Slot Question for Traps
I've heard it's actually reasonably effective, since the shots the mortar puts out have AoE. It won't do a darn thing in incarnate content, but for regular play it's supposedly decent. In this case the real question would be whether you can afford to lose the 3.13% melee/1.565% S/L defense bonus. Would that drop you below the softcap to either of those types (or eat unacceptably into the cushion)? If the answer is no, then it might indeed be worth pulling out the 6th enhancement for a proc.
However, if you're only getting one enhancement in the power that's not from the shield breaker set, I personally would *strongly* vote that it be an achilles heel proc instead of the devastation one. 2 mortars + achilles proc in each = essentially perma -60% resist on a hard target, which actually *will* have an effect even on incarnate bosses. With capped defenses you probably don't need the extra mitigation from the hold proc anyway.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
Ya, if I switch it out, my melee defense goes to 35% and S/L is at 45.9% I do like the achilles idea (although I thought it would be -20% per mortar..still nice though)
I do like the achilles idea (although I thought it would be -20% per mortar..still nice though)
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I'd like to make a case for the Devastation proc though, especially coupled with AR - it's a great way to up the utility of Ignite, since you can lit a held mob with it. Much easier and more efficient than having to Caltrop/Web grenade/Beanshot/whathaveyou them first - or at least it lets you concentrate that on the Lts while the minions are taken care of by the proc. On my Corruptor I then just sit back and watch the multiple "Scourge!" fly up.
And I may be wrong but I think this one CAN stack magnitude by itself, so it could conceivably get Lts and Bosses out of your hair for a handful of seconds at a time - always useful. Not absolutely sure about this though... I tend to get rid of them too fast to check. I do have both procs in my Mortar though, I find them more useful than the set bonuses they get in the way of. YMMV.
Ok there you go again with the -60% and I do not see how you are coming up with that number. The AH tooltip only says -20, so where are you getting an extra -40 (I was thinking from the other post that if they DID stack then it would add up to a total of -40% but since you said it is not cumulative then it should only be -20)
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
The 60% is the cumulative contribution from two mortars and the proc. 20% per mortar (each mortar's shots don't stack, but shots from two separate mortars do) plus the proc's 20%. A mature traps build can generally keep two mortars out all the time, and since they're acting independently you can keep blasting at the time, hence Netphenix5's comment.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
Beat me to it. Stacked mortars debuffs is the main reason you want high recharge on your Trapers - not the only one though, but definitely the main one. It's like having a couple /Poison toons doing nothing but spamming Envenom while you blast. With a DoT to disrupt stuff to boot.
I mean, you KNEW Mortars debuff resistance, right?
On a side note, I can now confirm that the Devastation proc stacks with itself - I managed to hold bosses and Lts for a bit with even only one mortar out last night. Granted, it's up to the RNG to see it does, but it DOES happen.
Personally I think your short changing yourself if your not defense capped with Traps. Being capped to Ranged, Melee and AOE really makes Traps a super set to be playing. It pretty much is incarnate slotting before incarnates came out.
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p.s. Also.. does anyone know what the effective recharge is if you have 2 slots of recharge IO's upgraded 5 levels? I was wondering if it was possible to get rid of one of the 3 slots on Hasten but did not know how close two slots could get to matching three at level 50.
Full Positional Soft Cap on a corruptor is too high a price to pay on traps.
You want at least perma hasten and full recharge enhancement in Acid Mortor, Seekers and PGT.
Its easy to have both (and pick of epic/Patron) on a defender, but very hard on corruptors.
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!
Full Positional Soft Cap on a corruptor is too high a price to pay on traps.
You want at least perma hasten and full recharge enhancement in Acid Mortor, Seekers and PGT. Its easy to have both (and pick of epic/Patron) on a defender, but very hard on corruptors. |
Traps is Traps is Traps. Regardless of AT if you can use Traps the build is the same from the Traps aspect and the defensive powers picked from the standard pools. You then pick your attack powers and slot them accordingly with appropriate sets to obtain the numbers your short on.
Sonic Traps
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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
I currently have an AR/Trap corruptor that I have Acid Mortar 6 slotted with shield breaker. I was wondering how effective removing that 6th slot and replacing it with the Devastation: Chance of Hold IO would be. Granted I lose a little smash/lethal defense, but was wondering since it was a mag 2 hold if it would even be worth it on incarnate and other upper level content.