No traps guides?
There may not be any defender Traps Guides since it's a relatively new primary for defenders, but there are certainly Corruptor Traps Guides which would be similar.
Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
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It would be interesting for a traps guide. There are of course the overlapping powers in defenders and corruptors, but I am sure the leveling is different since defenders get the goodies sooner, planning for stamina/recovery, and when to grab the pool powers if any.
My current if a bit neglected traps project is a Traps/dark defender, and I feel he is VERY powerful.
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.
When I was originally doing it, I couldn't get my head around the non-healing set. Using it on the MM has gotten me more appreciative of it, although there's some obvious differences; triage beacon is a much better power for a mastermind, because the extra regen is affecting you and several friends even when soloing. I'm not sure what secondary I'd use, but I think I could easily enjoy it; I really enjoy the conservative and planning play style, to be sure.
Okay, I hereby declare this the "thread for helping seebs decide how to do a traps defender, so I can try to turn the experience into a useful guide."
I've already got a /dark defender, I think I'm looking to play something else. I know basically nothing about the defender secondaries.
Traps/Rad and Traps/Sonic would both do well IMHO. I thought of Rad blast first for the PbAoE defense debuffing early on in the career while getting in place for dropping traps.
I do NOT play my trapper conservatively. He gets in the grill, drops some big bad debuffs and goes to town. The forcefield generator and poison gas trap really make this possible with little damage. When you get seeker drones, you have your own pseudotanks to absorb alpha strikes while you run in to drop the traps.
If things are going well on a team, I even place the acid mortar in a place where it can strike two groups, lasting longer than the spawns, eventually even stacking mortars. Hasten and Superspeed are your friends.
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.
I guess I tend to view any model where I'm likely to take an action other than "attack" as my first part of dealing with a mob as "conservative".
I'll look over the secondaries. I like AR and Archery, but I think I'll go for something without redraws, and anyway, I have an archery/devices blaster already.
Hm, synergies.
- Traps/Dark is nice because the -tohit from Dark blasts stacks with the +def from Shield Drone.
- Traps/Dual Pistols has some good synergy. Note that Acid Mortar's -res multiplies the effect of Chemical Rounds's -dam, which stacks with Seeker Drone's -dam as well. The cone and the AoE work well with a crowd of caltropped enemies, too.
- Traps/AR is quite nasty. Up to 4 area attacks (though M30 has a chance of blowing enemies out of the nice trap zone), and Web Grenade allows you to apply the full (hideous) damage of Ignite to a single target.
- Traps/Rad has a boatload of -def, which might be handy in the early levels, and some decent area damage.
- Traps/Ice has somewhat minimal synergy, but the combination of Caltrops, Ice Storm (doing as much damage as the Blaster power) and Blizzard (also doing as much damage as the Blaster power, which is a lot if all the ticks land) can be quite brutal.
- Traps/Energy, um, I don't much like /Energy but I suppose you could use the knockback to bump dudes back into the traps.
- Traps/Elec again lacks synergy, as the endurance drain from Elec Blast tends not to be enough by itself to create meaningful mitigation, but there's some decent AoE to be had.
- Traps/Arch for the most part neither has nor needs any particular synergy: /Arch is just good. Caltrops plus RoA does make a nasty two hit combo that can be thrown from behind cover and kill most enemies before they even reach you.
I probably missed some things. Based on this evaluation, I already have a Dark/Traps corruptor, and I'll be rolling a Traps/AR defender. I know a guy with a Traps/DP and he likes it fine.
@SPTrashcan
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I'd reroll my archery/devices blaster as traps/archery, except I really want cloaking device for RP reasons. I'd been thinking energy could knock things either into or out of traps -- one of these is sorta cool. The other, maybe not so much.
Apropos of nothing, I just thought of a horrible idea for an archery toon. She wears a <Family> suit, and goes around killing people. Her name? "Made Marian". Ah, nevermind.
I'll think about this more, maybe roll something up. FFG's far enough in to make the early levels a little frustrating, but I'll think of something.
My Traps/Rad is the ultimate gadget guy. He has a series of macros with lines from infomercials, and he is trying to demonstrate how effective the gadgets are. His name? "Ron Popiel."
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Hee! Nice background. My /traps MM is a robot. I'm not sure about character concept for a traps defender yet; I have a ton of ideas and none of them have really CLICKED for me. I'll keep messing with it.
For further info re: secondaries, if you don't want redraw I'd recommend Ice or Rad. Both have pretty good AoEs which is good for Traps/ as well as reliable ST mitigation which Traps lacks.
Traps provides whole-spawn mitigation, then unload your AoEs and use Cosmic Burst/Freeze Ray to take out troublesome Lts/bosses.
Dark is also decentish (self heal is nice) but the AoEs are cones which is a little counterproductive to Traps' toebombing nature. You'd be doing a lot of hopping in and out of spawns. That said, the -tohit combined with the +def of the FFG would give you a lot of safety for toebombing with Trip Mine.
The Melee Teaming Guide for Melee Mans
Silas thanks for your traps guide, was very informative and funny ;-)
Working out a build for my bf's Bots/Traps character and this has helped immensely!
Heh, I was gonna come in here and shamelessly plug my Traps guide. Dankeschön
For further info re: secondaries, if you don't want redraw I'd recommend Ice or Rad. Both have pretty good AoEs which is good for Traps/ as well as reliable ST mitigation which Traps lacks. Traps provides whole-spawn mitigation, then unload your AoEs and use Cosmic Burst/Freeze Ray to take out troublesome Lts/bosses. Dark is also decentish (self heal is nice) but the AoEs are cones which is a little counterproductive to Traps' toebombing nature. You'd be doing a lot of hopping in and out of spawns. That said, the -tohit combined with the +def of the FFG would give you a lot of safety for toebombing with Trip Mine. |
But I'm still leery of combining Dark with any support set which likes melee from experiences with my now-dead Dark/Kinetics corrupter (who played like a Line Dancer with all the to-and-fro, doh-see-doh). The main culprit is Nightfall, which is a pretty thin cone, so getting it to hit the maximum number of people is a lot of work and got awfully tiresome.
Traps/Ice with its PGT, Ice Storm and Trops combo is the one I could most see myself playing when GR comes along (if I ever go back to Hero ATs).
Traps/Dark might be the only combo where Dark Pit is actually useful for setting things up for Toebombing as well, rather than being an underwhelming slot-hungry monster (frankenslotting helps with that nowadays, Acc/Stun/Recharge IOs are a godsend). Especially since it can stack with your Seekers.
But I'm still leery of combining Dark with any support set which likes melee from experiences with my now-dead Dark/Kinetics corrupter (who played like a Line Dancer with all the to-and-fro, doh-see-doh). The main culprit is Nightfall, which is a pretty thin cone, so getting it to hit the maximum number of people is a lot of work and got awfully tiresome. |
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
The guides list doesn't have a Traps guide; does that mean there isn't one? I sucked at my attempted Traps defender (although it was horrible clipping issues with his costume that pushed me over the line to deleting), but... Having gotten a /traps MM up into the 20s, I'm really starting to love the set, and I'm wondering whether there's a good guide for it. If not, I think maybe I am volunteering to try to write one. Although, obviously, there would have to be some levelling involved.