Traps/ help?


Adeon Hawkwood

 

Posted

I have severe alt-titis and just got the urge to play a new fender. I ry to play other AT's but fenders are just WAY to fun. I feel cheated out of my debuffy goodness whenever i play a cor

BUT i want to play a traps/sonic. Im not looking for mass carnage as much as im looking for something fun. SO, is there a secondary thats more fun to play with traps? if so, which one?



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Posted

Traps looks like it would go great with sonic.

I could also see traps going well with /ice /dark and /rad.

opinions?


 

Posted

/ice can be good too since the slow secondary effect would keep mobs within range of your carefully set-up traps longer. Nothing will p**s you off like getting a nice corridor of death ready and have the mobs blithely not stay within it.


 

Posted

Dual Pistols can also be good. You can stack tons of -Damage with Seeker Drones and Chemical Rounds, get a nice resistance debuff going with Piercing Rounds and Achilles' Heel, and it's a very thematic fit.


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

 

Posted

More for thematics, but I went Assault Rifle after seeing someone with the Vanguard rifle.


 

Posted

Quote:
Originally Posted by Kinesis View Post
More for thematics, but I went Assault Rifle after seeing someone with the Vanguard rifle.
I did that with my AR/Traps corruptor. Webbing a lieutenant when the whole mob's on caltrops then Igniting the lot is a thing of beauty.


 

Posted

I play a Traps/DP/Mace Mastery Defender.

There's a high level of satisfaction that comes with stepping into a crowd that has been thoroughly debuffed by x2 Acid Mortar, gassed with Poison Trap and demoralized by caltrops.

Then I drop Hail of Bullets right in the middle of them.

I still smile every time.

I agree that Assault Rifle with Ignite, Flame Thrower and maybe Full Auto if you're feeling mean is also a thing of beauty.


 

Posted

I have a Traps/Ice at 50 that is one of the most potent solo characters I've ever played. I run on +3/8 with no issues for most mob types.

A friend duo'd a Traps/Sonic with me so I know what that can do.

Traps/DP has a good synergy due to the up close style of both.

Here would be my rundown as the most useful secondaries (in order):

#1) Depends:
- If you want to be able to solo AVs then Traps/Sonic goes #1
- If you want to be able to crank through /8 spawns then Ice goes #1
#2) Still depends:
- If you want to stick to primarily AoE and Ice isn't your style then put DP here
- If not then Sonic
#3) Whichever of the above three has not been placed yet

Why Ice:
- Traps/Ice has the benefit of having two slows in Ice Storm and Caltrops. This means that when you throw them both down the baddies start running (so they're not shooting at you), but stay close. Additionally, Ice's holds come in very handy against tough bosses and mesh nicely with a Chance to Hold proc in Acid Mortar and Poison Trap.

Why Sonic:
- The stacked -res does amazing things against hard targets. It's hurting in AoE, however, since it's only AoE is a cone and when you're up in the baddie's faces cones don't work so well.

Why DP:
- Lots of AoE and you can use it up close. No second slow hurts, though, because baddies sometimes run from Acid Mortar. Which can be really annoying.

Others:

Rad: Not bad with a couple AoEs, including Irradiate. You can proc out Irradiate and NB and do some nasty stuff. However, the secondary effect (-def) doesn't help much with Acid Mortar already doing a lot of that.

Archery: Not a lot to synergize with here. No real weaknesses either. The nuke being able to be up a lot is a good thing.

Assault Rifle: Basically no synergy and a lot of down side. AR is a ranged set due to the cones and traps is up close. Does not mesh well.

Dark: Similar to AR, it's a ranged set. Also, when you're IO'd out you don't need the -tohit except against -def enemies.

Electric: Not a bad pairing. You can stay alive long enough to sap and you can use it up close. The hold is a good pairing. This would probably be #4.

Energy: Bah. Worst pairing by far. Some will say you can knock baddies into your traps. One baddie doesn't cut it.

Psychic: Not a good pairing, but there are worse. No real synergies.

And...

Fire (in the next issue): I've got a Fire/Traps corrupter that is just nasty. You get the stacked slows with RoF and lots of AoE. I'll be interested to see how this plays as a defender with lower damage an no scourge. Another down side is the lack of a hold until patrol pools. Still, I burn through mobs like nobody's business. It's just that bosses can hurt when you can't hold them.


Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)

Ice/Kin Guide

 

Posted

Quote:
Originally Posted by AWRocketman View Post
#2) Still depends:
- If you want to stick to primarily AoE and Ice isn't your style then put DP here

Why DP:
- Lots of AoE and you can use it up close. No second slow hurts, though, because baddies sometimes run from Acid Mortar. Which can be really annoying.

Others:

Assault Rifle: Basically no synergy and a lot of down side. AR is a ranged set due to the cones and traps is up close. Does not mesh well.
I would actually rate Assault Rifle ahead of DP in terms of a good AoE combo with Traps. Yes, it lacks obvious synergy but it makes up for it in other ways.

The primary advantage of DP over AR is the PGT + HoB combo which I will admit is more convenient than the PGT + FA combo but FA has half the recharge which I find largely makes up for it.. M30 Grenade and Buckshot work the same as Bullet Rain and Empty Clips but have much faster cast times. Flamethrower is a cone, but it's got a wider arc than a lot of Blast set cones which makes is surprisingly easy to use up close.

Additionally Ignite works well with Traps since Web Grenade provides an easy immobilize.