DP/Traps Corruptor advice needed...


Aumakua

 

Posted

Hey everyone, I happen to make a DP/Traps Corr in Going Rogue and I teamed up with a DP/Dev Blaster and after the first mission we decided to lvl pact. After a few lvls a new member joined the team and it was a Traps/DP defender. I sense a theme going on here...lol Well my questions is what is the power I need to choose for Dual Pistol and what is the powers to stay away from in the traps set?

P.S. This is for PvE only.


lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker

New Toons
lvl 21 - StJ/WP Stalker

 

Posted

I made one for GR too. I hit 22 and I...just...can't...leave...yet. I'll give you my advice for up to that level then.

I have much more experience with Traps than I do with the Pistols. The only really skippable power is the last one, Time Bomb. I wish I could skip Web Grenade but no luck there. I have a Fire/Traps Corr that doesn't use Caltrops very much but it has been wonderful on this guy so I would take it as soon as you can. I put a proc in its one lonely slot I gave it so far. Also get Acid Mortar and Force Field Generator as soon as available. I will eventually take Triage Bacon-Beacon but not until much later when I give it some slotting. Poison Trap is good too but you could be fine without it if something else caught your fancy.

I'm not too familiar with Pistols and when trying out a new set, I usually just take everything that comes along and then respec out of what I don't like later. I've taken everything up through Executioner's Shot. People on the forums don't seem to care for Empty Clips but if you can line up the cone, it's great on those missions where you try to kill everything you can in three minutes. I also used it a lot to kill gray'ed out Seers when I went hunting for that badge. However, Bullet Rain is much better. Supressive Fire probably won't make my final build if I ever go that far but for leveling, I've enjoyed the mitigation.

Swap Ammo can wait a bit but the extra damage the fire rounds give you is nice and if you plan on teaming, changing rounds gets rid of the knockback that teams don't like. Solo, I alternate between fire, Toxic, and knockback rounds depending on what I remember at the time.

For Pool Powers, I haven't taken Stamina because I wanted to try out the Pistols powers and honestly, I've been okay without it. I wish I were brave enough to try and go the whole way without it but I don't have that kind of...well...stamina. I've only taken Hasten which I feel is a must-have for any /Traps that isn't tricked out with ungodly recharge. I did take Super-Speed at 22 just because I wanted to tool around Praetoria looking for exploration badges. Eventually, I'll get some +Stealth from somewhere which goes great with any /Traps.

He's been fun so far soloing and contributes a lot to teams. As a side note, don't feel bad if you use Acid Mortar and your team moves quickly on to the next spawn outside its radius. The last two teams I was on each thanked me for "great placement" when those pesky ambushes tried to sneak up on us from the rear but got sidetracked attacking the Mortar instead, giving us time to bring the battle to them.

Hope that helps!


 

Posted

Defense cap.. You can get that with Traps.

I wouldn't count out Time Bomb for a Traps player. Simply because with a decent hold like Poison Traps it will give you enough time to lay down Time Bomb. Right after you can drop down a Trip Mine, Then fire off a AOE attack from DP.

On my Sonic Traps what usually do is go in and try to get line of sight aggro on everything I can. Basically the mobs will be jumping all over each other trying to get at me. I lay down Poison Traps, Trip mine, Triage Beacon, Caltrops. Once I have them scattering and they start to regroup. I drop down Poison Trap again followed by Time Bomb then Trip mine and some sort of AOE attack from Sonic.

I try to do Time Bomb first but sometimes I have so many mobs on me I have to clear some out to give me some breathing room. Because there are so many the luck chance to hit takes effect and some get through interrupting my Time Bomb. By that time Poison trap has worn off and I am getting too much aggro. So with Trip mine it blows them back and I can get a chance to lay out Time Bomb now..

I use the inspirations that the mobs drop to keep me topped off. Because I can kill so many at a time I eat the inspirations fast. Some times I even eat a few purples to make my defense soar up to 70s.

I consider this build similar to the old bull and young bull on a hill over looking some cows proverb. This build is definitely the old bull


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

great advice...thanx guys!


lvl 50 - Elec/WP/Mu Mastery Stalker, lvl 50 - Dark/EA/Soul Mastery Stalker, lvl 50 - EM/Nin/Soul Mastery Stalker

New Toons
lvl 21 - StJ/WP Stalker