FF/DP Defender or DP/Traps Corrupter?
The Defender will be better at granting Defense, but the /Traps Corr will be better at pretty much everything else. And most of the powers from /Traps are actually quite good. And flexible; /FF is pretty much a one trick pony.
Web Grenade: Debuffs recharge as well as immobilizes, and easy to spam.
Caltrops: Good for procs I'm told, and can mediate damage; enemies hate the Caltrops and try to run out of them, and while they do that they aren't attacking you.
Triage Beacon: While good on most Masterminds, not so much on a Corr or Defender.
Acid Mortar: A nice debuff that can be stacked pretty easily. Will also take some aggro for you.
Force Field Generator: Status protection, a little defense, and not a toggle; nice.
Poison Trap: A nasty debuff that occasionally holds enemies; not to be confused with the pathetic /Poison version.
Seeker Drones: Very effective alpha eater, even when it doesn't stun the enemies. Drop it on them, them open fire when the enemy wastes their best attacks.
Trip Mine: Nice bonus damage, useful for setting up beforehand or when "toe-bombing" while in combat.
Time Bomb: Bleh; worst power in the set. Anything it can do, Trip Mine can do better.
Arc #40529 : The Furies of the Earth
I love my FF/DP Defender. Outside of the easy softcap and great shields, it has some great mitigation from Repulsion Field and Force Bubble.
Repulsion Field can be slotted with the Force Feedback proc, giving it a 10% chance at +100% recharge for five seconds (can't be stacked, but can be refreshed) every time it hits an opponent. Get a few opponents backed into a corner and you can essentially perma that recharge bonus while keeping that group completely out of the fight with KB.
Force Bubble has a huge radius and is great for keeping things back off of a crowd of squishies (e.g. RWZ raid). It's also one of the best methods available to lock down minions at any of the spawn points in the BAF. Put the bubble in the middle of the path or just a bit closer to the door (I like to camp at one of the lightposts) and you completely prevent any minions from using the paths or getting out of that spawn point.
IIRC, the buffs/debuffs of Traps would be functionally equivalent since they are pseudo-pets and aren't adjusted by AT modifiers. This would make the Corruptor vs. Defender debate more a matter of how soon you'd prefer to have certain powers.
The Dual Pistols debate between Corruptors and Defenders, depends on whether the difference in the Ammo Swap debuffs are more valuable to you (Defender) than the benefits of Scourge and a higher damage modifier (Corruptor).
I went with a Corruptor and created one of my favorite characters. YMMV.
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FF is boring and lame. Defenders smell funny. Traps is sexy and Corruptors smell of fresh baked cookies. The choice seems pretty clear.
If you are ever wondering, "Should I make a _______ or a Corruptor," the answer is always Corruptor. The following things will happen if you make a Corruptor:
1. You will get purple drops on every single kill starting at level 1.
2. Women will swoon at the thought of your sheer awesomeness.
3. Lord Recluse will have you over for tea.
4. Enemies will die for merely meeting your steely gaze.
5. You will win every costume contest ever held, even if you aren't there.
6. Anne Hathaway will be your girlfriend.
7. You know how when you go to work, and you go for that first cup of coffee and the pot is always empty except for the sludge that has built up on the bottom over years of no cleaning? Yeah, that won't happen anymore.
As you can see making a Corrupter holds many benefits for your life.
DP/Traps is awesome, go for it.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
DP/Traps is awesome, go for it.
This isn't true, though. Defender trappers get better pseudo-pets. |
Acid Mortar, FFG, and Seekers provide superior numbers for Defenders, which should not be discounted.
My Traps/DP is one of 3 toons I'm pursuing post-alpha incarnate stuff with. I'm that much of a fan.
Global = Hedgefund (or some derivation thereof)
I have an FF/DP 'fender at something like 36th level. I found her kind of lackluster - bubble the team then try to not get killed while adding a little mitigation and weak damage.
I've had a Fire/Traps Corr and loved just about every second of playing him, and I'm guessing a lot of that was due to Traps (not that Fire is anything to sneeze at).
I'd vote for the Corr.
Yes, Auroxis is providing the accurate info here, Defender Traps buffs and debuffs are definitely higher than for Corrs.
Acid Mortar, FFG, and Seekers provide superior numbers for Defenders, which should not be discounted. My Traps/DP is one of 3 toons I'm pursuing post-alpha incarnate stuff with. I'm that much of a fan. |
I think the key is recharge so you can start stacking your debuffs. It also has a few great proc opportunities.
He's great against large groups as well as in AV/GM fights.
Veridian Dynamics. Mistakes. We all make them. But sometimes mistakes lead to great discoveries. Mistakes are how we learn and grow... so we can do amazing things.
When you think about it, shouldn't you be thanking us for making mistakes? Veridian Dynamics. We're sorry. You're welcome.
I have to check the in-game stats and test the numbers for Traps when I get home. I'm all for it if they have updated the Defender pseudo-pets to be superior to the Corruptor versions, but I know for a fact that many pseudo-pets were not adjusted when ported between ATs. I'll post the comparison numbers later, unless someone comes along beforehand.
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I have lvl 50 traps with all 3 ATs (3 with MM, 2 Def, 1 Corr) and those numbers above are correct.
Global = Hedgefund (or some derivation thereof)
I checked on City of Data earlier but i've not been finding the values for many of the Defender pseudopets under Traps. That's why I figured i'd have to just test them out in game later on. Can you pull up and link the Defender pseudopets? The only values I can see are for the Corruptor and Mastermind versions of Traps.
Veridian Dynamics. Mistakes. We all make them. But sometimes mistakes lead to great discoveries. Mistakes are how we learn and grow... so we can do amazing things.
When you think about it, shouldn't you be thanking us for making mistakes? Veridian Dynamics. We're sorry. You're welcome.
I have to check the in-game stats and test the numbers for Traps when I get home. I'm all for it if they have updated the Defender pseudo-pets to be superior to the Corruptor versions, but I know for a fact that many pseudo-pets were not adjusted when ported between ATs. I'll post the comparison numbers later, unless someone comes along beforehand.
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FFG 10% def became 13.3% DEF
Acid is 20% -res/-def became 26.6% -res/-def
Seeker Drones 5% -to hit became 6.65% -ToHit and 20% -dmg became 26.6% -dmg
Of the ones they didn't change Caltrops and PGT didn't really surprise me, they are both powerful enough debuffs that increasing them would be a bit to good. As for Triage Beacon it seems to be that Regen buffs are simply not scaled between different ATs for whatever reason (or at least the ones in Empathy and Pain Domination don't change between ATs).
I checked on City of Data earlier but i've not been finding the values for many of the Defender pseudopets under Traps. That's why I figured i'd have to just test them out in game later on. Can you pull up and link the Defender pseudopets? The only values I can see are for the Corruptor and Mastermind versions of Traps.
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http://tomax.cohtitan.com/data/power...rator_Defender
http://tomax.cohtitan.com/data/power...eker1_Defender
http://tomax.cohtitan.com/data/power...eker2_Defender
http://tomax.cohtitan.com/data/power..._Mine_Defender
http://tomax.cohtitan.com/data/power...eBomb_Defender
Thanks for the clarification, Adeon. I'm glad Defenders get at least *some* more utility out of Traps than Corruptors, but those numbers won't have me switching over to a Defender at this point. Even if they offered a more substancial difference, I think I enjoy Scourge too much (although double-stacking Defender Acid Mortars would be a nice 13.2% additional -res over Corruptors).
***Added***
Man, the weakening of Trip Mines and Time Bomb. Of all the times to step in and apply some modifiers... I mean Trip Mine can be awesome, but what has Time Bomb done to deserve to be even *more* situational than it was for Corruptors?
Veridian Dynamics. Mistakes. We all make them. But sometimes mistakes lead to great discoveries. Mistakes are how we learn and grow... so we can do amazing things.
When you think about it, shouldn't you be thanking us for making mistakes? Veridian Dynamics. We're sorry. You're welcome.
Thanks everyone for the tips, I decided on a trapsfender. Everyone else told me that its a really good debuff/buff set.
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Progressman - Level 50 - Energy/Energy Blaster - 500 Badges
~Virtue~
Roll Traps. If anything, the current state of the game has lessened FF's minor appeal. The biggest draw for FF is that it can soft cap a team. With today's end game, so? At worst a team member will be -1 to the mission owner. People can be 50(+1) and 50(+3) on some trials. Teams tend to do TFs/Trials on +0. IOs and other Incarnate abilities further reduce the needs for a team to be soft capped solely by a FF defender. Traps on the other hand is still useful 1-50 even if it as a set starts out slow.
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Also, FF is kinda tankmagey, and it's kinda fun to just run around blasting. With traps, I have to set things up. With FF, I jump into the middle, hit soul drain, and start spamming aoes.
But yeah, Traps is a whole lot more versatile.
I've been wanting to make a DP toon for a while now, I like Bubblers but I think that defenders kind of become outmoded in the endgame. Traps seems interesting but most of the powers seem kind of odd and pointless.
Any tips?
"If Pro is the opposite of Con, then what is the opposite of Congress?"
Progressman - Level 50 - Energy/Energy Blaster - 500 Badges
~Virtue~