??/Traps


AWRocketman

 

Posted

So, debating between Energy, Psychic, or Radiation for a Traps Corr.

Not explicitly looking for shenanigans (e.g. AV/GM Soloing et alia), but looking for something that won't have me hating my life.

Rest of the Blast sets are discounted either because I already have a Corr with it, or with Sonic, the wife has a Sonic/Traps and I'd like not to clone hers.

However, if there's an overwhelming reason to go with one of the other Primaries, I am willing to listen to reason.


I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Beam suits the Fire and forget nature of traps. Drop traps, they debuff, you shoot things and try and get the Disintergration Spread message as much as possible. It's also nicely thematic.

Dark has some lovely synergies, lots of -Tohit to stack with FFG, an AOE Stun for easy toe-bombing, a Cone Immob and a self-heal. Darks downside is a crappy other cone (Nightfail) and somewhat meh single target damage (although Life Drain may have be bolstered, I'm not sure).

I have a Traps/Beam and like it a lot, but occasionally I yearn for a Dark/Traps too.


 

Posted

Quote:
Originally Posted by Errant View Post
So, debating between Energy, Psychic, or Radiation for a Traps Corr.

Not explicitly looking for shenanigans (e.g. AV/GM Soloing et alia), but looking for something that won't have me hating my life.

Rest of the Blast sets are discounted either because I already have a Corr with it, or with Sonic, the wife has a Sonic/Traps and I'd like not to clone hers.

However, if there's an overwhelming reason to go with one of the other Primaries, I am willing to listen to reason.
Of those you listed I would favor the Rad. With /Traps your going to want to be in close to toe bomb and get the most from your traps. Rad gives you a PbAoe and a Taoe to use while your mixing it up inside.

Managing the KB of energy in a way to not waste the effect of your traps can be an exercise in frustration.

Psi's main advantage the range on the attacks is wasted on /Traps since you do your best work in tight. If you wanted to be a lay out traps and pull kind of player than it might work alright but I have never met a team that wants that kind of trapper around.


Global: @Kelig

 

Posted

Quote:
Originally Posted by joebartender View Post
Of those you listed I would favor the Rad. With /Traps your going to want to be in close to toe bomb and get the most from your traps. Rad gives you a PbAoe and a Taoe to use while your mixing it up inside.

Managing the KB of energy in a way to not waste the effect of your traps can be an exercise in frustration.

Psi's main advantage the range on the attacks is wasted on /Traps since you do your best work in tight. If you wanted to be a lay out traps and pull kind of player than it might work alright but I have never met a team that wants that kind of trapper around.
Seconding this, for all the stated reasons.

I have to agree that Energy would be the worst to pair with traps out of all the blasts. Rad is solid, but I think a lot of the other blast sets would benefit, and benefit from, traps more.

I also agree that Dark is strong with it for the aoe immob and the debuffs.


 

Posted

Rad does seem nice..

Traps is a up in front of the battle lines type of build. Rad works nice because it has the AOEs, no Knock backs and nice debuffs that sit well with Traps.

On top of this you get defense cap.

You might not want to be an AV/GM killer but you will be.


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

Of the three you mentioned, I have to say RAD as well, for the already stated reasons.

In addition, Dark/Traps makes a nice tank, and Fire/Traps should be a fairly obvious offensive choice.


 

Posted

Quote:
Originally Posted by Technoraid View Post
I have to agree that Energy would be the worst to pair with traps out of all the blasts.
I disagree; Energy/Traps works fine. Traps is in fact one of the best Corr/Def sets to pair with Energy Blast. The targeted and persistent debuff of Acid Mortar means that you can knockback your targets without nerfing your damage; and Energy Blast without knockback loses its main reason for being. Admittedly it's not so good for "toe bombing", but there's more than one way to play a /Traps.


Arc #40529 : The Furies of the Earth

 

Posted

Quote:
Originally Posted by Errant View Post
So, debating between Energy, Psychic, or Radiation for a Traps Corr.

Not explicitly looking for shenanigans (e.g. AV/GM Soloing et alia), but looking for something that won't have me hating my life.

Rest of the Blast sets are discounted either because I already have a Corr with it, or with Sonic, the wife has a Sonic/Traps and I'd like not to clone hers.

However, if there's an overwhelming reason to go with one of the other Primaries, I am willing to listen to reason.
Energy is the worst by far. I like Psi a lot, good secondary effects, good aoe on corrs, you already have -def (rad blast's effect) from traps, and you don't need much -def. Also I never liked Rad's damage but ymmv, haven't tried it too much, unlike DP that I found subpar on two blasters until I make a DP/Dark and was satisfied.

From others, Fire is fire so it's always great. Beam is good mostly because you can leverage disintegration since you don't have to redraw after setting up, just jump back to range and blast. But that's more saying 'Traps benefits Beam' than 'Beam benefits Traps'.

One thing I love about Fire and Ice is the caltrops+Rain combo, on my fire/traps I have bound ctlr+click for caltrops and shift+click for rain. Ice has extra slows too, to keep mobs closer together, besides a very good hold.


 

Posted

My Fire/Traps is one of the nastiest characters I've got... though I prefer my Ice/Traps defender for survivability at soloing +3/8


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

Ice/Kin Guide

 

Posted

Thanks for the heads up, all.

Dr. Proct has been rolled on Infinity, a Rad/Traps. He's a Poke-Mon. *bad puns abound*


I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

I am finding my level 27 Rad/Traps: Neutronos to be an awesome build.

I start off with a dose of PGT and an Acid Mortar then throw Aim, Irradiate, Caltrops and finish with Neutron Bomb and jump outside to do ST blast goodness and a dose of Electron Haze.

I havent gotten Seekers or Trip mine but I will be getting those and living every minute of it!


The best part about traps would be the procs. I am putting an Achilies and Devastation in Mortar and a Lockdown in PGT.


http://s305.photobucket.com/albums/n...stumes%202011/

 

Posted

And you can slot Fury of the Gladiator: -Res if you have deep enough pockets. I agree with Kioshi though, I was never impressed with Rad on a Corr.



 

Posted

No one for Assault Rifle, eh?

I know you've already rolled, but I found this to be an incredibly fun combo. KB synergizes very well with Caltrops, and you get a LOT of AoE.

It's a fun set and there is probably no better pairing for it than Traps.


Open the pod bay doors, Hal.

 

Posted

Quote:
Originally Posted by plainguy View Post
Rad does seem nice..

Traps is a up in front of the battle lines type of build. Rad works nice because it has the AOEs, no Knock backs and nice debuffs that sit well with Traps.

On top of this you get defense cap.

You might not want to be an AV/GM killer but you will be.
Not trying to be a turd, but I'd love someone to show me how a traps of any kind takes out a GM. I agree, it's a good AV killer, but as soon as you drop acid mortar on a GM you're gonna have to chase it.

I have two immobs I can stop an AV with, not so much on a GM.


@MARTy McFly

 

Posted

As mentionned by Silas in his amazing Traps guide, take Provoke from the Presence pool. BAM - GM on a leash.


 

Posted

Quote:
Originally Posted by The_Ringer View Post
No one for Assault Rifle, eh?

I know you've already rolled, but I found this to be an incredibly fun combo. KB synergizes very well with Caltrops, and you get a LOT of AoE.

It's a fun set and there is probably no better pairing for it than Traps.
I love love LOVE my AR/Traps Corr. Caltrops/Poison trap + Entrangling grenade (for Lts/Bosses) + Acid Mortar + Ignite = dead mobs. The orange numbers are GLORIOUS. Add Full Auto for sheer ZOMG overkill. Crashless fast recharge "Nuke"? Yes please!


 

Posted

Quote:
Originally Posted by Netphenix5 View Post
As mentionned by Silas in his amazing Traps guide, take Provoke from the Presence pool. BAM - GM on a leash.
If the damn copy tool wa working, I would try to take provoke or challange to bring mobs back to the PGT area of death.


http://s305.photobucket.com/albums/n...stumes%202011/

 

Posted

Heh, my bad. I've considered this in the past, but I could never bring myself to drop more favorable pools.

No doubt it works. Maybe on a second build.


@MARTy McFly

 

Posted

I took Challenge with the base slot with a Taunt IO on my Dark/Traps. Every time Scrappy would run I'd hit him with it & he'd turn back around..he runs a lot though. lol


The Only Token Black Guy

Quote:
Originally Posted by Murdok View Post
Your mom's real name is Castle.

 

Posted

Quote:
Originally Posted by Shadow Wail View Post
What is the optimum pre-hasten global recharge I should have on a /Traps?
I have 97.5 on mine, and I can get double Mortars down with less than optimal slotting in them.


The Only Token Black Guy

Quote:
Originally Posted by Murdok View Post
Your mom's real name is Castle.

 

Posted

Quote:
Originally Posted by Shadow Wail View Post
What is the optimum pre-hasten global recharge I should have on a /Traps?
330%.

More seriously, though, traps is one of those sets that appreciates any amount you can throw on there - as long as it doesn't cripple you in other places, as much as possible. 100% is a good base goal to aim for.


 

Posted

Quote:
Originally Posted by Swansu View Post
I took Challenge with the base slot with a Taunt IO on my Dark/Traps. Every time Scrappy would run I'd hit him with it & he'd turn back around..he runs a lot though. lol
That's an excellent Idea...I forgot all about that...RESPEC time! *plays around in mids happily*



 

Posted

Does anyone have something to say about a beam/traps?

I've just rolled one and I'm hoping she can solo big targets. Provoke/Challenge is a good idea to keep enemies close as well.