/DPs or /AR
If they walk off, Ignite stops dealing damage, but Traps can use Caltrops to slow them down or Web Grenade to stop them totally.
Both attack sets are useful, I'd suggest choosing the one you think looks best. Although if you prefer staying at range, Rifle has a slight advantage over Pistols (but Traps often likes to get into the middle of an enemy pack to lay down a trap, so that may make Pistols better for you).
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
DP in my opinion. Defenders get more out of debuffing secondaries than damaging secondaries, and AR isn't really for debuffing. DP has great debuffs on defenders, notably -res and -damage.
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
I'd recommend AR over DP. AR animates faster (giving it a smoother feel and lessening the redraw penalty) and has more AoE potential. The only real AoE damage advantage I see for a Traps/DR over Traps/AR is that PGT -> HoB is more convenient than PGT -> FA since you don't need to move, however since HoB has twice the recharge I still prefer AR. DP is slightly better than AR against single targets, especially if you set up appropriate macros to leverage the -resist of Piercing Rounds but AR has better AoE damage.
Please help me to decide whether I should pair Traps with DPs or AR...
By the way, how does Ignite work? Does the enemy have to be on the fire patch to take damage? If he works off, the damage stop?
Many thanks!