Traps/Sonic - Leveling advice?


AnElfCalledMack

 

Posted

I was thinking of starting up a Traps/Sonic Defender, with the idea that it'd be a powerful force solo (stacked -res, Siren's Song + toebombs), without sacrificing much effectiveness on teams (I still have FFG, PGT, Mortar, and a defender's debuff values in /Sonic). Am I completely on the wrong track?

Also, how would you recommend choices in the early levels? I'd think Caltrops/Shriek/Scream are a must for soloing, but from there to Trip Mine is all a little confusing. I've never levelled a Defender before, and from what I know of Traps, it's powerful, but not forgiving.


 

Posted

This is what I use with no issues and what I think great success. I have seen better builds which of course cost more money. My method was to completely go defenses only picked an attack power if I had no other choice.


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

Uh... thanks, but not quite what I was looking for. I *like* /Sonic, and I want to play it on a defender because of the high debuff values. Also, I'm interested in what powers are essential early, as opposed to the ones that can be put off for a bit. For example, I'm fairly sure Web Grenade is skippable unless you're trying to fight AVs, and so it's not really all that much help before about 20, in which case taking Caltrops at 1 and the second blast at 2 looks like a better way not to just rely on your team (which I won't always have, by the way) to kill stuff.

Also, if you're trying to cap positional defences, why are you taking Scorpion Shield? It's S/L/E, right?

So, yeah. Anyone got any insight into the early career of Traps/Sonic.


 

Posted

Quote:
Originally Posted by AnElfCalledMack View Post
Uh... thanks, but not quite what I was looking for. I *like* /Sonic, and I want to play it on a defender because of the high debuff values. Also, I'm interested in what powers are essential early, as opposed to the ones that can be put off for a bit. For example, I'm fairly sure Web Grenade is skippable unless you're trying to fight AVs, and so it's not really all that much help before about 20, in which case taking Caltrops at 1 and the second blast at 2 looks like a better way not to just rely on your team (which I won't always have, by the way) to kill stuff.

Also, if you're trying to cap positional defences, why are you taking Scorpion Shield? It's S/L/E, right?

So, yeah. Anyone got any insight into the early career of Traps/Sonic.
You know, maybe your right. But at least I took the time to post up the build and then rework it..

Its a bit more then you did..

Okay so lets do it this way. Your so smart then use the search option. This question has already been asked and answered at least a dozen times. And several times in the past week or so. Don't be so lazy that you can't flip back 4 or 5 pages.

Further are you asking for help or just looking for a pat on the back to reaffirm your own statements ?

Umm does that work for you now..


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

I leveled to 50 very fast on my traps sonic on little influence.

The only attacks you really need for leveling are shriek, scream, howl, and amplify for de-buffing. Grab everything from traps as soon as it becomes available. shirek and scream are easily chainable but not the best dps.

Triage beacon can be put off for a while but make no mistake it is 250% regen and you can have two of them out later. This is a cornerstone of your layered defense.

At 18 you get seeker drones which give you the classic traps opening (seeker take alpha>poison>Acid mortar), and when you get trip mine at 26 allow for toe bombing.

Slot for recharge. Franken slot as soon as you can. Hasten is useful as is the leadership pool. Grab a resist shield and your tough as nails. If you go villain you can get scorpion shield and easily soft cap smashing/lethal. Seeker drones add

Before you get to so's alternate between poison trap and acid mortar on quick moving teams. With Sonic you can howl every group so your debuffing -20 resist every group, regardless of your recharge.

You destroy AV's on a team before IO's. Join TF's, you will be a great asset with +def, regen and the debuffing. PGT makes Reichman cry. It will make Ghost widow, mako, and black scorpian simultaneously throw up.


 

Posted

Thanks, Late4Party. That's exactly what I was looking to hear - I'd thought Howl was skippable, but I was forgetting about Acid Mortar's AoE, and of course teammates. Should be a great help.


 

Posted

Quote:
Originally Posted by AnElfCalledMack View Post
Thanks, Late4Party. That's exactly what I was looking to hear - I'd thought Howl was skippable, but I was forgetting about Acid Mortar's AoE, and of course teammates. Should be a great help.
Unfortunately Howl is the only note worthy AOE you will get. Well that and trip mine.


 

Posted

I'd definitely take Caltrops and the 3 blasts out of the choices at the beginning, maybe putting off Entangling and Beacon for forever.

The only rub I really see with Sonic is the cone AoEs don't jibe particularly well with the PGT/Acid/Trip Mines, since you want those roughly in the center of the spawns.

Even though their damage is unimpressive, I'll put in a plug for Siren's Song and Shockwave for their utility, especially soloing.


 

Posted

The problem with Siren's song on a traps is that you usually want to start with seeker drones which does damage. Then you drop acid mortar which damage in an AE, and leaves a dot.

Traps doesn't need siren's song when solo except maybe as an ambush stopper. That's only if acid mortar hasn't dot'd them up yet. In that situation you may have grabbed that aggro instead of acid mortar due to SS damage. Starting a fight with SS>trip mine is ok. What you want is an AE immobilize. PGT is a guaranteed stun already though.

Shock wave is fun! On that note, your better off dropping caltrops when you would like for them to get away from you. Now for the bad in acid mortar. It debuffs defense so fast that everything runs away. Knock back would probably make it more likely for them to run out of your set up area.

On a side note I haven't played my traps solo since before the vigilance changes. With Assault, I'm sitting at 50% damage bonus!