DoorKnocker Traps/AR Going Rogue


JohnX

 

Posted

This is my final draft of my 1st Going Rogue character. I went for max recharge for pure trap satisfaction. I use M30 granade launcher as a long distance pull tool to bring "extra" mobs into an already set up trap ( I trap normally ie. Open with seekers/poison/mortars ). I've flipped flopped back and forth on taking Superspeed but I think I've finally made up my mind to skip it and just make due with NinjaRun/swift/hurdle/sprint. I'd still love to hear any and all opinion's or suggestion's. Only thing I think I could skip/replace would be Triage Beacon but I do like it and it seems to help. FYI this is my 3rd Trapper and I have a lvl50 AR/Trap Corr already.


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DoorKnocker: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Caltrops -- P'ngTtl-Dmg/Slow(A), TmpRdns-Dmg/Slow(3), TmpRdns-Rng/Slow(3), P'ngTtl--Rchg%(5), RechRdx-I(5), RechRdx-I(7)
Level 1: Burst -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(7), Decim-Dmg/Rchg(15), Decim-Dmg/EndRdx(29), Decim-Acc/Dmg/Rchg(48)
Level 2: Web Grenade -- GravAnch-Immob(A), GravAnch-Immob/Rchg(9), GravAnch-Acc/Immob/Rchg(9), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(11)
Level 4: Buckshot -- Posi-Dmg/Rng(A), Posi-Acc/Dmg(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15), FrcFbk-Rechg%(17)
Level 6: Acid Mortar -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(19), ShldBrk-Acc/EndRdx/Rchg(21), ShldBrk-DefDeb/EndRdx/Rchg(23), Achilles-DefDeb/Rchg(25), Achilles-ResDeb%(25)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), Krma-ResKB(29)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 12: Poison Trap -- UbrkCons-Hold/Rchg(A), GladNet-Rchg/Hold(21), Lock-Rchg/Hold(23), Lock-%Hold(31), BasGaze-Slow%(31)
Level 14: Swift -- Run-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Boxing -- Acc-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(31)
Level 22: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(37), Cloud-Acc/EndRdx/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(39)
Level 24: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(33), GA-3defTpProc(33)
Level 26: Trip Mine -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(33), Armgdn-Dmg/Rchg(34), Armgdn-Dmg(34), Armgdn-Dam%(34)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), Ksmt-ToHit+(37), Krma-ResKB(37)
Level 30: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(39), Mrcl-Heal/Rchg(40), H'zdH-Heal/Rchg(46)
Level 32: M30 Grenade -- Range-I(A), Range-I(45)
Level 35: Ignite -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg(40), Ragnrk-Dmg/Rchg(42), Ragnrk-Knock%(42), Acc-I(42)
Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45), RechRdx-I(45)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
Level 44: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 4.5% DamageBuff(Smashing)
  • 4.5% DamageBuff(Lethal)
  • 4.5% DamageBuff(Fire)
  • 4.5% DamageBuff(Cold)
  • 4.5% DamageBuff(Energy)
  • 4.5% DamageBuff(Negative)
  • 4.5% DamageBuff(Toxic)
  • 4.5% DamageBuff(Psionic)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 7.25% Defense(Fire)
  • 7.25% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 6% Defense(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Ranged)
  • 8.5% Defense(AoE)
  • 4.5% Max End
  • 92.5% Enhancement(RechargeTime)
  • 90% Enhancement(Accuracy)
  • 5% FlySpeed
  • 45.8 HP (4.5%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 7.75%
  • MezResist(Sleep) 7.75%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 5%
  • 25% (0.42 End/sec) Recovery
  • 30% (1.27 HP/sec) Regeneration
  • 12.3% Resistance(Fire)
  • 12.3% Resistance(Cold)
  • 5% RunSpeed



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Posted

I have a AR/Traps corrupter that is pretty well maxed out. I went a little different direction with my final build.

1) I dropped caltrops later in the game due to the mob scatter it causes.

2) I think you'll get more mileage out of the leadership pool than the stealth pool.

3) I personally find triage beacon nearly worthless in the late game. It worked for me when I ran solo early on though.

4) I didn't pick trip mines either. If you want to play "drop mine" style, then go for it. I opted to captialize on all the ranged AOE that AR has.

5) M30 grenade..much like triage beacon, it can help you get through a few levels, but later game the knockback is counter productive to your traps.

6) Stealth pool is a big meh to me. I have a stealth IO in something or other. I never really saw much value in making your FFG invisible. It can take a good punch and the distraction it causes mobs is a good thing in my experience.

7) Mace Mastery...get the aoe immobilize.

My "attack chain" goes something like this...

1) Turn on FFG, leadership toggles, any other toggles that I can't remember right now.

2) Spawn seekers on the mobs

3) Jump in and drop PT then AM

4) Jump back

5) Flame thrower and full auto.

6) Pick off the leftovers

7) If necessary GOTO 2 or 3


I like this method since it works well on teams or solo.


 

Posted

Our play styles may differ a bit. I do play very close to how you outlined when on a decent steamrolling team. I do tend to play at strange hours sometimes and team make up's can be far less than ideal. I do like leading PuG's and I tend to take the Alpha roll more often than I'd even like (Fraidy-Cat brutes/scraps/tanks =P) Here i'll put my reasoning down on the items you listed and if you could elaborate on any of them I might be pesuaded to change a few things up.

1) Caltrops is a awesome area denial tool. Caltrop+Ignite can completely close off doorways and pinch points. I've held gigantic ambushes at bay while the entire team recoups. I do feel this is a must slot to use correctly power. Out of the box its OK.....Slotted for dmg/slow (max out slow is key) it seriously screws with mob AI almost to the point 2 stacked patchs are uncrossable to some enemy types. I know late game their are more mob types that resist/immune to slow. It does work on longbow though =).

2) I have played around with leadership pool and the team buffs are sweet but I'm being selfish here. I have plenty of +acc that tactics is not needed. Assault is nice but doesnt buff Mines/Ignite. Manuvers +Def buff does work out to be better then the Stealth +def but both powers end up being place holders for LotG +rchg. My build is currently at lvl26 I've pushed Tough back and grabbed Grant Invis and I must say I solo enough that I really do like having my FFG inv just in case I'm spotted while stealthing missions. 1 question here about Invisibility.... Yes i know its "Can only affect self" mode but the +defense is pretty high and I believe its unsuppressable even when spotted.

3) Triage Beacon is totally on the chopping block.... I do like its +regen buff and it has saved my butt in the past. This is up for the axe for its power pick and its slots for AoE Web.

4) I agree Trip Mines arent really "needed" and I'm pushing them back in the build. As a defender I will keep them. My Damage is lower than a Corrs and they help make up for it a bit.

5) M30.....I cant rave about this power enough but as I outlined above briefly and have championed in many other threads. I use this not as a dmg power at all but a long range AoE taunt. It fits my play style and the "Thoomp" sound effect is just so perfect to start a fight or pull additional mobs into a already existing battle. Oh how I wish thier was a Targeted AoE Taunt Proc that fit here.

6) Stealth is here to stack with +stealth IO (no superspeed). 3 extra LotG +rchg procs and as I said above the grant invis is comming in handy at the level I am right now.

7) Mace Mastery AoE Web granade. I have this with my 50 AR/Trap Corr. I do like it....its looking like it will make it into this defender build also. One note for me personally though.....I hate its redraw....we deal with redraw a bunch already being AR. I wish Mace Mastery had Target Drone instead of its other accuracy power.

8) Flamethrower......Now on my lvl50 AR/Trap Corr, on fast moving steamroll teams, by the time I drop traps and Full Auto the rest of the team is cleaning up. Now with this toon being a Defender its dmg will be even lower and if I do choose to toe-bomb, forget it, there simply wont be enough time to get this power off before the mob is dead. So heres another possible removal. Off the top of my head considering I've been soloing quite a bit of the new content and morality missions: Slug or Snipe would be nice to have.



......any more thoughts?