*Traps*


Broken Voltage

 

Posted

For sometime now I fancied a traps something, and I have been checking some figures on mids, which may be wrong but I thought i'd ask about it, and generally if I want a trapper am I better to go with Corruptor, Defender or Mastermind ?? (p.s - I dont fancy the mm option) so here's is my comparison... I am leaning towards a Corr for the damage as it's much greater than defender dmg... isn't it ???

Web Grenade - Defender one lasts longer 5sec, otherwise it's same
Caltrops - Corr + Defender versions exact same
Triage Beacon - Corr + Defender versions exact same
Acid Mortar - 6% less -def and 6% less -res on corr than def option
FFGenerator - Corr + Defender versions exact same
Poison Trap - Corr + Defender versions exact same
Seeker Drones - Slightly less -tohit on corr version by like 1.5%
Trip Mine - Defender dmg 126 Corr Damage 194 otherwise same
Time Bomb - Defender dmg 180 Corr Damage 268 otherwise same

So is it just me, or does the corruptor have a huge advatage over the defender when it comes to trapping??

If I got this wrong please tell me how.


Consciousness: that annoying time between naps.

 

Posted

I'll check numbers when I get home, but as far as I know defender version of FFG have higher defense value.
For solo play they have about same damage, but corruptor gets + scourge.


"If you want to win you must not lose."
"Easiest way to turn defeat into a victory is to put on the enemy's uniform"
"Better strategic retreat than dishonorable defeat"
- Il Numero Uno (The Number One)

 

Posted

Quote:
Originally Posted by CatAstrophy View Post
I'll check numbers when I get home, but as far as I know defender version of FFG have higher defense value.
For solo play they have about same damage, but corruptor gets + scourge.
Oh ye your right there is 10% on Corr and 13.3% on def before ench...

Just make my choice harder xD


Consciousness: that annoying time between naps.

 

Posted

Defenders don't have fire blast. Yet.


 

Posted

Ditto for me, I'll show you my builds.


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and Def.

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Have the temp version for fitness, fyi.


 

Posted

This is my build for a Dark/Traps, Capped to all positions still pretty good Recharge and attack chain will consist of DarkBlast, LifeDrain, Thunderstrike, Sands of Mu and poss Staff...

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Consciousness: that annoying time between naps.

 

Posted

Let's say I'm setting out to soft-cap to... an as yet undetermined damage type or position.

The building blocks would be FFG, Maneuvers, Weave and Combat Jumping. Not that all of these, but FFG, are required, but they're easily accessable. Here's base values and max ED enhanced values.

Code:
	corr	def	mm		corr	def	mm
ffg	10	13.3333	10		15.5	20.6666	15.5
man	2.625	3.5	2.625		4.06875	5.425	4.06875
weave	4.25	5	4.5		6.5875	7.75	6.975
cj	2.125	2.5	2.25		3.29375	3.875	3.4875



	19	24.3333	19.375		29.45	37.7166	30.03125
The Def has to find 8 points to soft-cap, easy enough, especially with a 3% Def IO.

Of course the Corr could just take Scorpion Shield and call it a day, but that doesn't provide as much coverage as capping to melee, aoe and range.

Also note the Def provides 5% more for the team (25 to 20). Not trivial.

One more - if you're primarily soloing, the recent buff to Defender damage is something to consider too.

For the record, I've got lvl 50 Traps for all 3 ATs, including 3 MMs. I definitely consider the MMs the most powerful users of Traps. I know you said you didn't want MM, but I'm just sayin...


Global = Hedgefund (or some derivation thereof)

 

Posted

I have a Robots/Traps MM at 44, and my Traps/Rad Defender just hit 35 last night. It is a fun set . . . not exactly tailored to the "steamroller" kind of team, but fun.

My Traps/Rad defender is a bit of a theme character, named after the ultimate gadget guy, Ron Popiel. I helped out on the "protect the Henges" mission in Croatoa last night, which was so much fun on a Traps guy. I was happy laying out my Field of Death between waves, and then luring groups of Red Caps in to go BOOM.

Early on, I even got to use Time Bomb effectively . . . while the rest of the team fought one group, I went off to the side (Super Speed with a Stealth IO) and did the slow drop of Time Bomb. Then, just before it went off, I dropped Acid Morter to draw them closer and debuff the group. Worked great!

I consider full invisibility to be essential. So I saved my Hero Merits to get a Celerity Stealth in Super Speed as soon as I could.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Of course the Corr could just take Scorpion Shield and call it a day, but that doesn't provide as much coverage as capping to melee, aoe and range.
Just a small correction - Defenders can get Scorpion Shield now also.

Main reason I have more defenders then corruptors is because I like to take support powers earlier.

I'm not good at builds, but you might consider taking tentacles (maybe instead SJ), since enemies tend to run away and web grenade + caltrops sometimes isn't enough to keep them from running.


"If you want to win you must not lose."
"Easiest way to turn defeat into a victory is to put on the enemy's uniform"
"Better strategic retreat than dishonorable defeat"
- Il Numero Uno (The Number One)

 

Posted

Quote:
Just a small correction - Defenders can get Scorpion Shield now also.
Just a further correction to the small correction, nowhere did I say (or imply) Defenders couldn't get Scorpion Shield. I was merely pointing out that a Corruptor could make up the disparity between Defender and Corr +Def values by selecting it, if only for 3 damage types.


Global = Hedgefund (or some derivation thereof)

 

Posted

I've been running a traps/sonic defender, and as long as I can get a group, it's AMAZING. Only level 23 so far, but I'm having a blast. I do need more defense because I seem to spend far too much of my time soaking new groups. But it's fun!


 

Posted

Quote:
Originally Posted by Donna_ View Post
For sometime now I fancied a traps something, and I have been checking some figures on mids, which may be wrong but I thought i'd ask about it, and generally if I want a trapper am I better to go with Corruptor, Defender or Mastermind ?? (p.s - I dont fancy the mm option) so here's is my comparison... I am leaning towards a Corr for the damage as it's much greater than defender dmg... isn't it ???

Web Grenade - Defender one lasts longer 5sec, otherwise it's same
Caltrops - Corr + Defender versions exact same
Triage Beacon - Corr + Defender versions exact same
Acid Mortar - 6% less -def and 6% less -res on corr than def option
FFGenerator - Corr + Defender versions exact same
Poison Trap - Corr + Defender versions exact same
Seeker Drones - Slightly less -tohit on corr version by like 1.5%
Trip Mine - Defender dmg 126 Corr Damage 194 otherwise same
Time Bomb - Defender dmg 180 Corr Damage 268 otherwise same

So is it just me, or does the corruptor have a huge advatage over the defender when it comes to trapping??

If I got this wrong please tell me how.

Defenders Have the highest Buff debuff Values as Buff/Debuff is always their primary set.

Corruptors and Masterminds have lower buff/debuff(secondary) but are basically equal in values. Masterminds do less damage because they have pets(more damage overall via multiple sources).


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU