Traps/Arch/Soul Defender Icapped Range, Standard Capped all, Permahasten.


Linea_Alba

 

Posted

Take a look. If you can point out inefficent slotting please let me know.
Ignore enhancement levels.


Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Hocofaisan: Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Archery
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Caltrops -- Posi-Dam%:50(A)
Level 1: Snap Shot -- Decim-Build%:40(A), Decim-Dmg/Rchg:40(3), Decim-Acc/Dmg/Rchg:40(3), Decim-Dmg/EndRdx:40(5), Decim-Acc/Dmg:40(5)
Level 2: Aimed Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(9), Thundr-Dmg/EndRdx/Rchg:50(25)
Level 4: Fistful of Arrows -- SDefendersB-Rchg/Heal%:50(A), SDefendersB-Acc/Dmg/EndRdx:50(11), SDefendersB-Acc/Dmg/EndRdx/Rchg:50(11), SDefendersB-Dmg/EndRdx/Rchg:50(13), SDefendersB-Dmg/Rchg:50(13), SDefendersB-Acc/Dmg:50(15)
Level 6: Acid Mortar -- Dev'n-Hold%:50(A), Achilles-ResDeb%:20(15), AnWeak-Acc/Rchg:50(17), RechRdx-I:50(17)
Level 8: Force Field Generator -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/Rchg:50(19)
Level 10: Blazing Arrow -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(21), Apoc-Acc/Rchg:50(21), Apoc-Acc/Dmg/Rchg:50(23), Apoc-Dmg/Rchg:50(23)
Level 12: Poison Trap -- UbrkCons-Dam%:50(A), UbrkCons-EndRdx/Hold:50(25), UbrkCons-Acc/Rchg:50(27), UbrkCons-Acc/Hold/Rchg:50(27), UbrkCons-Hold/Rchg:50(29), Lock-%Hold:50(29)
Level 14: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31), Zephyr-Travel:50(31), Zephyr-Travel/EndRdx:50(33), Zephyr-ResKB:50(33)
Level 16: Fly -- Flight-I:50(A)
Level 18: Seeker Drones -- Cloud-%Dam:30(A), Cloud-Acc/EndRdx/Rchg:30(33), Cloud-ToHitDeb/EndRdx/Rchg:30(34), Cloud-Acc/Rchg:30(34), Cloud-Acc/ToHitDeb:30(34), Cloud-ToHitDeb:30(36)
Level 20: Explosive Arrow -- HO:Nucle(A), Ragnrk-Dmg:50(36), FrcFbk-Rechg%:50(36), RechRdx-I:50(50)
Level 22: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(37)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(37)
Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39)
Level 30: Aim -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(39), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-ToHit/Rchg:50(40), GSFC-ToHit:50(42)
Level 32: Trip Mine -- Armgdn-Dam%:50(A), Armgdn-Dmg/EndRdx:50(42), Armgdn-Acc/Rchg:50(42), Armgdn-Acc/Dmg/Rchg:50(43), Armgdn-Dmg/Rchg:50(43)
Level 35: Dark Consumption -- Oblit-Acc/Dmg/Rchg:50(A)
Level 38: Rain of Arrows -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(43), Ragnrk-Acc/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Dmg/Rchg:50(45)
Level 41: Soul Transfer -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 44: Soul Drain -- Oblit-Acc/Rchg:50(A), RechRdx-I:50(46), RechRdx-I:50(46)
Level 47: Triage Beacon -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(48), Dct'dW-Heal/EndRdx/Rchg:50(48), Dct'dW-Heal/Rchg:50(48), Dct'dW-EndRdx/Rchg:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-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



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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!

 

Posted

A few things I'd consder... most of these are personal preference and not glaring errors.

1. Trip Mine is pretty worthless... if you're using it for the set purposes, I'd throw the set in soul drain which is a power you'll actually use and want slotted for recharge.
2. Dark Embrace combined with Tough can give you 60ish resistance to smashing lethal... that's a nice combination to give you some real serious survivability.
3. Soul Transfer is a good power to give up if you want something else (like dark embrace)
4. I went back and forth between Caltrops and Web Granade on my traps toon several times. I ended up going with Web Granade, and use it a lot when soloing bosses and EBs who like run all over the friggin map with 50% of their health left.
5. I've never tried... can you use acid mortor and trip mine while flying?


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Trip Mine: Toe bombing. It's not worthless, but It's definitely subjective. Call it a hold over from the good old days.

Dark Embrace: I agree on the resist stacking, but I'd put that up to personal preference, I've seen plenty of people, including myself, run without resist.

Soul Transfer: I use temps and vets, but if I ever had a freebie pick, I'd love this as a freebie.

Caltrops vs Webbie: I love caltrops for survivability. I use them as a Rain Dancer type of control and defense. That means I almost always default to caltrops first. However, I also like webbie for the runners, especially runners like Rommy. I've rebuilt entire builds just to get an immobilize worked in so I could solo track star AVs.

Flying: Yes (at least last time I tested it), you can use traps while flying, but only if you are VERY close to the ground. Pretty sure Rat was hovering while fighting the other day, so I'd assume this is still true.

Defenders Bastion Is suboptimal in an AoE, as the PPM is divided by some F(Max Targets). I've tried it in Cones, AoEs, and STs. Depending on playstyle, luck, and preference .... I come back to putting it in the longer recharging ST attacks. I'd take the Healing Arrow path.

Healing Arrow: Blazing Arrow with Defenders Bastion. After all the talk of the "Healing Arrow" power for years in the defender forum, I just wouldn't be able to resist this slotting.

I'd use some IO Boosters on the 2 slot powers.

Then I'd use some more IO Boosters to free up a couple of slots for whatever, assuming there's somewhere useful to use 2 more slots. There are, but it's a matter of preference where and how.

SBE Hold proc and Apoc in Snap Shot or a couple of slots into Tough to make it more than a Mule.

Soul Drain probably doesn't need the accuracy. It's 93% vs +3s unslotted.

You can take the extra slot back out of Snap Shot or Explosive Arrow if you want the 20 seconds back in Soul Transfer. If not for exploiting stacked hold procs, I'd rather have a damage proc in snap shot. I've live without the recharge on Soul Transfer, but then I use temps and would proably just pick an entirely different power, or epic.

Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

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Posted

Adjusted based on responses.

I really like soul drain, and while the resistance would help survivability, I like
being a little more squishy and more offensive.

I am skipping the immob, since I don't plan on soloing any AVs with this toon ever.


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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!