/Dark brings a lot to team play (not that Sonic's -RES is anything to sneeze at...).


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

 

Posted

Leveling a Traps/DP now and he is a ball! I am runnning him at level 8 (eight) -1 x 6.

I drop calthrops in front of a group, drop back and use Acid Mortar and then open up with the bullets! I don't even have Triage yet and haven't been close to defeated.