Traps/AR i19 Build
Hey Tatum,
How do you like this character? Creating a new character and I'm trying to decide a couple of things. If I do AR with traps, which way should I go? Defender or Corruptor? What are the benefits with going defender over corruptor?
I mainly solo with my characters, but I want to team up a little more (30% of my playing time) because this character is created to play with my SG.
Also, if I went defender, could I solo AVs and GMs with these two powersets?
Thanks,
dar
I love it. I've been playing on and off since i2. I've always gravitated towards Defender's, Corruptors, and Tanks. Traps is my absolute favorite. I have a 50 AR/Trap Corr I played a lot on before they ported Assault Rifle over to Defenders. Solo with the new damage buff to defenders I've found I solo just as well with the defender as I did with the corr. On teams you will notice a drop in your damage output but its really not that big of a deal. On large skilled teams my attack chain is something like: IGNITE, IGNITE, IGNITE, IGNITE, Full Auto, IGNITE...... hahahaha
A Corr plays the same way except you get to throw Flamethrower into it. Flamethrower I skipped on the Defender. Full Auto is already a super long animation and with the lower dmg on teams I found myself aiming it at a mob only to hose down the last dying enemy anyway. On teams the Defenders greater debuff/buff numbers shine and you be spending a large portion of your time laying those out. Traps I feel is the king of debuffs. Some may dissagree but I solo AV's without a problem. Ignite is really that damn good when combined with -60% resistance (2acid Mortar's and Achillies Proc) and its all pure fire dmg.
I'd say either one Defender or Corr are great. I personally like being more survivable as a defender and bringing the stronger debuff/buffs to a team. That said it's very nice as a Corruptor to get your main attacks sooner.
Thanks for the reply! I mainly play melee characters... or rather, I mainly play tankers since I have 6 that are 50 and a couple of scrappers thrown into the mix. So I wanted to try something different. A defender is the only hero character that I don't have at level 50, so that is why I'm thinking about it. But two things have me worried.
One, I played a defender to level 35 and got bored of it because of his weak output of damage and my lack of being able to protect myself well. Well it was a FF/Energy and that was way back in at launch till i3.
The other is I have a Arch/Dev blaster that I got bored with because of how weak Devices is for me. All the placing of traps, setting up battles and the like. The thing that interests me about Traps though is the ability to solo AVs and GMs when fully tricked out. Even though I think I'll rarely be able to do it since it would be kinda boring.
So I'm thinking the traps portion seems to have great buffs and debuffs, but will I feel like I'm moving slowly with all the setting up I will have to do. I guess only one way to find out.
Oh and are you able to "farm" with this? Actually, what I really mean is are you able to kill quickly with this combo.
I think you will really dig it. You have Mez protection and your in melee most the time. Being a tanker you know how to herd and corner stack. Caltops to stop them, Poison trap to lock them down, Ignite to burn them up. I do farm with mine for fun.....Is it a SS/Frie brute?......no. Farm -1x8, +0x8, +1x8 is about its limit solo. In my build above my M30 granade launcher is slotted for range. This is a AoE pull tool to grab entire mobs aggro while your still burning up the 1st mob. Played right thier really isnt much waiting to set up. You should cap yourself to incoming dmg and constantly be running right into the mobs. Seekers/Poison/Acid/Attack... wash, rinse, repeat. Pull into existing traps when you can....meaning if your already set up fire off a shot into the next mob or 2 and let them come to you.
Yeah, I've been searching a lot in the forums for the last couple of weeks just trying to make sure I make the right decision. I tend to create just a few characters and play them extensively (badge collection, soloing, etc.) and I don't typically like to create the "popular" builds. For example, the only character I have with fire is my very first character: Fire/Energy Melee tank.
So the play style seems to appeal to me. And I do see a few people stating what you recommend, using the M30 to pull groups, which sounds like fun. With all the tools that Traps have, plus getting a Stealth IO with SS, I should have no fear jumping into a group.
Oh and as for farming, I tend to just run regular missions at x8. I would get bored doing the same map over and over, and I like to progress my character's story. So thanks for the info, I'll be giving this a go this weekend!
Oh one more thing. Is it possible to place a trip mine, then jump out and full auto or flamethrower before the mine goes off? Just wondering if that works in my mind since trip mine doesn't go off immediately. I may not need the extra damage, but just curious.
Trip Mine goes off fast and it does cause KB. Maybe you could experiment with placing the mine in front of the mob, target the enemy furthest in the back of the mob and as you superspeed away make a high speed jump and fire off Full Auto. You should hit everyone in the group and land hopefully out of thier range to strike back causing them to advance and trigger the mine. I'd say what your suggesting is the perfect way to use Time Bomb but just dont do it.... stay away from that power like the plague. The time it takes to set it will seriously have you pulling your hair out. Seriously even solo when you "could" make time bomb work for you..... you'd be better off putting your mouse down and stabbing toothpicks into your eyes. Buffing your Force Field Gen with med pools Stimulant would be more perductive.
Tatum another poster posted a build that was full positional defense capped. I moved some stuff around to make it cheaper and pick up some different sets.. EG I picked up world of confusion which I think will be great to add to the chaos and help mitigate the damage as well.
I'm at level 43 with it atm.. I have no complaints
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
: Level 50 Science Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(21), Enf'dOp-EndRdx/Immob(31), Enf'dOp-Acc/Immob(43)
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(43)
Level 2: Caltrops -- Slow-I(A)
Level 4: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(5), Mrcl-Heal/Rchg(5), H'zdH-Heal/Rchg(37)
Level 6: Acid Mortar -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(7), ExVuln-DefDeb/Rchg/EndRdx(7), Achilles-ResDeb%(13)
Level 8: Force Field Generator -- RedFtn-Def(A), RedFtn-Def/EndRdx(9), RedFtn-Def/Rchg(9), RedFtn-Def/EndRdx/Rchg(25)
Level 10: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Poison Trap -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(19), NrncSD-Acc/EndRdx(19), NrncSD-Hold/Rng(42), NrncSD-Acc/Hold/Rchg(42), NrncSD-Dam%(43)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Seeker Drones -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), DarkWD-Slow%(25), DarkWD-ToHitDeb(40), DarkWD-ToHitDeb/Rchg(42)
Level 24: Boxing -- Acc-I(A)
Level 26: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 28: Flamethrower -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/Rng(29), Det'tn-Dmg/EndRdx/Rng(29), Det'tn-Acc/Dmg(33), Det'tn-Dmg/Rchg(33)
Level 30: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(33), RedFtn-Def/Rchg(45), Krma-ResKB(46)
Level 32: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(37), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(46)
Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/EndRdx(36), Posi-Dam%(37)
Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Dam%(40)
Level 41: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(46), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48)
Level 44: Mass Hypnosis -- RechRdx-I(A)
Level 47: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(48), Aegis-EndRdx/Rchg(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
Level 49: World of Confusion -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
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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
I'd say what your suggesting is the perfect way to use Time Bomb but just dont do it.... stay away from that power like the plague. The time it takes to set it will seriously have you pulling your hair out. Seriously even solo when you "could" make time bomb work for you..... you'd be better off putting your mouse down and stabbing toothpicks into your eyes. Buffing your Force Field Gen with med pools Stimulant would be more perductive.
|
And no, I wouldn't even dream of using Time bomb. I had first hand experience from using it on my blaster. I didn't know how long it would take for the trip mine to go off once you set it so that may be a no go. Just trying to find a new way of using trip mine.
Right now, I'm thinking of just going with the first 7 powers (on the fence with Triage). Everything else looks good to go.
That build is nicely defensive Plainguy, is this mainly a group build? If you solo a lot with it, how does that go for you? It seems that even if you do end up killing slow, you are doing that very safely.
Heh heh.
And no, I wouldn't even dream of using Time bomb. I had first hand experience from using it on my blaster. I didn't know how long it would take for the trip mine to go off once you set it so that may be a no go. Just trying to find a new way of using trip mine. Right now, I'm thinking of just going with the first 7 powers (on the fence with Triage). Everything else looks good to go. That build is nicely defensive Plainguy, is this mainly a group build? If you solo a lot with it, how does that go for you? It seems that even if you do end up killing slow, you are doing that very safely. |
I have to say for me the heal / Recharge combo for Triage Beacon is very handy. I do notice the difference when I have out and when it goes away. Even if I do get hit the moments the mobs go back to missing I can notice the health regen kick in. Nutshell I am healing up to max very fast with small hits.
Also I am finding Mass Hypnosis handy, even if I use it to pause the mobs for a split second when they are standing on the Caltrops. The nice thing about it is anyone out of the caltrops will at least be mezzed. Which lessens the amount of attacks on me.
I think World of confusion will be great to help mitigate the damage even more.
In a group I do the normal let the tank lead then move in behind him and lay down all my stuff. Though I usually drop Triage beacon behind the tank where he will be at the edge of the aura. This gives the squishy players a bit of leeway and not drag them into the AOE hits or what not.
I offer to use seeker drones to absorb the aggro before the tank moves in, but usually they don't really care. Personally I find it silly not to let the seekers take the nice big alpha but to each their own.
I have several traps toons so I'm comfortable using the set. Without a doubt once I pick up the mind over body I can do +1 +8. Which is what I am doing with my other trap toons. I can do higher, but at slower rate.
With health and stamina going inherit. I am going to assume no extra slots will be given out. So I will probably just pick up assault for extra DPS and maybe SS with a stealth IO.
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
My build is only a fraction away from being capped positionally to everything. Just as you said when a string of hits come through just pop a purple which is exactly what I do. I sacrificed IO set bonus defense with this build for pure +recharge and I like how it plays its a little more "on the edge" of survivability. As you said with Triage Beacon it really does work and unless you go the route of Med pool Aid Self I think Darminiam you will find its a must have for solo'ing AV's. It's a defense set, you have near full Mez protection but the fact is you need something to help your green bar. With the high recharge in my build I can get 2 Triage Beacons out. Thats a whopping almost +600% Regen. The build above is set pretty much in stone for me but like you Plainguy I have multiple Trap characters. I'm really intrested in how World of Confusion will play out. I have a Trap/Dark Defender sitting around lvl40 right now and I'm very intrested to hear your results Plainguy. I'm a fan of Proc's and WoC can take quite a few =) So please report back here after you've had some playtime with it I'd love to hear how it works even with just a base slot.
Also another thought..... do either of you guys play on Freedom? I know its been done before but I never had the chance to play on a all Trap team maybe we could work something out. All Trap Strike/Task force sometime.
Good to know. I was going to ask about using Psychic Mastery. I was thinking of either picking up Dark Mastery, or going over to the other side and picking up Mace Mastery for the AoE Immob and the shield. Then there is Power Mastery... so many choices. Let me know how Psychic Mastery works for you. It will be a while before I get there since I'm playing this character mainly with the SG for the first 20 or so levels.
I was thinking of skipping Triage Beacon, or probably grabbing it at level 49 just to have it, but I may rethink that. It seems that both of you are advocating grabbing it, so I will. I wasn't planning to grab the medicine pool.
If I build this character without the Fitness pool, then I should be able to grab everything I want. I'm also working to have high recharge too and will probably grab what I can from other characters to make this work.
Hey Tatum, unfortunately, I'm over on Virtue , but thanks for the info!
Exactly....once i19 goes live it will open things up a bit for us. Also as I said with all our defense and mez protection it only takes a little bit of help with the green bar to go a long way. I think you can get Triage out Perma with 1 or 2 slots. Not much is needed but it is a "Pro-active" power not reactive. If you think your gonna need it drop it out early dont wait till your hurt and think its gonna save you.
Here is my i19 build ready and waiting to respec for the next issue release. Not much has changed. I've removed fitness and added in Manuvers, Snipe, and Phase Shift.
I shuffled a few things around to allow the slotting of Snipe (Good Set bonus and its just a fun power for me). I'm capped to Smash/lethel/energy/negative/Ranged (I always carry purple insps to fight off defense debuffs), and +100% global recharge.
I have 1 slot I can play with if needed (Removing the basic IO recharge in "Full Auto" for a 2nd End Mod in Stamina).
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
i19 Build: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Caltrops -- P'ngTtl--Rchg%(A), P'ngTtl-Rng/Slow(3), TmpRdns-Rng/Slow(17), ImpSwft-Rng/Slow(34), Slow-I(37)
Level 1: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Achilles-ResDeb%(40)
Level 2: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(42)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(40), FrcFbk-Rechg%(43)
Level 6: Acid Mortar -- ShldBrk-Acc/Rchg(A), AnWeak-Acc/Rchg(7), AnWeak-Acc/Rchg/EndRdx(11), Achilles-ResDeb%(19), Dev'n-Hold%(43), Apoc-Dam%(45)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(21)
Level 10: Web Grenade -- GravAnch-Immob(A), GravAnch-Immob/Rchg(11), GravAnch-Acc/Immob/Rchg(21), GravAnch-Acc/Rchg(25), GravAnch-Immob/EndRdx(43)
Level 12: Poison Trap -- Lock-%Hold(A), Lock-Rchg/Hold(13), UbrkCons-Dam%(13), UbrkCons-Hold/Rchg(23), BasGaze-Slow%(23), BasGaze-Rchg/Hold(45)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Stealth -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33)
Level 18: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(25), Cloud-Acc/EndRdx/Rchg(27), Cloud-ToHitDeb/EndRdx/Rchg(48)
Level 20: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(27), GA-3defTpProc(33)
Level 26: Trip Mine -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(46), Armgdn-Dmg/EndRdx(46)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 32: M30 Grenade -- Range-I(A), Range-I(33)
Level 35: Ignite -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Dmg(36), Ragnrk-Knock%(37), Acc-I(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(46)
Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Web Envelope -- HO:Endo(A), HO:Endo(45)
Level 47: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Acc/ActRdx/Rng(48), Mantic-Dmg/EndRdx(50), Mantic-Dmg/ActRdx/Rchg(50), Mantic-Dmg/EndRdx/Rchg(50)
Level 49: Phase Shift -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
------------
Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 6% Defense(Smashing)
- 6% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 9.44% Defense(Energy)
- 9.44% Defense(Negative)
- 6% Defense(Psionic)
- 6% Defense(Melee)
- 9.13% Defense(Ranged)
- 6% Defense(AoE)
- 4.5% Max End
- 81% Enhancement(Accuracy)
- 100% Enhancement(RechargeTime)
- 45.8 HP (4.5%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 5.25%
- MezResist(Sleep) 5.25%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 22.5% (0.38 End/sec) Recovery
- 74% (3.14 HP/sec) Regeneration
- 10.7% Resistance(Fire)
- 10.7% Resistance(Cold)
------------Set Bonuses:
Pacing of the Turtle
(Caltrops)
- MezResist(Sleep) 2.75%
Decimation(Burst)
- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
Numina's Convalescence(Triage Beacon)
- 12% (0.51 HP/sec) Regeneration
Positron's Blast(Buckshot)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
Analyze Weakness(Acid Mortar)
- 10% (0.42 HP/sec) Regeneration
Luck of the Gambler(Force Field Generator)
- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
Gravitational Anchor(Web Grenade)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Lockdown(Poison Trap)
- 3% DamageBuff(All)
Unbreakable Constraint(Poison Trap)
- 4% (0.07 End/sec) Recovery
Basilisk's Gaze(Poison Trap)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Luck of the Gambler(Stealth)
- 7.5% Enhancement(RechargeTime)
Cloud Senses(Seeker Drones)
- Status Resistance 2.5%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
Luck of the Gambler(Grant Invisibility)
- 7.5% Enhancement(RechargeTime)
Steadfast Protection(Tough)
- 1.5% (0.03 End/sec) Recovery
- Knockback Protection (Mag -4)
- 3% Defense(All)
Gladiator's Armor(Tough)
- 3% Defense(All)
Armageddon(Trip Mine)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Luck of the Gambler(Weave)
- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
Luck of the Gambler(Maneuvers)
- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
Ragnarok(Ignite)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Positron's Blast(Full Auto)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
Luck of the Gambler(Scorpion Shield)
- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
Sting of the Manticore(Sniper Rifle)