First Time using Traps


anonymoose

 

Posted

I'm running a DP/Traps and trying to work up a build in Mids, but I'm not familiar with Traps. I've read in countless places that Time Bomb was pretty much a waste, but I was wondering on the usefulness of Seeker Drones. Are these a "Must have" or a "If you have room" power?


 

Posted

Seeker drones are good. The -tohit and stun they do is underwhelming but they also do -Damage. I would slot them for recharge and use them to take the alpha on big groups.

I do have a DP/Traps build but unless you want to farm on 0/x8 I wouldn't use it. Its soft caped to Melee Ranged, and AOE but it makes sacrifices to accomplish that.

No matter what you do I would put the +2 mag prock into PGT and a -Res prock into Acid Mortar.

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Captain Den'Rath 53* Merk/Traps MM, Rivona 50Energy Blast/Time Cor,Victoria Von Heilwig 53* Dual Pistols/Traps Cor, Crab Spider Webguard 53* SOA, Accela 53* Bot/FF MM,Valkyrie's Executor 53* Broadsword/Shield Def Scrap. On FREEDOM! @Knight Of Bronze
"Hypocrisy, the human inherent." "Let not this work be wasted, apply yourself always."

 

Posted

Quote:
Originally Posted by Phewmite View Post
I'm running a DP/Traps and trying to work up a build in Mids, but I'm not familiar with Traps. I've read in countless places that Time Bomb was pretty much a waste, but I was wondering on the usefulness of Seeker Drones. Are these a "Must have" or a "If you have room" power?
I personally consider them to be one of the "must have" powers, simply because they're useful in both solo and group situations. You're correct about time bomb -- it's horridly useless -- but seeker drones should only ever be described as hellishly useful. When solo, you've suddenly got a tool that can not only eat the alpha, but act as a stun while simultaneously debuffing the enemies' to hit and damage. When you're in a group, it's supplemental and can help a tank that is, perhaps, struggling a bit.


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

 

Posted

Quote:
Originally Posted by _Malk_ View Post
You're correct about time bomb -- it's horridly useless
ONLY on teams and when your concern is speed over all. Grab Stealth and, when you have enough Reward or Alignment Merits, a stealth IO. Then you can head into the middle of most spawns, lay down the Time Bomb, then back off and ready yourself to snipe a hard target or start casting your traps (such as a Trip Mine in case something survives and actually reaches you) when it's about to go off.

Yes, it's slow, but does massive damage (in a safer manner than most attacks), and doesn't crash you like the blast set nukes do.


 

Posted

Fair point, JD_Gumby. I stand corrected.


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

 

Posted

This is the live build for my lvl 50 DP/Traps corr:

Villain Plan by Mids' Villain Designer 1.91
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), Thundr-Dmg/EndRdx(40)
Level 1: Web Grenade -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(40)
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), Thundr-Dmg/EndRdx(36)
Level 4: Caltrops -- ImpSwft-Dam%(A)
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-EndRdx/Rchg/Hold(34), BasGaze-Acc/Rchg(45), BasGaze-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/Rng(27), Posi-Acc/Dmg(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29), Range-I(37)
Level 28: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(37), SipInsght-Acc/Rchg(39), SipInsght-Acc/EndRdx/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(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 -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(33), Erad-Dmg(33), C'ngBlow-Acc/Rchg(34), C'ngBlow-Acc/Dmg(36)
Level 35: Triage Beacon -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(39)
Level 38: Hasten -- RechRdx-I(A)
Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(42), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/EndRdx(46), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/Immob(50)
Level 47: Summon Disruptor -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(50), C'Arms-Dmg/EndRdx(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 6: Chemical Ammunition
Level 6: Incendiary Ammunition
Level 6: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod(37)



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Posted

How does using Seeker Drones as your opener compare to stealthing in and using Poison Trap? (Assuming, of course, one isn't fighting something where Poison Trap is ineffective.)


 

Posted

Quote:
Originally Posted by Morganite View Post
How does using Seeker Drones as your opener compare to stealthing in and using Poison Trap? (Assuming, of course, one isn't fighting something where Poison Trap is ineffective.)
I usually use Seekers to take aggro, run in and plant poison trap, then go to town with everything else.


<:[ shark goes nom nom nom ]:>
[QUOTE=theOcho;3409811]As to the REAL reason I'll be leaving, I'm afraid it is indeed because Tamaki Revolution dc'd on me during a RSF.[/QUOTE]

 

Posted

Quote:
Originally Posted by TamakiRevolution View Post
I usually use Seekers to take aggro, run in and plant poison trap, then go to town with everything else.
^^^ THIS! The seekers give you a few seconds of complete safety to get that PGT planted while the crowd is distracted.

Soloing at +0x8 I don't bother with seekers, but at higher difficulties they add a lot of survivability. If the FFG is a little late catching up to you for a couple of seconds while you're running into the middle of the group, it can get very messy.

They're also nice for the tougher crowds on task forces.

And of course you don't walk out of the tutorial as a softcapped engine of death, seekers are very helpful while leveling.