Any advice for traps/assault rifle?
I've got lots of advice and hints if you'd like to narrow it down with some questions I'll fire away at them. Traps/AR is a beast. I have a 50 AR/Trap Corr, currently leveling a Trap/Dark defender (lvl35), and soon as Going Rogue goes live I'll be doing a Trap/AR Defender because I love it so. In practice with AR and Traps my time in teams is spent setting traps quick as I can, Full Auto, Ignite, flamethrower that is all thats needed on teams. I do have the M80 Granade (slotted 3 Range only no Acc) its the most awesome pulling tool.....I mean your a trapper....Why pull 1 at a time you want the whole mob.
I've got lots of advice and hints if you'd like to narrow it down with some questions I'll fire away at them. Traps/AR is a beast. I have a 50 AR/Trap Corr, currently leveling a Trap/Dark defender (lvl35), and soon as Going Rogue goes live I'll be doing a Trap/AR Defender because I love it so. In practice with AR and Traps my time in teams is spent setting traps quick as I can, Full Auto, Ignite, flamethrower that is all thats needed on teams. I do have the M80 Granade (slotted 3 Range only no Acc) its the most awesome pulling tool.....I mean your a trapper....Why pull 1 at a time you want the whole mob.
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Yea... Advice is to reroll AR/Traps Corr. Defender Trip Mine does a LOT less damage.
Heh, for pulling mobs I use a slug on one guy in the middle, and a burst on a guy in the back of a mob. usually aggroes the whole group. The only specific questions I have are these: first of all, can Acid Mortar stack? Looking at my numbers above baddies' heads, it doesnt seem like they get any higher with each acid shell. Also, Im not quite sure on the mechanics of poison trap. in the info, it says one max target, that lasts 10 seconds. however I see it hitting entire groups, and lasting beyond ten seconds. could you clear that up for me? thanks. and any general tips would be appreciated
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Acid Mortar once it hits the debuff is active. Where it stacks is when you build for high +recharge and than you can get 2 Mortars out at a time that will stack debuffs. Poison Trap......ya its a bit confusing. I have my Corr build slotted for hold/recharge and Proc dmg. My defender build I tried out the -recharge proc and the +Mag2hold Proc. I'd go with that 2nd one as I will eventully respec my Corr that way also.
Here is my planned Trap/AR Defender Build once Going Rogue goes live. Its pricey but I think its worth it for the amount of fun I have playing Traps. Note I selected "Power Mastery" as a place holder. I have 7 slots left to spend as this build stands for those 3 power choices. With Going Rogue I'll be taking my Defender to the darkside and using the Black Scorp PPP not the Heroes APP powers. Scorpion Shield should cap me to Smash/Leathel/energy defense. I always carry purple insps in my tray for backup when I'm debuffed.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
DoorKnocker: Level 48 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Caltrops -- P'ngTtl-Dmg/Slow(A), TmpRdns-Dmg/Slow(13), TmpRdns-Rng/Slow(15), P'ngTtl--Rchg%(15), RechRdx-I(17), RechRdx-I(17)
Level 1: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), Achilles-ResDeb%(23)
Level 2: Web Grenade -- GravAnch-Acc/Rchg(A), GravAnch-Immob(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Immob/Rchg(5), GravAnch-Immob/EndRdx(13)
Level 4: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(5)
Level 6: Acid Mortar -- ShldBrk-Acc/DefDeb(A), AnWeak-Acc/DefDeb(7), AnWeak-Acc/Rchg(7), RechRdx-I(23), RechRdx-I(25), Achilles-ResDeb%(25)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def/EndRdx(11), Krma-ResKB(11)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 12: Poison Trap -- BasGaze-Rchg/Hold(A), Lock-Rchg/Hold(33), UbrkCons-Hold/Rchg(33), Lock-%Hold(33), BasGaze-Slow%(34), BasGaze-EndRdx/Rchg/Hold(34)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(29)
Level 22: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(42), Cloud-Acc/EndRdx/Rchg(42), Cloud-ToHitDeb(43)
Level 24: M30 Grenade -- Range-I(A), Range-I(29), Range-I(31)
Level 26: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(45)
Level 32: Stealth -- LkGmblr-Rchg+(A)
Level 35: Ignite -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Knock%(36), Ragnrk-Dmg(37), Posi-Acc/Dmg/EndRdx(37)
Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(40)
Level 41: Power Build Up -- Empty(A)
Level 44: Temp Invulnerability -- Empty(A)
Level 47: Force of Nature -- Empty(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1365;705;1410;HEX;| |78DA9D93C94F136118C6BF690BA57B4B297BA1AC6573022E713B18154C88606A693| |CA9A494AF30B199693A45E5E6C9156362A2B8C4BBF1C0C135C693373DE94963F4A6| |C63F41E356DFE5A3C17873D23EBFF69D7779BEBE9DE9D3E37E21CEEC115A707F216| |BDBB3E3322FCD7959F266646ED1B40AD6C2B26FDCB24A074D2B774296DC4288E87A| |CEECBEA57C5ECF94B2453B5E8DA5B3E6829CD7F7DA7676A9509E4D1BF9828C4C9A8| |BB224CDB2BEFEC19BB2AC823E539472DE4F1F0F186553DA7688BE4CC92CB4B2178D| |6284BE4F9A270DDB98330A4679B97EA268E4F494750A664D67EDB22C2D3783A9417| |89F0B0875556AC49A26C498F0DF2504EF31EE13C2C36203AE6CAC5A052445FD0DC6| |4D42C32DC66D42E37307FC04E22C54695CE5D2661CD8C89162A409AEC3047F86701| |ED29D9CAE3967C8856B9A7001EED4A8F1350EC8898BDA575453FB9AD0C8369B1578| |FC45A8726B3CDE1DA346750D8C28C11B667C13D8B11BF6E6E1210E0F376AFD0B97A| |09F4FB9F0BD71604DE22B8D4F4C30BE13BADED1BDAEB7841E681B50A70A7CE084F7| |EC1DEE84D89F080DD0083784222A14E9A5501D84A21CD2A2090AB53356A06D8C3B3| |B639F68D8E067C617C2D047C255C86B52076B1AE20E8C0EC665486851076BF941DE| |7A7F1292BF0883BF094315066E694C5C83AA36B5DDB607D468E421E31161D363C61| |34204CE11E77338E3BC8D0EDE4607AF6184971280BC4EF5137472DE7598D4ADFC75| |6F250F3DDB185B18DBD9F466060F5C85AA3E55D5C7FEFAD95F3FFBEB677F494E4FF| |2925FC0D906B84A0C54E0122F2132AC22C3145983CEBA8AE8140982E951151965D3| |EDAEEA23032F4C9AFA279272551F10A151E410E6F0E92B9E70F55FFFBFD753FFFA4| |84FDA0B9A4149A11C41398A720CE5384A16650E2587527956AD0EED405F3B5176A1| |EC4689813FB182996E7C2C7C287E94004A102584124689A2B4A2DC41A9FC01C9800| |A64| |-------------------------------------------------------------------|
Well, now that I have access to my home computer, here is the build i designed. When IO slotting, I try to combine effective ness with low cost, which typicaly means avoiding proc enhancements. this build will, however, get me 45 defense to ranged attacks, and if I use my traps properly, only ranged and AoE attacks will be coming my way.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Anna Molly: Level 50 Natural Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Caltrops
- (A) Recharge Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (11) Thunderstrike - Damage/Endurance/Recharge
- (A) Healing IO
- (13) Healing IO
- (13) Healing IO
- (15) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Accuracy IO
- (17) Accuracy IO
- (17) Achilles' Heel - Chance for Res Debuff
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Defense Buff IO
- (21) Defense Buff IO
- (21) Defense Buff IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (23) Recharge Reduction IO
- (25) Hold Duration IO
- (A) Healing IO
- (A) Accuracy IO
- (A) Stupefy - Accuracy/Recharge
- (25) Stupefy - Endurance/Stun
- (27) Stupefy - Accuracy/Endurance
- (27) Stupefy - Stun/Range
- (29) Stupefy - Accuracy/Stun/Recharge
- (29) Stupefy - Chance of Knockback
- (A) Executioner's Contract - Accuracy/Damage
- (31) Executioner's Contract - Damage/Endurance
- (31) Executioner's Contract - Damage/Interrupt
- (31) Executioner's Contract - Damage/Range
- (33) Executioner's Contract - Damage/Recharge
- (33) Executioner's Contract - Disorient Bonus
- (A) Performance Shifter - Chance for +End
- (39) Endurance Modification IO
- (A) Resist Damage IO
- (33) Resist Damage IO
- (34) Steadfast Protection - Resistance/+Def 3%
- (34) Endurance Reduction IO
- (A) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (37) Positron's Blast - Damage/Endurance
- (37) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Damage/Range
- (39) Positron's Blast - Accuracy/Damage/Endurance
- (A) Defense Buff IO
- (37) Defense Buff IO
- (46) Defense Buff IO
- (50) Endurance Reduction IO
- (A) Obliteration - Damage
- (48) Obliteration - Accuracy/Recharge
- (48) Obliteration - Damage/Recharge
- (48) Obliteration - Accuracy/Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (43) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (40) Positron's Blast - Damage/Endurance
- (40) Positron's Blast - Damage/Recharge
- (40) Positron's Blast - Damage/Range
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (43) Recharge Reduction IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Resist Damage IO
- (45) Resist Damage IO
- (45) Resist Damage IO
- (45) Endurance Reduction IO
- (A) Run Speed IO
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Endurance Reduction IO
Level 1: Brawl
- (A) Accuracy IO
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
Level 6: Ninja Run
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Once you have seeker drones you no longer need "pull" tactics.
Summon drones on the edge of the group.
While the group is wasting their alpha on the drones, run into middle of group.
Lay down un-interuptable poison gas trap for AoE hold goodness.
Lay down un-interuptable acid mortar while the group is barfing.
Go to town with whatever attacks are appropriate, or toebomb trip mines.
Try it, it looks suicidal but is perfectly safe and you'll clear mobs much quicker. It also makes you a much more effective team player.
Once you have seeker drones you no longer need "pull" tactics.
Summon drones on the edge of the group. While the group is wasting their alpha on the drones, run into middle of group. Lay down un-interuptable poison gas trap for AoE hold goodness. Lay down un-interuptable acid mortar while the group is barfing. Go to town with whatever attacks are appropriate, or toebomb trip mines. Try it, it looks suicidal but is perfectly safe and you'll clear mobs much quicker. It also makes you a much more effective team player. |
I'm a very Proactive Trapper and I find myself being the team leader/alpha fight starter most the time. I find myself in this situation often enough to keep my superlong distance pull tool (M80 Launcher). Say my team is beating down a full mob of +3's and +4 baddies. Unless the team make up is spot on. These fights tend to go a bit slower. I already have multiple Caltrop patchs down defining the battle area, 2 acid mortars Pooot, Poooting away rounds, and 2 triage beacons buffing Regen. I'll zip over around the next corner and fire off my M80 into the next mob zip back drop a new Poison trap and wait for the 2nd mob to run head first into a world of hurt. On office and other indoor (non-cave) maps I find tons of oppertunitys to draw 2, 3, even 4 mobs into a single battle spot. Mind you this is done with out the team ever having to "wait" for me to set up.
Crawls, I see you did Proc your acid mortar with the -resistance. This is a real gem personally I'd looking into adding 2 slots to your Poison Trap and spending the money on the Lockdown +2mag Hold proc and Slow IO Set -recharge slow proc. They really do help since Poison trap is hitting so many targets in such a large area.
Here is my trap/ar, built for ninja run as their only traveling power. Just did a Respec tf today, was able to have two mortars and 4 poison traps out at a time around the reactor. As for not having Time Bomb, didn't think it was worth the slot... have it on my Device/AR blaster and hardly use it (even at its higher damage).
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Little Prank: Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Caltrops -- ImpSwft-Dam%(A), ImpSwft-Dmg/Slow(7)
Level 1: Burst -- Achilles-ResDeb%(A), Mael'Fry-Dmg/Rchg(3), Mael'Fry-Dmg/EndRdx(3), UndDef-DefDeb(31), Achilles-DefDeb(34), UndDef-DefDeb/Rchg(42)
Level 2: Slug -- Volly-Acc/Dmg(A), Volly-Dmg/EndRdx(5), Volly-Dmg/Rchg(5), Entrpc-Heal%(31), Entrpc-Acc/Dmg(46)
Level 4: Triage Beacon -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(7), RgnTis-Heal/Rchg(21), RgnTis-Heal/EndRdx/Rchg(33), RgnTis-Regen+(33)
Level 6: Acid Mortar -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(9), UndDef-DefDeb/EndRdx(34)
Level 8: Buckshot -- KinCrsh-Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(9), KinCrsh-Acc/KB(13), KinCrsh-Acc/Dmg/KB(17), KinCrsh-Rchg/KB(36), KinCrsh-Rechg/EndRdx(37)
Level 10: Force Field Generator -- GftotA-Run+(A), GftotA-Def(11), GftotA-Def/EndRdx(11), LkGmblr-Rchg+(50)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Swift -- Run-I(A), Run-I(15), Run-I(15)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(17)
Level 18: Seeker Drones -- DampS-ToHitDeb/Rchg(A), DampS-ToHitDeb(19), SipInsght-ToHitDeb(19), SipInsght-Acc/ToHitDeb(40)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-End%(21), P'Shift-EndMod(40)
Level 22: Sniper Rifle -- ExpltW-Acc/Dmg(A), ExpltW-Dmg/EndRdx(23), Mael'Fry-Dmg/Rchg(23), Mael'Fry-Dmg/EndRdx(43)
Level 24: Poison Trap -- Lock-%Hold(A), G'Wdw-Dam%(25), G'Wdw-Acc/Hold/Rchg(25), Lock-EndRdx/Rchg/Hold(37)
Level 26: Trip Mine -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(27), FrcFbk-Rchg/KB(27), FrcFbk-Dmg/EndRdx/KB(34), FrcFbk-Rchg/EndRdx(37)
Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 30: Beanbag -- Stgr-EndRdx/Stun(A), Stgr-Acc/Stun/Rchg(31), RzDz-Stun/Rng(36), RzDz-Immob%(43)
Level 32: Assault -- EndRdx-I(A), EndRdx-I(33)
Level 35: Tactics -- GSFC-Build%(A), GSFC-ToHit(36)
Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 41: Oppressive Gloom -- Stgr-Acc/Rchg(A), Stgr-EndRdx/Stun(42)
Level 44: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(45), EnManip-EndMod(45), EnManip-EndMod/Rchg(45), EnManip-Stun%(46), Oblit-Dmg/Rchg(46)
Level 47: Soul Drain -- GSFC-Rchg/EndRdx(A), GSFC-ToHit(48), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48)
Level 49: Soul Transfer -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 0: Ninja Run
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/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen
Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper
Once you have seeker drones you no longer need "pull" tactics.
Summon drones on the edge of the group. While the group is wasting their alpha on the drones, run into middle of group. Lay down un-interuptable poison gas trap for AoE hold goodness. Lay down un-interuptable acid mortar while the group is barfing. Go to town with whatever attacks are appropriate, or toebomb trip mines. Try it, it looks suicidal but is perfectly safe and you'll clear mobs much quicker. It also makes you a much more effective team player. |
I do like the sound of this, and will keep it in mind for team play. but solo (and on this toon, I plan to usually be solo or with a small team of SG mates), I feel a bit safer pulling them towards me in to a world of hurt.
I think I will follow my build I have planned out, but I will look into the Procs that were mentioned for poison trap, and I may considor dropping Time bomb and using the new space to get total focus from force mastery, because I do so love that power
well thanks for the help everyone, and I will take all of your advice in to considoration. So far, I am enjoying this traps defender FAR more than I liked my old Empath (I didnt decide empaths were boring until mine was already lvl 33)
Cant look at the build atm, but I can say with Traps if your at Defense cap all around you have the ability afforded to you to drop a time bomb because of all the misses. I do it with my Sonic Traps. Though sometimes I need to drop a Poison Traps to give me a few more seconds when mobs are sneaking in some attacks.. Nutshell I use it more since I can with such high defenses, since I can place it down more anytime then just in certain situations because I lacked the Defenses.. As in person say AR Device.
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
Guys I just took a look at all your builds. It is obvious your not understanding the Defense cap and that Defenders get Defense bonuses. Defenders also get a 30% damage increase when solo as well now..
With Traps there are TONS of ways of getting your defenses capped.
Here is a weak build just to show defense caps. You need to get those defenses up to 45%. You also want to get some decent recharge for Trip mine and other attack powers.. 7 seconds on Trip mine is a decent number. If you get Trip mine down to that range everything else will also be at some decent levels.
Try to rework your stuff and tweak it up a bit.. Mids has a Set bonus finder under the window tab on top.. Once you get a decent Traps build it will pretty much be good for ANY Arch Type that can use Traps.. Traps is a GREAT set. I usually say, it is what Device should be..
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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
For a long time I had believed that traps was a fairly useless defender set. However, I decided to try it, and thus far (lvl 18 traps/Assault rifle defender), I absolutely love it. From what I can see, traps are potentially devestating, but it's an unpopular set because it takes a good amount of time to prepare for a fight, when most prefer to rush headlong in to a battle. But I am a primarily solo player, and so it works perfectly. I've gotten good at using my caltrops and poison to keep foes at a distance, and staying close to my triage beacon, acid mortar, and forcefield generator. Plus, Seeker drones are crippling to tougher foes. I am not currently at my home computer, and I can't post the exact build I have designed yet, but heres a quick description of what I plan to do. I plan to take every trap except for the webnade, and I plan to skip buckshot, grenade, and beanbag from my assault rifle. my reasoning for skipping these is that at later levels, mines, time bombs, flame thrower, and full auto ought to do plentiful AoE damage. As far as pools go, I plan to take: swift, health, and stamina from fitness; boxing, tough, and weave from fighting; stealth from concealment; Super Speed (I have the 60 month badge, I dont need to take hasten and flurry); and Power Build up and Temp Invulnerability from force mastery. According to Mid's, even without set bonuses I can get almost 30 defense to all, nearly 500% regen, and 72% resistance to smash/lethal. This seems like great survivability for an un-setted defender.
If anyone has any tips for how to enhance/play this toon, or any criticism on my power choices, please reply with such info. thank you all!