Potential of traps vs TA


Adeon Hawkwood

 

Posted

TA does need a buff. Trying to solo with TA is sheer madness.



 

Posted

I could be wrong but I have never heard anyone solo an AV or a GM or a mission of any sort on a setting of 4/8 with a TA character.

On a fast team Yes without a doubt FFG has an issue at keeping up. But luckily FFG is a fast recharge as is Poison Trap. With one purple inspiration and my defenses already without FFG active I can zip around with super speed dropping Poison traps followed by FFG when needed on a fast team.

I mean really I know teams are fast but they are not that fast. Even if we are talking LAM street cleaning or courtyard I can move ahead of the entire team with really no fear of dieing before the team comes or soloing for a bit with any of my traps toons. I really do not think a TA toon can do that without having to spread out the mobs in an attempt to control the attacks.

If I can run the warehouse in LAM without pet and just traps alone on my mastermind and still be defense capped it really cannot be that bad.

Now if we are talking 0/1 or 1/1 settings then really all of this is a moot point since any properly slotted 50 toon should be able to handle that setting.

Traps without a doubt is slower but I can deal with mobs just having Poison Traps, FFG and Trip mine which are all quick recharge powers. I tested it out and I ran a mission on a 2/6 setting with the use of 3 powers ( I delayed posting just to test it out ). Of course I had my toggles running but not using any primary attack powers and only those 3 powers from traps I am soloing a 2/6 setting. There are players that can't solo a 2/2 setting with a full set of powers let alone 2/6.

I think many know the tortoise and the hare story or the 2 bulls standing on a hill one old and one young looking down at cows. I think Traps is that old bull.


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

/TA only has two attacks that keep you safe...and both are on long timers and they show up late in the game. Don't get me wrong with a high recharge build plus Alpha and Destiny you can have them up every mob but honestly how many people do you know they can wait till "lvl 52" for a set to truly bloom?



 

Posted

Just wanted to jump back in again. I will say after posting I really wanted to see what I could build with Trick Arrow. After doing a review between Corruptor, Controller and Defender I went with Defender since it offered higher numbers debuff wise. I didn't see the difference between Corruptor and Controller and already having a Earth Rad troller I really didn't want to build a toon with no attacks. It just too painfully slow leveling.

That being said based on what I can do with some of my other toons I have to say a Trick Arrow Archery Defender is not bad. I was able to get Oil Slick down to 60 seconds and it has a 30 second duration which makes it 30 second down time. Granted Oil Slick might last 30 but after 10 seconds you probably want it back up again. After slotting some incarnates I was able to get it down to 48 seconds. Again nothing impossible to do. The toon is Range Defense capped and I have power build up to give it a nice ummph.

Oil Slick with no incarnates is listed at 582 points of damage and recharge of 60 seconds.

Oil Slick with incarnates is listed at 692 points of damage and a recharge of 49 seconds.

Power build up + Oil slick is listed at 892 points of damage. Don't know if Power build up works that way with Oil Slick just reading what it says.

Emp Arrow before incarnate 103 second recharge after incarnate 83 seconds.

Emp Arrow with power build up and incarnates makes the duration 58 seconds. 25 second recharge time before you can use it again. Not bad that you can spam it twice within 25 seconds. Granted not perma but I will not deny 58 seconds of hold is nothing to complain about.

I am basing my survivability compared to other similar builds I have which are ranged capped and six slotted for heals.

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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