/Traps
Assault Rifle is a thematic fit and Web Grenade makes it easier to use Ignite
Dark Blast's to hit debuffs stack well with Force Field Generator
Dual Pistol also fits well thematically and the FFg will help keep you safe during Hail of Bullets
Sonic Attack is always nice for resistance debuffs
To be honest the only blast set I would say doesn't mesh to well with Traps is Energy Blast. I'm sure it can work but the knockback makes it harder to keep enemies in the area of Caltrops and PGT plus using hover to turn KB into KD makes it ahrder to place traps (since most require you to be landed).
To be honest the only blast set I would say doesn't mesh to well with Traps is Energy Blast. I'm sure it can work but the knockback makes it harder to keep enemies in the area of Caltrops and PGT plus using hover to turn KB into KD makes it ahrder to place traps (since most require you to be landed).
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Arc #40529 : The Furies of the Earth
Knockback isn't much of an issue when Traps is paired with AR, so I doubt it would be a problem with Energy.
Put me down for Dark as well to pair with Traps. I have seen on some occasions Rad/Traps, which I might be willing to give a go.
I hear Archery works well with Traps but I can't say that I've ever seen it in action. I know you've already veto'ed it but Fire/Traps is a lot of fun. I'm doing Pistols/Traps now and it's been very effective and entertaining up through 30 so far.
DP and Traps were made to go together. Nuf said.
I think I'm gonna give DP another shot. Since I don't feel like starting a new thread, I was looking for input on power selection for an I19 DP/traps build. I haven't slotted the build because I didn't have the time to figure out if I should go for ranged or S/L softcap. So, build advice please.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols -- Empty(A)
Level 1: Web Grenade -- Empty(A)
Level 2: Dual Wield -- Empty(A)
Level 4: Caltrops -- Empty(A)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Empty(A)
Level 10: Acid Mortar -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Force Field Generator -- Empty(A)
Level 18: Executioner's Shot -- Empty(A)
Level 20: Poison Trap -- Empty(A)
Level 22: Acrobatics -- Empty(A)
Level 24: Maneuvers -- Empty(A)
Level 26: Piercing Rounds -- Empty(A)
Level 28: Seeker Drones -- Empty(A)
Level 30: Empty Clips -- Empty(A)
Level 32: Hail of Bullets -- Empty(A)
Level 35: Trip Mine -- Empty(A)
Level 38: Hasten -- Empty(A)
Level 41: Scorpion Shield -- Empty(A)
Level 44: Web Envelope -- Empty(A)
Level 47: Tactics -- Empty(A)
Level 49: Assault -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Chemical Ammunition
Only power I would say is pointless is Acrobatics. FFG provides quite a bit more Hold protection than Acrobatics and you can use a -KB IO to prevent most KB attacks.
You might also skip Pistols. Personally I find it useful to take all three single target blasts but I know a lot of people who skip the first one on Blasters/Corruptors. Since DP has Piercing Rounds you're in a better position to skip the first blast and still have a decent attack chain.
I'd switch Bullet Rain and Empty Clips. Personally I find that the lower Endurance cost and faster recharge of the cone attacks makes them more useful at low levels when slots are scarce.
Regarding Defense I've gone both ways on this. The advantage of ranged is that for a ranged character it's easier to boost with IOs than typed defense and you can take a S/L resistance shield giving you layered defenses. The advantage of S/L defense is that you can almost softcap with SOs (with Maneuvers and CJ taken but not slotted for defense you'll be at about 40%). If you only go for one defense category I'd lean towards S/L simply because Traps spends a lot of time in melee range and S/L covers a decent portion of melee attacks as well as some ranged attacks. One other downside of S/L defense for DP is that it won't stack with the bonus from Hail of Bullets but I would say that's a minor concern.
With Mace Mastery I'd try and take Summon Disruptor if you can just because who doesn't want a robotic spider? Plus with Traps you want to go for high global recharge anyway so you'll tend to get high uptime on it.
I don't doubt that this build can be improved, but keep in mind that I can't afford purple sets other than the immob one unless the price went up substantially.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(40), Dev'n-Acc/Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 1: Web Grenade -- Acc-I(A), Acc-I(5)
Level 2: Dual Wield -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(19), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
Level 4: Caltrops -- RechRdx-I(A), Posi-Dam%(5), Ragnrk-Knock%(7), ImpSwft-Dam%(7)
Level 6: Swap Ammo
Level 8: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/Rng(15)
Level 10: Acid Mortar -- Acc-I(A), RechRdx-I(11), RechRdx-I(11), Achilles-ResDeb%(13)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(15)
Level 14: Super Jump -- Jump-I(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/Rchg(17)
Level 18: Executioner's Shot -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(19), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46)
Level 20: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(25), Lock-%Hold(25)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(27)
Level 24: Tactics -- EndRdx-I(A)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 28: Seeker Drones -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(29), Cloud-Acc/Rchg(29), Cloud-ToHitDeb/EndRdx/Rchg(31), Cloud-Acc/EndRdx/Rchg(31), Cloud-%Dam(31)
Level 30: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-%Dam(34)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-%Dam(37)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Web Envelope -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(45), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(46)
Level 47: Summon Disruptor -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Dmg/EndRdx(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(3), Empty(3)
Level 1: Scourge
Level 4: Ninja Run
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Chemical Ammunition
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1424;709;1418;HEX;| |78DA8D94DB4E13511486F7B4C55A5A6C4B298702620FD09642A5579E2E4C042F482| |0E1188D1A9B110698A4692733C5C89D0FE0BDA778A5C107F018BDF21D347AE3291E| |1F411119F75AFFA6D478E324FDBF3D33FFAC7F75ED4EA7AF4C8484B87A5268E1F18| |AEE38E5F19A6DAF5BF59ADD32ADAF9A4BC22F84E86F5C2CCFE9D55563B938B1AE57| |CA33A653AF559C8EBDBBA7D657568A0BB66E39D1C9EA9A611BD57A7177119AA9D52| |AC52943B7CCEA6A78F764D9B09D35D36AE5F379CB3096A3BC9CAC5E361DF3925931| |EB1BBDA72D73A9B89732AD2F19529CBA616F74CBF6F2F2331811EA70BDE2AE44496| |4EF019B8CE1FB8C9F5AC3A789045FF20143B282A62A68A8D08E0A43A89045852D69| |F22A9FB7800A4F19FB8E78189BD2D12F72B25E0B1774DDAC5CFBF18CCFFF80CDFB1| |F028F18A1278C038F19DBF2B1808A08A0BBD64233422F64524C74CA9A414468C1B8| |C6157ED07E892E79A70D15445B8E9FF92DEF8761F684618E74005146413619554D4| |6AF4B6445FB6DC6F00DC6E84DE0166347A316608FBDF4506AC72BE00DA3FB35B0C5| |5389CA8EE288F7C611DF89F8CE08231163C4A4AF4B75DE95E4CE4764633D2AA907D| |34B607AC3985E09632B61887263452FEC2DBD9FB887BECFC017C6C1AFC037E03B23| |1F2145483F42920849222483900C4246A57D40D9077EF1373CB40DB8C00E2349BF9| |59210F224A5EC29D8D3B0A7614FC39E813D258730A8F66A105B3EF4172C69CBA969| |E630CD3CA699C734F398664DFA0A2AB7B0C811230BC02C30C7189D67D8D25E54F6E| |25B9ECBE177C07BE003A3F491D12EDB1C537B3586BDEAF335DE2FFAE1BBAE98FAE7| |CA8CAFF1A67934BEE269D2C93DBF1B8834DE351C297AA9D48574D33AD3B4FE8FE35| |968372330DB2A759E6491E40CC959927324E7492E905C242993B8CF1B4F878F52B3| |C7488E939C2089D35FD13572FA83528224219236920324619208498C24417287C4F| |D03ACC007E8| |-------------------------------------------------------------------|
I think this build is better, but still feel like there is some room for improvement.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg(5), Thundr-Dmg/Rchg(5)
Level 1: Web Grenade -- Acc-I(A), Acc-I(36)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9)
Level 4: Caltrops -- Posi-Dam%(A), Ragnrk-Knock%(36), ImpSwft-Dam%(36)
Level 6: Swap Ammo
Level 8: Empty Clips -- Posi-Dam%(A), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13)
Level 10: Acid Mortar -- Acc-I(A), RechRdx-I(15), RechRdx-I(25), Achilles-ResDeb%(34)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(15)
Level 14: Super Jump -- Jump-I(A)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
Level 18: Executioner's Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21)
Level 20: Poison Trap -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
Level 24: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(45)
Level 26: Piercing Rounds -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(27), Posi-Acc/Dmg(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29)
Level 28: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(37), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(40), Cloud-%Dam(40)
Level 30: Bullet Rain -- Posi-Dam%(A), Posi-Acc/Dmg(31), Posi-Dmg/EndRdx(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dmg/Rchg(33)
Level 32: Hail of Bullets -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Trip Mine -- HO:Nucle(A), HO:Nucle(50), HO:Nucle(50)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(42), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
Level 44: Web Envelope -- Acc-I(A), Acc-I(45)
Level 47: Summon Disruptor -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Dmg/EndRdx(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(37), Empty(37)
Level 1: Scourge
Level 4: Ninja Run
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Chemical Ammunition
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Maybe it's just me, but I'd swap haste and super jump. Between Ninja Run and a raptor pack, I could live without superjump at all to be honest, but I know that on my DP/traps, I'd have been hurting without the bonus recharge haste provides in the mid levels. 20-34 would have been a lot harder.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
I was going to say, I'd definitely find a way to get hasten earlier. I'm not the kind of person who thinks everyone should have hasten, but traps benefits greatly from it, especially earlier before you have lots of enhancement slots for recharge IOs.
I want to make a traps corr, but I can't decide on a primary. Fire/ and Ice/ are out as I've used both of those too many times already. I'm curious what others think on this.
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... Well, uhm.
Thematically, a lot of people like AR and Archery; for debuffs, sonic is awesome.
I know that fire/trap can take on an AV or a GM solo. What other /trap combos can do the same?
I know that fire/trap can take on an AV or a GM solo. What other /trap combos can do the same?
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Fire is just the best because it's got boatloads of damage so it does it fastest.
The Melee Teaming Guide for Melee Mans
I want to make a traps corr, but I can't decide on a primary. Fire/ and Ice/ are out as I've used both of those too many times already. I'm curious what others think on this.