Traps/DP halp


Adeon Hawkwood

 

Posted

So I was browsing the guides thread at the top and are there no Traps/ guides? Or am I just looking in the wrong place? Traps/DP if you want to get specific. I was told Traps is decent for soloing and paired well with most secondaries so I rolled one to play around with DP today and I'm a little overwhelmed by all the powers. Seems like you pretty much want to take everything in Traps. I don't think I should neglect my secondary though or perhaps I should lest I spend half my time redrawing? In between both and pool powers (are either end heavy? will I need Stamina?) I don't think I have enough room at all.


Hallow'd L.50 Necromancy / Dark Miasma
Nullity L.39 Forcefield Manipulation / Energy Blast

 

Posted

Traps is new to Defenders so most of the guides focus on Corruptors, check there for them. Dual Pistols is brand new and I don't think there are any guides yet.

To answer your questions:

1. The essential powers in Traps are Force Field Generator, Acid Mortar, Poison Gas Trap, Seeker Drones and Caltrops (actually Caltrops aren't essential but are a stronger choice for your starting power than Web Grenade). Triage Beacon falls into the "very useful, but wait until you have SOs" category. Web Grenade is most useful when paired with Assault Rifle and is handy for any secondary but isn't really essential, I'd be even more inclined to skip it on DP than other secondaries due to the long redraw for DP. Trip Mine is nice if you want more AoE damage and a slower paced playing style but again isn't essential. Time Bomb is so situational it's not really worth wasting a choice and slots on unless you want ti for the lols.

2. You shouldn't neglect your secondary (no defender should ). The nice thing about Traps is that redraw isn't an issue. With the exception of Web Grenade you can pretty much use your Traps at the start of combat and then focus on blasting. It's hard to say which powers to skip in DP, it's got a lot of decent powers. You definitely want Swap Ammo and Piercing Rounds since the debuffs from those play to a Defender's strengths. I'd also recommend taking both Empty Clips and Bullet Rain for lots of AoE damage. Suppressive Fire is reasonably skippable, it's a nice power for most Defenders but Traps provides enough mitigation that you can manage without the mez from your secondary if you need to (I do on my Traps/AR). You might also skip Dual Wield if the build is really tight, I don't like skipping the T2 blast on my defenders but it is an option. I would definitely take Hail of Bullets, I know it gets a lot of hate but it fits well with Traps play style: jump into a mob, lay a poison gas trap and then go to town with Hail of Bullets.

3. I would try to fit in Stamina. Traps is a relatively low endurance set but you'll appreciate it for your blast set. Technically any build can be made without Stamina but it's one of those things that makes life a little easier.


 

Posted

Check in the corruptor forums for some Traps guides, altho the post above me lays out some good stuff.


 

Posted

i've recently been playing my traps/dp alot and some of the general things i've notice are stamina is a blessing and timebomb a source of endless frustration ^^

since you dont have any active heals and most of your other powers are fire and forget you tend to trap up and lay down the hammer,since defender hammers arent that big tho youl need alot of ammo

i took the aid pool personaly becouse i found it more reliable then heal beacon,and took tp foe to one two a priority mob into a mine and sands of mu ^^

use ice bullets with hail after a posiontrap and watch your team waltz em down,take drones for the alpha absorb,mortar is a tank

i dont think i skipped any powers in my secondary,left out grenade,heal and bomb from primary


 

Posted

Quote:
Originally Posted by Megumi_EU View Post
i dont think i skipped any powers in my secondary
Yeah, I've been thinking a bit about this and I'm inclined to say that Dual Pistols is one of those blast sets which really needs a lot of powers to be effective, especially for a Defender/Corruptor.

If you look at the "generic" Blast set you have the following:
3 Single Target Attacks
1 Cone
1 Targeted AoE
1 Aim
1 Single Target Mez
1 Snipe
1 Nuke

Obviously most of them don't follow this exactly but it's pretty much the base version that they differ from.

So... in general with the generic set you want 5 powers: the 3 single target attacks and the 2 AoEs. This gives you a decent single target attack chain for tough enemies and AoE damage for dealing with minions. These 5 powers also tend to be in every set (although in some sets the format for them is a little unusual such as Ignite for the third st attack in AR). The other four powers in the set (Aim, the Snipe, the Mez power and the nuke) are the more skippable powers (depending on the rest of your build) and are also the ones most likely to be replaced with set-specific powers.

In Dual Pistols three of these four powers are replaced with other powers that are generally more attractive than the original power (in 2 cases MUCH more attractive). Swap Ammo replaces Aim, Piercing Rounds replaces the Snipe and Hail of Bullets replaces the nuke. Swap Ammo and Piercing Rounds are both VERY attractive to a defender since they increase your ability to perform your primary goal of debuffing enemies, in particular Swap Ammo allows you to tailor your debuffing to fit the situation. Hail of Bullets is less attractive since it isn't quite as good as the other crashless mini-nukes (Full Auto and Rain of Arrows) but for a Defender who will be in melee range anyway (such as Traps or Kinetics) it makes a lot of sense.

So for a Dual Pistols Defender we have got the 5 damage powers most Defenders will want plus two powers that provide solid increases to the Defenders debuffing potential. The last two (Suppressive Fire and Hail of Bullets) are less essential but depending on your primary there is a good chance that one or both will be useful to the Defender.

The net effect of this is that Dual Pistols is a more power intensive set than most other Defender secondaries (for example on my Traps/AR I only have 6 AR powers but on a Traps/DP I would take or even 9 of them).

Now the question I'm sure you're thinking is "but Adeon, surely a Defender doesn't need all 5 damage powers?" Well technically no he doesn't but for most sets skipping them is a poor idea. Archery and Radiation are the main exceptions since the lower than normal recharge on their first two blasts make it easier to spam their T1 blast and skip their T2 but for other sets the longer recharge means more downtime between blasts without this. As for skipping the AoEs, doing this decreases the value of the blast debuffs. The debuffs in blast sets are relatively short duration and often impossible to enhance (for example the -dam from using Toxic Ammo) as such stacking two different AoEs provides better debuffing than you get with just one. This also applies to skipping one of the single target blasts when you are fighting a tough AV.

The primary purpose of blast sets for a Defender is, of course, damage but the debuffs they provide do have utility and it's important to keep this in mind when planning out a defender build.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Hail of Bullets is less attractive since it isn't quite as good as the other crashless mini-nukes (Full Auto and Rain of Arrows) but for a Defender who will be in melee range anyway (such as Traps or Kinetics) it makes a lot of sense.
On paper I agree with you about Hail of Bullets, but in practice I actually find it better than the other two crashless mini-nukes. Rain of Arrows has a large delay between casting and damage that can mean the pack is dead before anything happens and Full Auto is a long narrow cone with a 10 target limit.


 

Posted

Quote:
Originally Posted by Krogoth View Post
On paper I agree with you about Hail of Bullets, but in practice I actually find it better than the other two crashless mini-nukes. Rain of Arrows has a large delay between casting and damage that can mean the pack is dead before anything happens and Full Auto is a long narrow cone with a 10 target limit.
The upside of both of those being that you can use them from range (and in the case of Rain of Arrows without needing line of sight). Conversely Hail of Bullets has twice the recharge, less damage than Rain of Arrows (although slightly more than Full Auto) and requires you to pretty much be in melee range of the enemies for the entire duration. The small defense buff does help with the latter admittedly but I would stay it's still harder to use than the other two and the double recharge is painful.

I do wish they'd increase the target limit on Full Auto thought .


 

Posted

This a rough build.. And just created for slotting powers to see what you can get..

After you finish tweaking it up a bit.. You can without a doubt get Smash, Letha,l Ranged, and Melee and probably Energy and Negative Defense capped.

I think that maybe you should consider Time Bomb as well. I will explain in a but why.

I have a Sonic Traps which is pretty much similar in concept. I would look at this build with this concept of play in mind. Seeker drones you can maybe 1 slot with just recharge or 2 slot with recharge and range.

What I see you doing is dropping a seeker drone as close as possible to the mobs to gain aggro. Then run in and drop a Poison trap followed by Time bomb, Which is then followed by Trip mine. At this point you can let loose with the AOE attacks of DP. Time bomb though slow to go off can usually be placed while poison trap is taking effect. Time Bomb without a doubt is a big BOOM.. Though it can be tough sometimes because all the interrupts make it tough to place.. I find it easier to place Trip mines. Basically Your riding the defense cap and just laying down a bunch of AOE attacks.

I do it with Sonic Traps. Hail of Bullets is a nice AOE to add in with all those explosions.. I would build up for defenses first when possible. So I would slot a defense power over a DPS power when you have to make a choice.

If you can get Defense capped early you can just lay down trip mines until the build fleshes out a bit better.

The second build is my Sonic Traps for comparison.. Really all I do with him is Seeker drones and then move in with Trip mine, poison trap, trip mine, Siren song, Trip mine. I can do +1 +8 with him and pull 2 full groups at a time.


Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Defender
Primary Power Set: Traps
Secondary Power Set: Dual Pistols
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed

Hero Profile:
Level 1: Web Grenade -- Empty(A)
Level 1: Pistols -- Empty(A), Empty(3), Empty(3)
Level 2: Caltrops -- Empty(A)
Level 4: Triage Beacon -- Empty(A), Empty(5), Empty(5), Empty(9)
Level 6: Acid Mortar -- Empty(A), Empty(7), Empty(7)
Level 8: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(13), RedFtn-EndRdx(15)
Level 10: Empty Clips -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(34), CtlSpd-Acc/EndRdx(34), CtlSpd-Rng/Slow(34), Posi-Acc/Dmg(36), Det'tn-Acc/Dmg(36)
Level 12: Poison Trap -- Empty(A), Empty(15), Empty(23)
Level 14: Swap Ammo
Level 16: Bullet Rain -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(17), CtlSpd-Acc/EndRdx(17), CtlSpd-Rng/Slow(19), Posi-Acc/Dmg(19), Det'tn-Acc/Dmg(21)
Level 18: Seeker Drones -- Empty(A), Empty(43), Empty(46)
Level 20: Suppressive Fire -- Empty(A), Empty(21), Empty(23)
Level 22: Kick -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-EndRdx/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(33)
Level 26: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 28: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(29), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31)
Level 30: Hurdle -- Empty(A)
Level 32: Health -- Heal-I(A), Heal-I(33), Heal-I(33)
Level 35: Piercing Rounds -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(42), CtlSpd-Acc/EndRdx(43), CtlSpd-Rng/Slow(43)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Stamina -- EndMod-I(A), EndMod-I(42), EndMod-I(42)
Level 44: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
Level 14: Chemical Ammunition
Level 14: Cryo Ammunition
Level 14: Incendiary Ammunition



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Corruptor build

Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(48)
Level 1: Web Grenade -- DblAc-Acc/Immob/Rchg(A)
Level 2: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(3), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(7)
Level 4: Triage Beacon -- Numna-Heal/Rchg(A), RgnTis-Heal/Rchg(5), H'zdH-Heal/Rchg(13), Dct'dW-Heal/Rchg(23)
Level 6: Shockwave -- ExStrk-Dmg/KB(A)
Level 8: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-Def(11), RedFtn-EndRdx(23)
Level 10: Swift -- Run-I(A)
Level 12: Acid Mortar -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(21), LdyGrey-%Dam(29)
Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15)
Level 16: Force Field Generator -- RedFtn-EndRdx(A), RedFtn-Def(17), RedFtn-Def/EndRdx(17), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21)
Level 18: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(27), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(31)
Level 22: Poison Trap -- BasGaze-Acc/Rchg(A), EoCur-Acc/Hold/Rchg(25), BasGaze-Acc/Hold(36)
Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(50)
Level 28: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(31), SipInsght-Acc/Rchg(36), SipInsght-ToHitDeb/EndRdx/Rchg(37), SipInsght-Acc/EndRdx/Rchg(37)
Level 30: Kick -- ExStrk-Dmg/KB(A)
Level 32: Sirens Song -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(43)
Level 35: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(46), Sciroc-Dmg/Rchg(46), Sciroc-Acc/Rchg(46), Sciroc-Acc/Dmg/EndRdx(48)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(40), Aegis-ResDam/EndRdx/Rchg(40)
Level 41: Weave -- RedFtn-EndRdx(A), RedFtn-Def(42), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-Def/Rchg(45)
Level 47: Time Bomb -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(48), Sciroc-Dmg/Rchg(50), Oblit-Acc/Rchg(50)
Level 49: Caltrops -- TmpRdns-Acc/Slow(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 0: Ninja Run



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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Wow, thanks for all the info guys. And I didn't realize Traps was redside I could've sworn it was blueside too, must've been confusing it with devices or tricks.

I don't know if I could put off having a travel power until 44 but I notice you didn't take Stamina until 41 too in there can I really put it off until then without really feeling it? It'd be great. Did you take Combat Jumping for the defense? Just wondering if I need it to cap defenses?

I have a super rough build that I'd love feedback on. Should I put off some Trap powers to take Stamina earlier? Am I taking blast powers too late? I haven't decided what to do with the last 3 power slots, the only epic power pool I'm familiar with is Psychic Mastery but I am leaning towards Power Mastery for Build Up. Or I'll just grab Hasten and some other Pool Powers to finish it off. I'm sure by the time I get up to the levels I'll figure out which one will be better.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 40 Mutation Defender
Primary Power Set: Traps
Secondary Power Set: Dual Pistols
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine

Hero Profile:
Level 1: Caltrops -- Empty(A)
Level 1: Pistols -- Empty(A)
Level 2: Dual Wield -- Empty(A)
Level 4: Empty Clips -- Empty(A)
Level 6: Acid Mortar -- Empty(A)
Level 8: Force Field Generator -- Empty(A)
Level 10: Combat Jumping -- Empty(A)
Level 12: Poison Trap -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Swap Ammo
Level 18: Seeker Drones -- Empty(A)
Level 20: Bullet Rain -- Empty(A)
Level 22: Swift -- Empty(A)
Level 24: Health -- Empty(A)
Level 26: Trip Mine -- Empty(A)
Level 28: Stamina -- Empty(A)
Level 30: Aid Other -- Empty(A)
Level 32: Aid Self -- Empty(A)
Level 35: Suppressive Fire -- Empty(A)
Level 38: Piercing Rounds -- Empty(A)
Level 41: Hail of Bullets -- Empty(A)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 1: Ninja Run
Level 16: Chemical Ammunition
Level 16: Cryo Ammunition
Level 16: Incendiary Ammunition



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Hallow'd L.50 Necromancy / Dark Miasma
Nullity L.39 Forcefield Manipulation / Energy Blast

 

Posted

My 2 inf:

I'm doing a Traps/DP right now.

If you're team oriented, I highly recommend Maneuvers and Assault.

Maneuvers to add with FFG gives you and surrounding teammates 25% Def. Not too shabby for just standing there.

Assault's +DMG buff multiplies with Acid Mortars -Res Debuff, very tasty indeed.

For both solo and team, I encourage Hasten, it means more traps out and makes AV/GM fights that much faster.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Wingstock View Post
Wow, thanks for all the info guys. And I didn't realize Traps was redside I could've sworn it was blueside too, must've been confusing it with devices or tricks.
Traps was actually originally a redside exclusive.

Quote:
I don't know if I could put off having a travel power until 44 but I notice you didn't take Stamina until 41 too in there can I really put it off until then without really feeling it? It'd be great.
I'd recommend taking it reasonably early, for a leveling build it makes things a lot easier, the same goes for a travel power. You can manage but personally I find it frustrating.

Quote:
Did you take Combat Jumping for the defense? Just wondering if I need it to cap defenses?
CJ provides 2.5% defense to a Defender. You can soft cap without it but it's effectively providing you three set bonuses for free so if you want Super Jump as your travel power it's well worth it (plus it's useful as an IO mule since you can stick a LotG in there if you're doing a high end build).

Quote:
I have a super rough build that I'd love feedback on. Should I put off some Trap powers to take Stamina earlier? Am I taking blast powers too late? I haven't decided what to do with the last 3 power slots, the only epic power pool I'm familiar with is Psychic Mastery but I am leaning towards Power Mastery for Build Up. Or I'll just grab Hasten and some other Pool Powers to finish it off. I'm sure by the time I get up to the levels I'll figure out which one will be better.
Personally I would pull Stamina in a bit, push Bullet Rain until after Stamina and trade the Medicine Pool for Executioners Shot and Maneuvers. Between FFG and Triage Beacon I never felt a need for more healing than I could get from inspirations. I'd also consider dropping Suppressive Fire for Assault or Tactics but that's a personal thing, since SF is a Hold it's more useful to Traps than the stun most blast sets get.

Regarding Epics, Traps is well rounded enough that you don't absolutely need an Epic other than for the shield (and even that is skippable if you have to). Of the Epics Dark is probably the best choice if you've got 3 power choices since you'll be in melee range anyway and can do Poison Trap -> Soul Drain -> Hail of Bullets while laughing maniacally. If you're only going with 2 choices I'd say either Psychic Mastery for a mez and a shield or Electric Mastery for Thunderstrike and a shield (ok, Thunderstrike isn't actually that great but I love the animation and it does get people out of your face).

And always remember as a Trapper: if the Tank takes the alpha, you aren't trying hard enough*.

*Special circumstances such as master runs are excluded of course.