Traps - Proc or Not?


Carnifax_NA

 

Posted

Hi there ...

Seen two different schools of thought on Traps/ and procs in Caltrops and Acid Mortar and Poison Trap.

1 school says proc'em including KD in Caltrops (and dmg procs), Chance to Hold in Acid Mortar (and -RES and dmg procs), and damage procs and Chance to Hold in Poison Gas.

Other schools says avoid procs and instead use full sets that give you set bonuses, such as full Lockdown for +def.

I am trying to build out a Traps/Beam and I could use some advice.

My preference would be a fully-softcap toon but I don't know if that's achievable at reasonable cost if proccing.

Thanks!


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Hi there ...
Seen two different schools of thought on Traps/ and procs in Caltrops and Acid Mortar and Poison Trap.

1 school says proc'em including KD in Caltrops (and dmg procs), Chance to Hold in Acid Mortar (and -RES and dmg procs), and damage procs and Chance to Hold in Poison Gas.

Other schools says avoid procs and instead use full sets that give you set bonuses, such as full Lockdown for +def.

I am trying to build out a Traps/Beam and I could use some advice.

My preference would be a fully-softcap toon but I don't know if that's achievable at reasonable cost if proccing.

Thanks!
My levelling approach is to stick Achilles Heels into Acid Mortar and Cutting Beam ASAP (I've them in already), stick the Devestation Chance for Hold into Acid, the Tier 1 Blast and Seekers (cos they have a 15 foot AOE), 2 damage procs into Trops and a Chance for Hold into Poison Gas. All the procs are level 30 or lower.

This is because I'm a total altoholic and waiting until 50 and doing a set-based build just isn't my thing usually. I'd prefer to add even more support utility to my best powers for the journey and see how I feel about things once I get there.

Plus I'm a bit of a PROC ***** anyway.


 

Posted

As for my Traps Def, I went for defense and recharge set bonuses primarily, using procs where I could, such as Ragnarok in Caltrops, the hold Proc in the purple immob set (forgot the name). I've seen someone say their Herostats log indicated they got most of their damage from procs.

Still, my 2 inf is to say soft-cap and proc where you can. You may be constrained from being a full proc monster, but you can still sneak some in.


Global = Hedgefund (or some derivation thereof)

 

Posted

This one has all the procs I care about and is softcapped to s/l/e.

I don't care about proccing Caltrops. But you might be able to because this is a Corr build so Defenders won't need to use as many sets as I did to achieve defense.

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Posted

Thanks. I think my bigger challenge on Traps/Beam is going for positional softcap (Melee, Ranged, AOE) while trying to retain some proc'd traps.

What's the feeling on Trip Mine for Traps/* Defs? Worth it if only to slot a full Oblit set?

And what's the sense on must-have Beam attacks: I'm assuming 1 or both entry-level blasts, cone, Disintegrate, Overload (hey crashless nuke) ...is Piercing a must-have?


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Thanks. I think my bigger challenge on Traps/Beam is going for positional softcap (Melee, Ranged, AOE) while trying to retain some proc'd traps.

What's the feeling on Trip Mine for Traps/* Defs? Worth it if only to slot a full Oblit set?

And what's the sense on must-have Beam attacks: I'm assuming 1 or both entry-level blasts, cone, Disintegrate, Overload (hey crashless nuke) ...is Piercing a must-have?
I'm skipping Trip Mine. Don't like interrupts and it makes me rush in to toe bomb when I think I'd be better served at range using cones and spreading the disintegration effect. Not having tested it, that's just my theory. By skipping it it made softcapping easier, too.

Not sure if piercing beam is a 'must have' but more -res is never a bad thing, so I took it.


 

Posted

Quote:
Originally Posted by Madadh View Post
I'm skipping Trip Mine. Don't like interrupts and it makes me rush in to toe bomb when I think I'd be better served at range using cones and spreading the disintegration effect. Not having tested it, that's just my theory. By skipping it it made softcapping easier, too.

Not sure if piercing beam is a 'must have' but more -res is never a bad thing, so I took it.
Can you share a build?


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Can you share a build?
Sure, it's still in it's initial draft phase, as I'm sure I'll be making tweaks like I usually do, but for now, this is what I have...

Can't decide how much I want to worry over the last 1% of melee defense... A few other spots still bother me slightly, but it's a good starting spot I think.


Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Defender
Primary Power Set: Traps
Secondary Power Set: Beam Rifle
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Caltrops -- Posi-Dam%:50(A), Posi-Dmg/Rchg:50(23), Ragnrk-Knock%:50(23), RechRdx-I:50(25)
Level 1: Single Shot -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Dmg/EndRdx/Rchg:50(3), Dev'n-Hold%:50(5)
Level 2: Charged Shot -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(11), Thundr-Acc/Dmg/Rchg:50(13)
Level 4: Combat Jumping -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(5)
Level 6: Acid Mortar -- Achilles-ResDeb%:20(A), LdyGrey-%Dam:50(7), UndDef-Rchg/EndRdx:50(7), UndDef-Rchg:50(19)
Level 8: Force Field Generator -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(9), LkGmblr-Def/EndRdx:50(9), LkGmblr-Def/EndRdx/Rchg:50(11)
Level 10: Disintegrate -- Decim-Acc/Dmg:40(A), Decim-Dmg/Rchg:40(13), Decim-Acc/EndRdx/Rchg:40(15), Decim-Acc/Dmg/Rchg:40(15), Decim-Dmg/EndRdx:40(19)
Level 12: Poison Trap -- BasGaze-Acc/Rchg:30(A), BasGaze-EndRdx/Rchg/Hold:30(21), BasGaze-Acc/EndRdx/Rchg/Hold:30(45), BasGaze-Rchg/Hold:30(46), Lock-%Hold:50(46)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Maneuvers -- LkGmblr-Rchg+:25(A), HO:Enzym(17), LkGmblr-Def:50(17)
Level 18: Assault -- EndRdx-I:50(A)
Level 20: Lancer Shot -- Dev'n-Acc/Dmg/EndRdx/Rchg:40(A), Dev'n-Acc/Dmg/Rchg:40(21), Dev'n-Hold%:40(37), Dev'n-Dmg/EndRdx:40(40), Apoc-Acc/Dmg/Rchg:50(40)
Level 22: Kick -- Empty(A)
Level 24: Seeker Drones -- Cloud-%Dam:30(A), Cloud-Acc/Rchg:30(42), Cloud-ToHitDeb/EndRdx/Rchg:30(42), Cloud-Acc/EndRdx/Rchg:30(42), Dev'n-Hold%:50(43)
Level 26: Tough -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/EndRdx/Rchg:40(27), Aegis-Psi/Status:40(27), S'fstPrt-ResDam/Def+:30(29), S'fstPrt-ResKB:30(31)
Level 28: Cutting Beam -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(45)
Level 30: Tactics -- GSFC-ToHit:21(A), GSFC-ToHit/Rchg:21(31), GSFC-ToHit/Rchg/EndRdx:40(31), GSFC-Rchg/EndRdx:40(33), GSFC-Build%:40(33), GSFC-ToHit/EndRdx:40(33)
Level 32: Triage Beacon -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(34), Dct'dW-Heal/EndRdx/Rchg:50(34), Dct'dW-Heal:50(34), Dct'dW-Rchg:50(40)
Level 35: Piercing Beam -- Posi-Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(36), Posi-Dmg/Rng:50(36), Posi-Acc/Dmg/EndRdx:50(37), Posi-Dam%:50(37)
Level 38: Weave -- LkGmblr-Rchg+:25(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(39)
Level 41: Overcharge -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(46), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dam%:50(50)
Level 44: Electric Fence -- HO:Endo(A)
Level 47: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48), RctvArm-EndRdx:40(50)
Level 49: Hasten -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(36)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(25), P'Shift-EndMod/Rchg:50(29)



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Posted

I use to be a big fan of putting in procs in all my builds... but not much lately.


Caltrops - In my years of using caltrops, there are really two things I want from it. More recharge to double up on it, and some slows to keep the bad guys from escaping once in. Other then that, I won't waste the slots on it.

Acid Mortar - Unless you have no other place for that slot, I would delete the Lady's Gray Proc. You took acid mortar for its debuff, better to focus on that and let your beam rifle do your damage.

Poison Trap - I use to love the varies hold procs... but really they're only useful in a handful of powers. This is a power I won't waste the slotting of one unless I had the extra slots to burn.

Seeker Drones - Again, focus on that the drones do best and only slot a proc there for either a set bonus or you got some to burn.


/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

Below is the best I could come up with today and its not great. Inspired by the build above but I tried to fit in procs.

Need to consider Pink Pup's advice above and do another try.

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Posted

Quote:
Originally Posted by Granite Agent View Post
Below is the best I could come up with today and its not great. Inspired by the build above but I tried to fit in procs.

Need to consider Pink Pup's advice above and do another try.
Wow.. Very impressive build..

Feedback on it.

1) I know it's probably oversight, but I'd add something in that last slot for overcharge. A Nuc Hami seems a good choice.

2) I'd lose Conserve Power and take a travel power. I *have* skipped travels before, and unless I slot a lot of +speed powers, I usually regret it, if for no other reason that I love to have a slow resist.

3) I'd stay with Elec Mastery for teh 30% resist to energy damage, especially in iTrials.. That having been said, having a 'god-mode [Force of Nature]' just plain rocks, so it's REALLY hard to critique ya there.

4) Health and Stamina seem underslotted. If you ever plan to go blasty-tastic, you'll probably want more Stamina slotting. I agree that regen is much more subjective a benefit, but I still think one slot leaves ya too weak, but, obviously, YMMV.


 

Posted

Quote:
Originally Posted by Pinkpup View Post
I use to be a big fan of putting in procs in all my builds... but not much lately.


Caltrops - In my years of using caltrops, there are really two things I want from it. More recharge to double up on it, and some slows to keep the bad guys from escaping once in. Other then that, I won't waste the slots on it.

Acid Mortar - Unless you have no other place for that slot, I would delete the Lady's Gray Proc. You took acid mortar for its debuff, better to focus on that and let your beam rifle do your damage.

Poison Trap - I use to love the varies hold procs... but really they're only useful in a handful of powers. This is a power I won't waste the slotting of one unless I had the extra slots to burn.

Seeker Drones - Again, focus on that the drones do best and only slot a proc there for either a set bonus or you got some to burn.
The two procs I really like in Traps are the Achilles -res in Mortar and the Lockdown +2 hold in Poison trap. In my corr build above I put the devastation chance to hold in mortar, I like that one too but not a must have imo.

And yeah, damage procs in Poison Trap aren't worth it anymore since it's not a proc-nuke anymore like when it was broken.


 

Posted

OK here's the best I have so far for Traps/Beams. Managed to proc out Acid Mortar and Poison Trap, and put the -RES into cutting beam. Also got the recharge of Single Shot basically down to its activation (well, close).

Problems: No heals. I suppose I could replace Charged Shot with Triage Beacon. Worth it?

Poison Trap: I keep hearing different things about procs. Some people say "not worth it - not a proc-nuke" and others say "hey the procs have a chance to fire on every target." I have 3 damage procs in this build in Poison Trap, plus lockdown +2hold. Worth it?

PPP: Has to go redside to get PowerSink and ChargedArmor.

Stamina: One slot is kinda lame.

EDIT: oops just notice this has a spiritual alpha for some reason - not intended -- oh well.

Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Beam Rifle
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Caltrops -- RechRdx-I(A), Ragnrk-Knock%(50)
Level 1: Single Shot -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(50)
Level 2: Charged Shot -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg/Rchg(3), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9)
Level 4: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(11), Achilles-ResDeb%(11)
Level 6: Acid Mortar -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(17), ExVuln-DefDeb/Rchg/EndRdx(19), Dev'n-Hold%(21), Achilles-ResDeb%(21)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 10: Disintegrate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(48)
Level 12: Poison Trap -- Lock-%Hold(A), G'Wdw-Dam%(13), NrncSD-Dam%(13), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(15), UbrkCons-Dam%(17)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- Aegis-ResDam/EndRdx(A), S'fstPrt-ResDam/EndRdx(19), S'fstPrt-ResDam/Def+(42)
Level 18: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/Rchg(34), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(34)
Level 20: Lancer Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Acc/EndRdx/Rchg(27), Decim-Dmg/Rchg(27), Decim-Acc/Dmg/Rchg(29)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def(37), GftotA-Def/EndRdx(37)
Level 26: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 28: Trip Mine -- Erad-Acc/Rchg(A), Erad-Dmg(31), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-%Dam(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 35: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45)
Level 38: Overcharge -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Det'tn-Dmg/Rchg(46), AirB'st-Dmg/Rchg(46)
Level 41: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(48)
Level 44: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(50)
Level 47: Super Speed -- Clrty-Stlth(A)
Level 49: Assault -- EndRdx-I(A)
Level 50: Spiritual Total Core Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A)


 

Posted

Quote:
Originally Posted by Granite Agent View Post
OK here's the best I have so far for Traps/Beams. Managed to proc out Acid Mortar and Poison Trap, and put the -RES into cutting beam. Also got the recharge of Single Shot basically down to its activation (well, close).

Problems: No heals. I suppose I could replace Charged Shot with Triage Beacon. Worth it?

Poison Trap: I keep hearing different things about procs. Some people say "not worth it - not a proc-nuke" and others say "hey the procs have a chance to fire on every target." I have 3 damage procs in this build in Poison Trap, plus lockdown +2hold. Worth it?

PPP: Has to go redside to get PowerSink and ChargedArmor.
No heals... No issue. Keep a few greens handy and there ya are... This is not a heal-centric game.

I think that comes down to taste, in a large part. I like procs a lot, but I think I'd skip one or maybe two for increased effect or recharge. But I have heard of it being nice either way, so until I muck with all the possible builds personally, I'll say it's jsut a play style difference.

I think you could take Charged Armour (which I love) without going red side, so that would eliminate that problem. But, a side swap isn't a bad thing at all, especially as some accolades are easier red side. Go red, get your PPP, get some accolades, then go hero again. Easy stuff..


 

Posted

Quote:
Originally Posted by Madadh View Post
No heals... No issue. Keep a few greens handy and there ya are... This is not a heal-centric game.
True but is it worth swapping out Charged Shot for Triage? Between trapping and the other attacks is there enough of an attack chain to drop Charged Shot? I've heard bad things about its dpa.


Quote:
Originally Posted by Madadh View Post
I think you could take Charged Armour (which I love) without going red side, so that would eliminate that problem. But, a side swap isn't a bad thing at all, especially as some accolades are easier red side. Go red, get your PPP, get some accolades, then go hero again. Easy stuff..
True but in this build there are only 2 slots avail for (E/P)PPs -- so to get charged armor and powersink you have to go reside. Blueside it requires a third EPP slot to do that I think.


 

Posted

Quote:
Originally Posted by Granite Agent View Post
True but is it worth swapping out Charged Shot for Triage? Between trapping and the other attacks is there enough of an attack chain to drop Charged Shot? I've heard bad things about its dpa.
I admit to being a Beam novice, so I can't for sure comment on Charged Shot's utility.. I think I'd decide based on which offered me the better set bonuses.




Quote:
True but in this build there are only 2 slots avail for (E/P)PPs -- so to get charged armor and powersink you have to go reside. Blueside it requires a third EPP slot to do that I think.
Easy enough. I'd skip powersink. This isn't a sapper build, so I'd just discard that power.. But, if you truly want it, and feel ya have to have it, as I sad before, the side swap isn't a deal breaker.


That said, I can't seem to look at the details of your latest build. The link seems to be broken, and you didn't post a chunk.


 

Posted

Here it is with the chunk. I also stuck a -KB karma into CJ as apparently FFG doesn't protect v. KB?

And I swapped Triage Beacon in for Charged Shot. Though I suppose you'd keep Charged in while leveling.

Anyone else have any thoughts?

Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/

Click this DataLink to open the build!

Special Ops: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Beam Rifle
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Caltrops -- RechRdx-I(A), Ragnrk-Knock%(50)
Level 1: Single Shot -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(50)
Level 2: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9)
Level 4: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(11), Achilles-ResDeb%(11)
Level 6: Acid Mortar -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(17), ExVuln-DefDeb/Rchg/EndRdx(19), Dev'n-Hold%(21), Achilles-ResDeb%(21)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 10: Disintegrate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(48)
Level 12: Poison Trap -- Lock-%Hold(A), G'Wdw-Dam%(13), NrncSD-Dam%(13), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(15), UbrkCons-Dam%(17)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- Aegis-ResDam/EndRdx(A), S'fstPrt-ResDam/EndRdx(19), S'fstPrt-ResDam/Def+(42)
Level 18: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/Rchg(34), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(34)
Level 20: Lancer Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Acc/EndRdx/Rchg(27), Decim-Dmg/Rchg(27), Decim-Acc/Dmg/Rchg(29)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 26: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 28: Trip Mine -- Erad-Acc/Rchg(A), Erad-Dmg(31), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-%Dam(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(42)
Level 35: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45)
Level 38: Overcharge -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Det'tn-Dmg/Rchg(46), AirB'st-Dmg/Rchg(46)
Level 41: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(48)
Level 44: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(50)
Level 47: Super Speed -- Clrty-Stlth(A)
Level 49: Assault -- EndRdx-I(A)
Level 50: Spiritual Total Core Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A)



Code:
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Posted

Personally... I adore the procs in traps. I immediately noticed the difference when I added them.

I put three in poison trap (two psi damage and the hold) and I think three in Acid Mortar. Putting them in seeker drones will probably be almost as nice but I needed to slot a set there for the set bonus.

Poison Trap is already up around every thirty seconds, and additional recharge would only net me a couple seconds at that point, and all my positional defenses are over 46.5% (the only build I have on this computer is more expensive and its positional defenses hit a minimum of 47.5)

In longer fights I tend to have end issues in longer fights which I plan to stop with incarnate, and I also hope the panacea proc will help when I get it (it works in triage beacon).

I find the +hold procs to be amazing, and my general strategy is to toss seeker drones into a spawn and then run in to lay down poison and acid, and then drop AOE's on. If I'm in a group, usually the melee either beats me into the spawn or isn't far behind, but I definitely notice the +damage and +hold in both traps.

With three 20% procs, there's almost a 50% chance that at least one of them will fire on any given mob it hits.

As for caltrops I didn't have the slots to spare, I have enough global rech to double stack it while hasten is down, so I just put one Posi's proc in it.


 

Posted

Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/

Click this DataLink to open the build!

Special Ops: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Beam Rifle
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Caltrops -- RechRdx-I(A), Ragnrk-Knock%(50)
Level 1: Single Shot -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/Rchg(36)
Level 2: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(3), H'zdH-Heal/Rchg(7)
Level 4: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(11), Achilles-ResDeb%(11)
Level 6: Acid Mortar -- LdyGrey-%Dam(A), AnWeak-Acc/Rchg(17), AnWeak-Acc/Rchg/EndRdx(19), Dev'n-Hold%(21), Achilles-ResDeb%(21)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), DefBuff-I(9), LkGmblr-Def(23), DefBuff-I(23)
Level 10: Disintegrate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Acc/Dmg/Rchg(39), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46)
Level 12: Poison Trap -- Lock-%Hold(A), G'Wdw-Dam%(13), NrncSD-Dam%(13), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(15), UbrkCons-Dam%(17)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(39)
Level 18: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(33), SipInsght-Acc/Rchg(34), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(34), SipInsght-%ToHit(42)
Level 20: Lancer Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Acc/EndRdx/Rchg(27), Decim-Dmg/Rchg(27), Decim-Acc/Dmg/Rchg(29)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 26: Tactics -- AdjTgt-ToHit/EndRdx(A)
Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 35: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dam%(39), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(45)
Level 38: Overcharge -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Det'tn-Dmg/Rchg(46), AirB'st-Dmg/Rchg(46)
Level 41: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(48)
Level 44: Charged Armor -- HO:Ribo(A), ResDam-I(45)
Level 47: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(48), Clrty-Stlth(48), Zephyr-ResKB(50)
Level 49: Assault -- EndRdx-I(A)
Level 50: Spiritual Total Core Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(50)

The build you have up there looks good. These are the changes I would suggest. Puts more procs in Acid Mortar and gives it a slightly higher recharge, also, you get a little more accuracy and a fair chunk of +recovery.


 

Posted

I would put a proc only if it didn't interfere with obtaining defense cap. Defense cap, not procs is what is going to keep you alive. How much is a proc worth if can't stay alive to see its use.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by plainguy View Post
I would put a proc only if it didn't interfere with obtaining defense cap. Defense cap, not procs is what is going to keep you alive. How much is a proc worth if can't stay alive to see its use.
"Proc through the heart, and you're to blame. Procs give Traps a bad name!" haha couldn't resist .... Time for a toon called Jon Bon Trappy!


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Poison Trap: I keep hearing different things about procs. Some people say "not worth it - not a proc-nuke" and others say "hey the procs have a chance to fire on every target." I have 3 damage procs in this build in Poison Trap, plus lockdown +2hold. Worth it?
Poison Trap used to fire procs at every target, my old Fire/Traps still has the three damage procs (ghost widow, neuronic shutdown and the purple). It was broken and it was ridiculous, every time you set the trap it was almost like a nuke (hilarious on the ITF). An ingame friend of mine blew every fire/psi dom (the farming kings then) out of the water with his fire/traps in farming speed because of that.

They fixed that about 2 years ago (i13/i14), now the procs have a 20% chance to fire in the beginning and then 20% every 10 seconds, not worth imo. Before, the damage procs made all the difference, now I only like the lockdown proc because it adds to the hold PT already has.