I decided to try Traps/Archery, and for kicks I worked up a build one might pursue if one were looking to spend a good 10-15 billion inf. (I am, sadly, much too poor for this.) I figured I'd post it here to see how you folks would improve it. Highlights include nearly-perma Hasten (activation time hurts), softcapped positions and psi, good s/l res (capped with Cardiac Paragon), and good recharge on everything (like Rain of Arrows).
Clearly, some things could change. Hover could be Combat Jumping. The APP could be something else (but to cap s/l with anything other than Power, you'll have to (a) move the slot from Conserve Power to one of the defense powers and use Shield Wall +3 res and (b) change the Res/End/Rech in Tough to Res/Rech). Ranged Shot could be something else (but the +7.5% rech is nice). Aimed Shot could be dropped, slotting Snap Shot instead and grabbing some other utility thing (like a travel power if you don't want to rely on Ninja Run). Of course, the order of the powers and slots is very flexible.
Level 50 Natural Defender Primary Power Set: Traps Secondary Power Set: Archery Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Flight Ancillary Pool: Power Mastery
I decided to try Traps/Archery, and for kicks I worked up a build one might pursue if one were looking to spend a good 10-15 billion inf. (I am, sadly, much too poor for this.) I figured I'd post it here to see how you folks would improve it. Highlights include nearly-perma Hasten (activation time hurts), softcapped positions and psi, good s/l res (capped with Cardiac Paragon), and good recharge on everything (like Rain of Arrows).
Clearly, some things could change. Hover could be Combat Jumping. The APP could be something else (but to cap s/l with anything other than Power, you'll have to (a) move the slot from Conserve Power to one of the defense powers and use Shield Wall +3 res and (b) change the Res/End/Rech in Tough to Res/Rech). Ranged Shot could be something else (but the +7.5% rech is nice). Aimed Shot could be dropped, slotting Snap Shot instead and grabbing some other utility thing (like a travel power if you don't want to rely on Ninja Run). Of course, the order of the powers and slots is very flexible.
So what would be better/interestingly different?
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Defender
Primary Power Set: Traps
Secondary Power Set: Archery
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Web Grenade -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(3), GravAnch-Immob/EndRdx(5), GravAnch-Hold%(5)
Level 1: Snap Shot -- Empty(A)
Level 2: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/Dmg/Rchg(9), Decim-Build%(9)
Level 4: Fistful of Arrows -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13)
Level 6: Acid Mortar -- Achilles-ResDeb%(A), Dev'n-Hold%(15), LdyGrey-%Dam(15), ShldBrk-%Dam(17), RechRdx-I(17)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
Level 10: Blazing Arrow -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(21), Apoc-Acc/Rchg(23), Apoc-Dmg/EndRdx(23), Apoc-Dam%(25)
Level 12: Poison Trap -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(27), UbrkCons-Dam%(29), Lock-%Hold(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 16: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(33), AdjTgt-Rchg(33)
Level 18: Seeker Drones -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(34)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
Level 24: Boxing -- Empty(A)
Level 26: Trip Mine -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40)
Level 28: Tough -- GA-3defTpProc(A), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam/EndRdx/Rchg(42)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(43)
Level 32: Hover -- LkGmblr-Rchg+(A)
Level 35: Assault -- EndRdx-I(A)
Level 38: Rain of Arrows -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(45)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(46), ImpArm-ResDam/EndRdx(46), ImpArm-ResDam/EndRdx/Rchg(48)
Level 47: Ranged Shot -- Mantic-Dmg/EndRdx(A), Mantic-Acc/ActRdx/Rng(48), Mantic-Dmg/ActRdx/Rchg(48), Mantic-Dmg/EndRdx/Rchg(50), Mantic-Dam%(50)
Level 49: Triage Beacon -- Numna-Heal/Rchg(A), Numna-Regen/Rcvry+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)