What makes a good pair for Traps?
I'm currently in awe of how fun my Traps/DP is.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Traps goes pretty well with anything really. Traps/Ice is a good choice for extra mitigation having several powers that stack well with Traps. Traps/Sonic is probably the highest damage combo. The other sets are somewhere in between.
Ok so the ancillary question on this becomes, which trap powers are must haves, good, and eh.
Most sets it seems pretty easy to dismiss several of the powers. I can't find that here which is a nice thing. I19 will be a boon for character building for a Traps as far as I can tell.
Don't want:
Web Grenade
Time Bomb
Everything else ?
Ok so the ancillary question on this becomes, which trap powers are must haves, good, and eh.
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Force Field Generator
Acid Mortar
Poison Gas Trap
Seeker Drones
Situational/Personal Preference:
Web Grenade (becomes must have if paired with Assault Rifle)
Caltrops (is very useful but you can manage without it)
Triage Beacon (becomes must have if you do Hamidon Raids)
Trip Mine (utility varies somewhat depending on solo/team, how much patience you have and how much AoE you get from your blast set)
Don't Bother:
Time Bomb
Talen_Lee: Taking absorb pain is like branding 'H' on your forehead. Which stands for 'Failure'
Scarf_Girl: ever since I six slotted my Rp with cyber/emo Hami-O enhancements they haven't been able to touch me
I enjoy my traps/dark a good deal. Tenebrous tentacles really fit with the other traps. Web grenade is tremendous in AV fights. You can immobilize AVs and keep them from running around and adding extra spawns.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Web Grenade works real well with Ignite.
I love traps/AR, and it's only gotten better as I've leveled up.
So I have come up with an I19 build for Traps/Ice and would like input on it.
The basis is softcap to all positions with near perma hasten.
Besides looking for general input, I am curious about the following in particular:
(1) Would Assault be a better choice than Triage Beacon? If I took Triage would I need to slot it better?
(2) Can I replace Combat Jumping with Stealth? If so, will I remain softcap after being discovered?
(3) Is there anywhere that you see slot efficiency that I am wasting?
(4) If I take hover, can I still use traps powers? Or are they ground only?
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
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Widgetess: Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Ice Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Caltrops -- ImpSwft-Dam%(A), Posi-Dam%(40), TmpRdns-EndRdx/Rchg/Slow(40), P'ngTtl-EndRdx/Rchg/Slow(46)
Level 1: Ice Bolt -- Dev'n-Acc/Dmg/EndRdx/Rchg(A)
Level 2: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(3), Decim-Dmg/Rchg(13), Decim-Acc/Dmg/Rchg(15)
Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(11)
Level 6: Acid Mortar -- ShldBrk-%Dam(A), LdyGrey-%Dam(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(34)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(29)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(25)
Level 12: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-EndRdx/Rchg/Hold(15), BasGaze-Acc/EndRdx/Rchg/Hold(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(40)
Level 16: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 18: Seeker Drones -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(36)
Level 20: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(23)
Level 22: Boxing -- F'dSmite-Acc/EndRdx/Rchg(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27)
Level 28: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 30: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 32: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 35: Bitter Freeze Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(46)
Level 38: Combat Jumping -- LkGmblr-Def(A), Ksmt-ToHit+(43)
Level 41: Dark Consumption -- Efficacy-EndMod/Acc(A), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc/Rchg(43), Efficacy-EndMod/Rchg(50)
Level 44: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(45), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(46)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 2: Ninja Run
Before you dismiss web grenade completely, read the power description carefully. Note the -50% recharge it imposes. That can be VERY handy against something you're having trouble wearing down.
I like the utility of web 'nade, it keeps runners inside the DoT AoEs.
It also takes one of the cheapest purple sets.
Everyone seems so down on Time Bomb. I had to try it to see why everyone hates it so much, and I have found it to be fun solo.
With Super Speed and a Celerity Stealth IO, I can run into the middle of a group and set it up with no problems. Just when it starts to blink quickly, I drop an Acid Morter to draw aggro, then back up to pop my FFG and a Poison Trap with Caltrops. Then a Trip Mine.
The Morter draws some aggro and debuffs Resistance and then the Bomb goes BOOM, killing off most of the lower level foes. The few left, if they come after me they get caught in the Poison/Caltrops area and I can toe bomb them and blast with my Rad blasts. It may not be fast, but it is fun.
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
Traps time bomb is still better than Mastermind's Poison>poison trap. THAT's the dud of the last 78 months.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
I think Web nade might be particularly useful for dealing with AVs and elite bosses, since they don't tend to resist immobs like they do other mezzes.
I am currently leveling a Traps/Ice, but wondering if there are better pairings out there? I pretty much rely on Frost Breath and Ice Storm for damage and throw my holds to keep bosses where they should be. Wondering about Sonic, Archery, or DP as they all bring benefits that might pair better.