Quick Traps Question


Deacon_NA

 

Posted

Yes, I'm aware of Traps' lackluster damage on trip mine, but I was wondering two things. First, according to the mids of my Traps/Psi build, I'll have a 5.5 recharge on Trip mine. I was wondering if there were a maximum amount of mines you can have (until you hit the 260 timer on the mines) and if I were to lay that many mines, would I be able to own AV/EBs by just the crazy amount of mines.

As a side note, Mids no longer tells you how much damage trip mines do.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Quote:
Originally Posted by StormyDarkness View Post
As a side note, Mids no longer tells you how much damage trip mines do.
Very odd. The corruptor version displays damage fine, but the defender one doesn't. I'll get it reported.

As for your actual question, there isn't a limit to how many trip mines you can have out that I know of.


 

Posted

Practically speaking, you're limited by how many you can lay out before they start self destructing. As far as hard limit goes, no.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quick math says you'd need roughly 70 mines to hit an even con AV who doesn't have any resistances to smashing and fire to kill it.

Maybe a team of trip-miners could pull something like that off. Good luck finding enough traps and devices players who actually took the power to test the theory.

edited: That was kind of tongue and cheek response.... in reality I could see myself benifiting from having trip mine on my defender when i'm soloing alignment missions... it'd probably be faster to lay a mine field to kill a boss then to wittle their health down slowly with my attacks. It didn't fit into my teaming playstyle so I didn't bother taking it.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

I have softcapped positional defense with OG. I'm expecting good possibilities for it. That and if I'm doing certain task forces or certain missions on a task force, it'd be great to lay tons of trips where the AVs spawns (I'm looking at you Arbiter Sands STF, Psychic Clockwork King LGTF, and Kahn EBs on the first mission).

I mean, even if I don't kill them outright, it'll be nice to see myself do a nice chuck of damage, even if it takes 4.3 minutes of set up time. But hey, if we're really having that big of issues, it'll be nice to have the possibility.

EBs seem much more likely. I'm looking at wiki and they only have 5k HP anyhow.

Edit: I already got some people who would love to see me do that trip mines of doom. Though, I'd expect a lot of lag when the finally go over them. Something about 40 mines going off at once seems like lag central for me.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Quote:
Originally Posted by StormyDarkness View Post
Yes, I'm aware of Traps' lackluster damage on trip mine, but I was wondering two things. First, according to the mids of my Traps/Psi build, I'll have a 5.5 recharge on Trip mine. I was wondering if there were a maximum amount of mines you can have (until you hit the 260 timer on the mines) and if I were to lay that many mines, would I be able to own AV/EBs by just the crazy amount of mines.

As a side note, Mids no longer tells you how much damage trip mines do.
The most I have had out was 26 mines, that I can recall.

But regardless of Trip mines lack luster damage per say Traps will get you full positional soft defense cap and tons of debuffs along it will also allow you to drop trip mines at will because your capped out. Device blasters cannot do that because they lack the defenses you can acquire from Traps. Not saying Blasters cannot walk in and toe bomb a tank or brute engaged mob. But they have a great chance of having their placement broken from AOE damage. My AR Device has been almost killed at times foolishly trying to toe bomb an AV.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Yeah, I got the softcap going. On top of that, I'll have OG to help even more on the "don't get hit" thing. Granted, I wasn't sure if taking Assault for my last power or the dark mastery rez was a better idea. +dmg is nice, but since it's a defense build, my chances of going squish are higher with lucky shots. Not sure what exactly to do.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Some quick math-

With three recharge SOs, you can get 16 trip mines going.

add 170% global recharge on top of that, you can get 24 at once.


 

Posted

Quote:
Originally Posted by Garent View Post
Some quick math-

With three recharge SOs, you can get 16 trip mines going.

add 170% global recharge on top of that, you can get 24 at once.
Maybe Mids is giving me incorrect numbers then. I'm getting trip mine's duration at 260 seconds with a recharge at 5.5 seconds and a cast of 5 seconds so the minimum is 5 seconds for recharge anyhow. Unless I'm missing something. It's been a long while since I've actually had a traps character.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

Quote:
Originally Posted by StormyDarkness View Post
Maybe Mids is giving me incorrect numbers then. I'm getting trip mine's duration at 260 seconds with a recharge at 5.5 seconds and a cast of 5 seconds so the minimum is 5 seconds for recharge anyhow. Unless I'm missing something. It's been a long while since I've actually had a traps character.
Recharge does not start until activation is done:
260s duration
20s recharge/5 (Recharge cap) = 4s recharge
5s activation
260/(5+4) = 28 is the most possible Trip Mines anyone can get out.


 

Posted

Plus side is that, not counting smash/fire damage resistance, I should still be over 1000 easily over EB HP. 20-30% resistance should give it most of the way, assuming that the mines do 250. Given Acid Mortar, Assault, and global +dmg, I see it as being possible. Even still, I'd still love to see what I'd be capable of as a whole.


50s: Bla- Arch/Mental Cont- Mind/FF, Earth/Cold, Ill/Therm, Earth/Rad Dominator- Plant/Psi, Elec/Earth Corr- Fire/Storm, Arch/Sonic, Rad/Kin, Beam/Sonic, Psi/Time Stalker- Elec/SR Def- Storm/Dark, Emp/Psi, Dark/Elec, FF/Arch, TA/Ice, TA/Elec, Kin/AR, Cold/DP, Traps/Psi Scrap- Fire/Shield Tanker- Dark/Mace, Ice/Kin Brute- Claws/WP, SS/Energy, BS/Elec

 

Posted

You can do real damage to EBs, but you'll barely scratch AVs.

You can easily softcap to all vectors. I took Vengeance/Archmage/Force of Nature for the added stupidity of it. Combine all that with some other temps and/or candy and you're nearly invulnerable for 3 to 5 minutes. If all that isn't enough to make the tanks cry uncle and re-roll a defender, nothing will.