Traps/Sonic or Sonic/Sonic for a duo of defenders?
This is one of the easiest questions of this type I can remember. It's 2 Traps/Sonics and I'd love to hear what someone would counter with as an argument for 2 Sonic/Sonics.
Really the only "skip this" power from Traps is Time Bomb. Everything else ranges from "has nice utility" (like web nade) to "OMG AWESOMESAUCE!" like Poison Trap or FFG.
Global = Hedgefund (or some derivation thereof)
If you are doing the auto follow idea, I would actually try making one of each with the sonic/sonic on follow. Getting the trapper's defense capped should be no problem, especially if they both grab maneuvers, and having the follower be traps isn't a great idea because traps is a very active set. But if you can get capped defenses and sonic shields on the trapper, he will be a very sturdy target. Also, disruption field on a toe bomber would be great. The follow account would require very little activity, just anchor on DF and hit the shields and bubble.
Two traps is kinda pointless IMO. Capping defense is easy enough without, and one poison trap is enough to floor AV regen. The only real reason is for earlier capped defenses, and trip mining an AV to death real (kinda) quick. The resists added to the defense from FFG would just be great. And again, traps' melee tactics with disruption field on would be great as well.
It sounds like you are running two instances of the game at one time (through one method of another). If that's the case, then two Traps/Sonics would not be smart. As Pyro Master said, Traps is a very active Defender primary because, well, you are placing traps for every mob. Really, only Seeker Drones and FFG will follow you around. Your auto-follow character won't be contributing much in that case.
2 Sonic/Sonic Defenders would leave your auto-follow character contributing much more. At the beginning of the mission, you put up the auto-follow character's Sonic Dispersion, have them put up shields on you, then toggle Disruption Field. Switch over to your active character, put his/her Sonic Dispersion on, and shield the auto-follow character. Finally, target the auto-follow character with Disruption Field.
Now, both your characters are benefiting from shields and stacked Sonic Dispersion, plus any bad guys that gets within melee distance are going to be turned into butter by TWO Disruption Fields. And that's all before the application of Sonic Siphon, Liquify, or the debuffs from the attacks in Sonic Attack.
That all being said, you could mix and match, and make the auto-follow character a sonic/sonic, and make your active a traps/sonic, which would also be a fun, active experience and be very effective. But as long as that second character is just auto-follow, don't do 2 Traps/.
@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
Thanks for the responses, I think I will end up going traps/sonic and sonic/sonic (with traps as the main as mentioned with sonic/sonic on auofollow)
It sounds like you are running two instances of the game at one time (through one method of another). If that's the case, then two Traps/Sonics would not be smart. As Pyro Master said, Traps is a very active Defender primary because, well, you are placing traps for every mob. Really, only Seeker Drones and FFG will follow you around. Your auto-follow character won't be contributing much in that case.
2 Sonic/Sonic Defenders would leave your auto-follow character contributing much more. At the beginning of the mission, you put up the auto-follow character's Sonic Dispersion, have them put up shields on you, then toggle Disruption Field. Switch over to your active character, put his/her Sonic Dispersion on, and shield the auto-follow character. Finally, target the auto-follow character with Disruption Field. Now, both your characters are benefiting from shields and stacked Sonic Dispersion, plus any bad guys that gets within melee distance are going to be turned into butter by TWO Disruption Fields. And that's all before the application of Sonic Siphon, Liquify, or the debuffs from the attacks in Sonic Attack. |
I'd still do one of each, but that makes you pause for a second.
There are a few notions mentioned for why not to run 2 Traps that I think need addressing
1) Easy to soft-cap 1. Sure, once you hit 50 and buy your build. Or, you can soft-cap at level 22 with 2 Trappers once they have SOs. I don't think the OP is looking to PL to 50. With a Sonic, until you starting building out IOs you'll have a max of 30% def (20% FFG + 2* Maneuvers), let's say 33 to include something like CJ.
2) Traps is active. This one is quite perplexing. I periodically use a Trap for a following toon. Here's the activity for a 2nd box trapper with a main box trapper - spawn FFG, move main toon to where you want traps to drop (this is after seekers from main toon), hit the 2 keys that will drop PGT and AM, switch context, hit the 2 buttons for PGT and AM. Done. In the time it takes you animate Trip Mine you can keep switching context between the 2 instances. I really, really don't get how Traps is "too active" to be a 2nd box. This in contrast to Sonic which will have to use a targeting reticle to drop its big debuff power, which "fortunately" is on such a long timer you won't have to worry about this too much.
One specific quote: "Two traps is kinda pointless IMO" really inspires lolz. I've done 2 traps super teams and they were as powerful as any other ST I've been on (including Frads, VEATs, etc etc). That means 8 trappers and it was hardly pointless.
Anyway, the Sonic will be fine and you'll be able to do regular content, no problem. The OP mentioned "tougher content" which is why I still think 2 Trappers would be better.
Global = Hedgefund (or some derivation thereof)
There are a few notions mentioned for why not to run 2 Traps that I think need addressing
1) Easy to soft-cap 1. Sure, once you hit 50 and buy your build. Or, you can soft-cap at level 22 with 2 Trappers once they have SOs. I don't think the OP is looking to PL to 50. With a Sonic, until you starting building out IOs you'll have a max of 30% def (20% FFG + 2* Maneuvers), let's say 33 to include something like CJ. 2) Traps is active. This one is quite perplexing. I periodically use a Trap for a following toon. Here's the activity for a 2nd box trapper with a main box trapper - spawn FFG, move main toon to where you want traps to drop (this is after seekers from main toon), hit the 2 keys that will drop PGT and AM, switch context, hit the 2 buttons for PGT and AM. Done. In the time it takes you animate Trip Mine you can keep switching context between the 2 instances. I really, really don't get how Traps is "too active" to be a 2nd box. This in contrast to Sonic which will have to use a targeting reticle to drop its big debuff power, which "fortunately" is on such a long timer you won't have to worry about this too much. One specific quote: "Two traps is kinda pointless IMO" really inspires lolz. I've done 2 traps super teams and they were as powerful as any other ST I've been on (including Frads, VEATs, etc etc). That means 8 trappers and it was hardly pointless. Anyway, the Sonic will be fine and you'll be able to do regular content, no problem. The OP mentioned "tougher content" which is why I still think 2 Trappers would be better. |
And claimig he would only be softcapped by the time he hit 50 with one trapper is not the case. Picking up cj or hover and then getting 3 sets of thunderstrike will cap ranged/E/N defense, which is really cheap nowadays. Also, by claiming "hard content" most people think end game, and that gives plenty of time to get both characters flushed out.
That being said, 2 trappers is not bad by any means, but with one player behind both alts, a combo traps/sonic+sonic/sonic would be easier and in the long run more efficient.
I'd probably duo Cold Domination before Traps or Sonic Res.
I'd rather have something with a heal + a Traps. So Pain, Thermal or Time come to mind. Even softcapped, you, and more annoyingly, your pets will get hit. Super Stunners I am looking at you. Thermal has some resists. I hear that Time's pbaoe -to hit toggle is nice. At any rate I'd pick any of those three over Sonic. Thermal is most similar.
@SBeaudway on Pinnacle, TaskForce Titans Supergroup.
Im looking for a duo to run on two separate accounts (one character will be on autofollow). Preferably something with high defenses/resists and that will be able to take on tougher content without being too difficult to run both accounts at the same time with.
Right now im looking at having two traps/sonic or two sonic/sonic, but am open to other ideas as well. Also, what powers from the traps powerset can be passed on?