Traps/Ar


InUse

 

Posted

Could someone help me with a level 30 IO build for traps please.

I have read that there are some IOs that you can get at 30 that are pretty good. Still kind of new so the set things are still pretty confusing.

I have seen some builds by Tantum but not sure how or if I could make these work at 30 or if there are parts of them I could make work.

Thanks again.


 

Posted

Quote:
Originally Posted by InUse View Post
Could someone help me with a level 30 IO build for traps please.

I have read that there are some IOs that you can get at 30 that are pretty good. Still kind of new so the set things are still pretty confusing.

I have seen some builds by Tantum but not sure how or if I could make these work at 30 or if there are parts of them I could make work.

Thanks again.
I can work a build up for you but I need to know are you level locking at 30? Or do you just want a lvl30 working build to continue leveling? I say this because I'll slightly overslot some powers if your locking into level 30 in order to max enhancements. Otherwise I can just show you a toned down version of a defense capped Trap/AR build and show you what to work for slowly as you level. Also need to know do you plan to solo mostly? team? or both?


 

Posted

Thanks Tatum.

I want to get to 50 never been there before.

I want to try and group as much as possible. I seem to enjoy the game much more while working with others.

I am only 25 right now but I read somewhere like you are saying that I could put together a decent IO set build at 30.

I have all my trap powers except for the last two.

Running Leadership and combat jumping as well.


 

Posted

Quote:
Originally Posted by InUse View Post
Thanks Tatum.

I want to get to 50 never been there before.

I want to try and group as much as possible. I seem to enjoy the game much more while working with others.

I am only 25 right now but I read somewhere like you are saying that I could put together a decent IO set build at 30.

I have all my trap powers except for the last two.

Running Leadership and combat jumping as well.
Ok gimmi a few min's and I'll work one up. Is a /respec out of the question? I feel you'd be better served with taking the fighting pool 1st before you take leadership. I myself am putting Leadership off till issue19 when we get the fitness pool as an inherent.


 

Posted

Trap/AR will really open up alot next issue allowing us to move up 3 key powers into the teens and twentys without having to jam fitness into the mix. If you plan on team lots I'd say focus on being a Trapper and forgo some of your offense. If you have access to Ninja Run or dont mind making due with Temp travel powers I'd do this build below. The differance between lvl30 IO's and lvl50 really isnt much and will make you more exemplar friendly when dropping down to run TF's. Start bidding low for some of these IO sets now and start slotting once you hit lvl27.


Note: In this build your starting to get closer to the defense cap but still have a ways to go. For the most part 1 small purple luck inspiration will cap you Vs most of the attacks so I'd recommend you stop occasionally at a AE bldg/ Arena/ Contact and fill your tray with small lucks.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 33 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting

Hero Profile:
Level 1: Web Grenade -- Enf'dOp-Acc/EndRdx(A)
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Dmg/Rchg(15)
Level 2: Caltrops -- ImpSwft-Rng/Slow(A)
Level 4: Buckshot -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(5), Det'tn-Dmg/Rng(5), Det'tn-Dmg/Rchg(15), Det'tn-Dmg/EndRdx/Rng(17)
Level 6: Acid Mortar -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-Acc/DefDeb(7), ShldBrk-Acc/Rchg(7), ShldBrk-DefDeb/EndRdx/Rchg(23)
Level 8: Force Field Generator -- S'dpty-Def/EndRdx(A), S'dpty-Def(9), S'dpty-Def/EndRdx/Rchg(9)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(13), Lock-Rchg/Hold(17), Lock-EndRdx/Rchg/Hold(19), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-%Hold(21)
Level 14: Triage Beacon -- RgnTis-Heal/Rchg(A), H'zdH-Heal/Rchg(27)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(23), Cloud-Acc/EndRdx/Rchg(25), Cloud-ToHitDeb/EndRdx/Rchg(25)
Level 24: Kick -- KntkC'bat-Knock%(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27)
Level 28: Flamethrower -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(29), Det'tn-Dmg/EndRdx(29), Det'tn-Dmg/Rng(31), Det'tn-Dmg/EndRdx/Rng(33)
Level 30: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def(31), S'dpty-Def/EndRdx/Rchg(31)
Level 32: Trip Mine -- Empty(A)
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
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:

  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 7.38% Defense(Fire)
  • 7.38% Defense(Cold)
  • 7.38% Defense(Energy)
  • 7.38% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 8% Defense(Ranged)
  • 11.8% Defense(AoE)
  • 2.25% Max End
  • 7% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 4% FlySpeed
  • 15.3 HP (1.5%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 7.2%
  • MezResist(Immobilize) 5%
  • MezResist(Sleep) 8.3%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 5%
  • 6% (0.1 End/sec) Recovery
  • 8% (0.34 HP/sec) Regeneration
  • 3.75% Resistance(Energy)
  • 4% RunSpeed
  • 2% XPDebtProtection



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Posted

Awesome sir. Thank you so much!

Quick question on cones please.

I understand the concept of backing off and targeting the mob furthest from me but I am losing track of my mouse in the heat of battle is there a better way to accomplish this?

Also a question on shotgun. How do you manage the knock back in a group environment?


 

Posted

Quote:
Originally Posted by InUse View Post
Awesome sir. Thank you so much!

Quick question on cones please.

I understand the concept of backing off and targeting the mob furthest from me but I am losing track of my mouse in the heat of battle is there a better way to accomplish this?

Also a question on shotgun. How do you manage the knock back in a group environment?
Targeting the mob in back works great but the best thing you can do is just get used to the range. Head over to a low level zone and practice on green/grey mobs. As with any KB power try and do things like..... Aim at walls, let the rest of the team unload the major AoE's 1st, use your Shotgun to clean up, or sometimes even back up more than you need and use Shotgun to knock mobs back into the pile that have advanced on you farther than you'd like. Also once you hit the higher lvls fighting +3/+4 mobs your Knockback will turn into knockdown. I personally have Buckshot and M30 granade in my build, Buckshot is definatly the easier one to use and manage.