Traps ? what class/combo


Amy_Amp

 

Posted

I really want to play a traps something, and I can't decide if I should play defender or corrupter. Not a big fan of masterminds.

I am thinking of pairing it with archery or sonic blast. I don't want ice/fire/radiation/energy unless somehow the pairing is uber hot goodness.


thanks


 

Posted

Quote:
Originally Posted by Chainsaw_Chicken View Post
I really want to play a traps something, and I can't decide if I should play defender or corrupter. Not a big fan of masterminds.

I am thinking of pairing it with archery or sonic blast. I don't want ice/fire/radiation/energy unless somehow the pairing is uber hot goodness.


thanks
You want fire/ because the pairing is uber hot goodness.

*Edit: Maybe I should mention why I didnt consider archery for my /traps toon. Traps plays way better at the feet of the mobs, you should be the first in the spawn, laying down all your ****. With archery, it is too tempting to lay down a death zone, then pull the spawn to you. Bad trapper! Bad and slow. Teams will not wait for you to set up. You need to be set up before your teammates hit the spawn. RoA takes way too long to animate for there to be much synergy with your traps, and getting the timing down when you are in a team to fire it off and debuff the spawn before your teammates destroy it is a greater challenge than I care to accept. Also, explosive arrow blows the whole spawn out of your death by debuff zone. That is two of your heavy hitters in your primary that are out. "But traps has trip mine that does KB" you say. That is correct. That means you will ever only use one of the two powers per optimally packed up spawn.

Don't get me wrong, I am not saying that one shouldnt play this combo, I am explaining why it doesnt work for me.

I have no experience with sonic besides the lack of aoe's on paper which instantly dropped it out of contention. The -res would be nice, but I can stack acid mortar three times on my trapper, more than enough -resist for my needs.


 

Posted

Traps/sonic is uber hot goodness and one of the options you were looking at.


 

Posted

I know it's not on your list but Traps/Dark is quite nice. Tentacles keep the mobs from fleeing (since it appears Acid Mortar is scarier than Hamidon ) and the -ToHit stacks nicely with the FFG and Seekers. It won't win any DPS races but it *is* very safe.


 

Posted

I have had oodles of fun w/ my Traps/AR Defender.

You could roll as a Corr w/ that combo too.

Well used KB adds a fantastic bit of mitigation to an already very strong set.


Open the pod bay doors, Hal.

 

Posted

Ive tried Sonic/Trap Corr, Traps/Dark Defender and Bots/Traps MM..

My favorite is by far Bots/Traps (But I won't go into that, as you mentioned you would prefer to not play a MM), though Traps/Dark is also quite good.

I had my Sonic/Traps around back when PGT was a proc-monster, and the nerf/fix forever soured me on the toon, so I can't say how well she plays now adays.

I find /Dark synergizes quite well with Traps for several reasons;

It's To-Hit debuffs compliment FFGen extremely well. All this protection lets you easily use Trip Mines in the midst of battle.

It's AoE immob is very good at keeping mobs from running, as well as on top of stuff like caltrops.

It has a self-heal, the one major thing that traps lacks. (Traps has a nice regen buff, but sometimes you just need a good ole fashioned heal)

That and both sets are excellent for procs, and combined you have proc-mania on your hands.


 

Posted

Honestly? IMO the best combo is the one you don't like.

Traps works really, really well for masterminds. Sure, defenders have better numbers, but it pairs up with pets so well.

Personally, I love thugs/traps.


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