Traps/Sonic Build Advice


Bubblerella

 

Posted

Hello all. I've never built a defender before, so I'm not sure what the general "best slotting practices" are. I put together a build that focuses on soft cap to all positionals, and then to recharge. Slot levels were placed randomly as I was focusing on building up defenses first, so it's not very exemplar friendly.

Will this allow me to do a Shreak -> Scream rotation or will I have to do the Shreak -> Scream -> Shreak -> Howl? Will I run into endurance issues? Anything obvious I missed?

I intentionally left out purple sets, but I could likely replace the Decimation in Scream with Apocylipse and the Posi Blast in Howl for Ragnarok for extra recharge eventually.

Please let me know if I'm missing something or could do something better! Thanks!

Hero Plan by Mids' Hero Designer 1.958
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Sonic Attack
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Dmg/Slow(7)
Level 1: Shriek -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(3), SDefendersB-Dmg/EndRdx/Rchg(3), SDefendersB-Acc/Dmg/EndRdx(5), SDefendersB-Acc/Dmg/EndRdx/Rchg(5), SDefendersB-Rchg/Heal%(7)
Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(29)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33)
Level 6: Acid Mortar -- ShldBrk-%Dam(A), ShldBrk-Acc/DefDeb(11), ShldBrk-DefDeb/EndRdx/Rchg(13), ShldBrk-Acc/EndRdx/Rchg(17), ShldBrk-DefDeb(17), ShldBrk-Acc/Rchg(19)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/Rchg(9), LkGmblr-Def/EndRdx/Rchg(21)
Level 10: Recall Friend -- Zephyr-Travel(A), Zephyr-ResKB(11), Zephyr-Travel/EndRdx(19)
Level 12: Poison Trap -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(13), BasGaze-Rchg/Hold(37)
Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Web Grenade -- Enf'dOp-Acc/Immob/Rchg(A), DblAc-Acc/Immob/Rchg(34), RtngG-Acc/Immob/Rchg(36)
Level 18: Seeker Drones -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(36), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-Rchg/EndRdx(37)
Level 20: Amplify -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37)
Level 22: Team Teleport -- Zephyr-Travel(A), Zephyr-ResKB(23), Zephyr-Travel/EndRdx(23)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(48)
Level 28: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(40), EndRdx-I(42)
Level 30: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(31), Zephyr-ResKB(31), Zephyr-Travel/EndRdx(31)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 35: Oppressive Gloom -- Acc-I(A)
Level 38: Dark Consumption -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40)
Level 41: Dreadful Wail -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx(45)
Level 47: Soul Drain -- RechRdx-I(A), RechRdx-I(50)
Level 49: Triage Beacon -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(50), Numna-Heal(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(48), Numna-Regen/Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
------------



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Posted

Planning without purples is advantageous in that you see what your basic build is capable of doing before level 50.

There are some subtleties a new defender might miss. Traps strengths are good defense, good mezz perception with Forcefield Generator. Traps debuffs EVERYTHING, damage is NOT a weakness. Endurance usage can be a weakness. Burst damage can hurt a trapper potentially. Slows, defense debuff, endurance drain can be problematic. More recharge is key. With good defense, still regeneration and a way to self- heal should be addressed.

First, I wouldn't put that many slots in pool powers when regular abilities and attack could do with more slotting. The exception to this is Tactics. Five slotted tactics will optimize tohit, endurance cost, and give you +recharge with Adjusted Targeting.

Second, I would make sure I had other powers optimized before the fourth slot in stamina for the set bonus. Miracle proc, Numina's proc and the Performance shifter proc should have you set up well enough. Your regen should be better than average. I have heard some comment that a simple Heal IO in Health will buy you more Regeneration than the Regenerative Tissue Proc. Putting a Numina's Heal for the 2 piece IO set bonus looks reasonable, too. Your regen and recovery issues should be met.

Third, Hover works well with Teleportation as a zone travel power. Teleportation addresses slows put on you by foes, you can teleport while slowed to desired destinations in battle to place traps. You CANNOT however set traps while you are hovering. I would slot your teleport with 3 of the Blessing of the Zephyrs, but not Recall Friend or Hover. Slotting for speed in hover isn't too useful if you combat tp or if your are tp'ing through a zone. The end usage is minimal. The defense is pale in comparision to the Forcefield Generator and even Manuvers. I would leave a single slot in hover for the Luck of the Gambler, and a single slot for either interruption or range in recall friend. Some maps, especially Independence Port, can stand range enhancements in Recall Friend. The Eden trial is another. I can't see when a team would like team teleport unless your pets blocked the door. I would definitely get vengeance instead. Even one slot, it's a great power.

Poison Trap craves one more slot for the fourth Gaze of the Basilisk and 7.5% additional recharge. Oppressive gloom craves some slotting. It's a PbAoE stun that ticks in cycles. With a bit of stun duration, the power becomes more effective. My trappers play in melee land and this power synergizes very well with my style.

I would fit extra slots in other places like vengeance, dark consumption (try to synch up with your nukes recharge ) Slotting more resistance in dark embrace would be beneficial as well - perhaps the Aegis and Impervium Psy bonuses.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Some thoughts:

No, as I recall it takes fairly high levels (beyond perma Hasten) of recharge to run shriek>scream>shriek>scream. There's a recent thread about Sonic Blast that mentions it I believe.

Psylenz makes some good points. Biggest problem I see is putting many of them in place unless you are willing to fall below the soft cap for range and aoe in particular, since you'd be losing the BotZ bonuses, or be willing to undergo a major rework of the build. I would myself, however, free up 2 slots (putting both in Poison Trap) by dropping the Regen Tissue +regen and dropping Stamina to 3 slots (which I'd slot generic Endmod, Perf Shifter Endmod and +End). You can also get away with slotting a generic Stun IO in OG. You have sufficient global accuracy combined with Tactics +to hit to not need accuracy in OG (and DC for that matter) to hit +4's. Using 4 Gaze of the Basilisk (plus whichever Lockdown helping overall enhancement) and swapping to 4 Clouded Senses could relatively painlessly add 13.75% global recharge.

I'd also use Miracle for the +recovery and +max health rather than Numina's for +regen and +max health in Triage Beacon ... in general I'd personally chase +recovery over +regen. Either I'm chomping greens or using Triage Beacon for regaining Hit Points. Defender's lower max health means +regen gives you, in general, less bang for the buck than scrappers, brutes etc.. You go from roughly 9 hp/sec to 11hp/sec, for instance, by keeping the Regen Tissue +regen in the build ... and that's twice the +regen of grabbing the 12% regen for Numina's set bonus. Ensuring you recovery meets demand will be more vital to keeping upright.

Your end usage looks reasonable ... and grabbing the +max end accolades would pretty much make end usage a non-issue.

If it weren't for the upcoming changes to our nukes I'd also be thinking of swapping Dreadful Wail for Screech for the stacking stuns of Screech plus OG ... but a crashless nuke sounds like more fun unless you are willing to try and find a place for both.

Doomguide


 

Posted

Quote:
Originally Posted by Doomguide View Post
Some thoughts:

No, as I recall it takes fairly high levels (beyond perma Hasten) of recharge to run shriek>scream>shriek>scream. There's a recent thread about Sonic Blast that mentions it I believe.

Psylenz makes some good points. Biggest problem I see is putting many of them in place unless you are willing to fall below the soft cap for range and aoe in particular, since you'd be losing the BotZ bonuses, or be willing to undergo a major rework of the build. I would myself, however, free up 2 slots (putting both in Poison Trap) by dropping the Regen Tissue +regen and dropping Stamina to 3 slots (which I'd slot generic Endmod, Perf Shifter Endmod and +End). You can also get away with slotting a generic Stun IO in OG. You have sufficient global accuracy combined with Tactics +to hit to not need accuracy in OG (and DC for that matter) to hit +4's. Using 4 Gaze of the Basilisk (plus whichever Lockdown helping overall enhancement) and swapping to 4 Clouded Senses could relatively painlessly add 13.75% global recharge.

I'd also use Miracle for the +recovery and +max health rather than Numina's for +regen and +max health in Triage Beacon ... in general I'd personally chase +recovery over +regen. Either I'm chomping greens or using Triage Beacon for regaining Hit Points. Defender's lower max health means +regen gives you, in general, less bang for the buck than scrappers, brutes etc.. You go from roughly 9 hp/sec to 11hp/sec, for instance, by keeping the Regen Tissue +regen in the build ... and that's twice the +regen of grabbing the 12% regen for Numina's set bonus. Ensuring you recovery meets demand will be more vital to keeping upright.

Your end usage looks reasonable ... and grabbing the +max end accolades would pretty much make end usage a non-issue.

If it weren't for the upcoming changes to our nukes I'd also be thinking of swapping Dreadful Wail for Screech for the stacking stuns of Screech plus OG ... but a crashless nuke sounds like more fun unless you are willing to try and find a place for both.

Doomguide
The Drones also give a short lived stun to stack with OG.

You might also consider shockwave if you have the Overwhelm proc available. It would be a very nice mitigation tool that provides some cone damage on a short recharge.
Or you could place that proc into trip mine for some toe bombing goodness with a kdown instead of a kb.


 

Posted

Just gonna throw this out there for reference. I switched out the purple sets I have in my build which has 172.5 recharge. This is still pretty good.

Hero Plan by Mids' Hero Designer 1.959
http://www.cohplanner.com/

Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Sonic Attack
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Electricity Mastery

Hero Profile:
------------
Level 1: Web Grenade Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(17), Enf'dOp-EndRdx/Immob(34), Enf'dOp-Acc/EndRdx(39), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/Immob(42)
Level 1: Shriek Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34)
Level 2: Scream SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(3), SDefendersB-Dmg/EndRdx/Rchg(7), SDefendersB-Acc/Dmg/EndRdx(40), SDefendersB-Acc/Dmg/EndRdx/Rchg(40), SDefendersB-Rchg/Heal%(43)
Level 4: Howl Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(21)
Level 6: Triage Beacon Dct'dW-Heal/Rchg(A), Mrcl-Heal/Rchg(11), Numna-Heal/Rchg(15)
Level 8: Acid Mortar Achilles-DefDeb(A), ShldBrk-Acc/EndRdx/Rchg(9), ShldBrk-Acc/Rchg(9), ShldBrk-DefDeb/EndRdx/Rchg(11), ShldBrk-Acc/DefDeb(17), Dev'n-Hold%(39)
Level 10: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 12: Force Field Generator LkGmblr-Rchg+(A), LkGmblr-Def(13), DefBuff-I(13)
Level 14: Boxing Acc-I(A)
Level 16: Super Speed Winter-ResSlow(A)
Level 18: Poison Trap Lock-%Hold(A), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(37), BasGaze-EndRdx/Rchg/Hold(37)
Level 20: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def(21), Zephyr-ResKB(25)
Level 22: Seeker Drones Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(23), Cloud-Acc/Rchg(23), Cloud-ToHitDeb/EndRdx/Rchg(36)
Level 24: Tough S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27), GA-3defTpProc(33), GA-RechEnd(42), HO:Ribo(46)
Level 26: Super Jump Zephyr-ResKB(A), Zephyr-Travel/EndRdx(27), Zephyr-Travel(36)
Level 28: Trip Mine Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(46)
Level 30: Hasten RechRdx-I(A), RechRdx-I(31)
Level 32: Weave SW-ResDam/Re TP(A), Ksmt-ToHit+(33), LkGmblr-Def(43), LkGmblr-Rchg+(48)
Level 35: Electric Fence Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(39), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(50)
Level 38: Dreadful Wail Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 41: Charged Armor Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(46)
Level 44: Tactics HO:Cyto(A), HO:Cyto(45)
Level 47: Power Sink RechRdx-I(A)
Level 49: Vengeance LkGmblr-Rchg+(A)
Level 1: Brawl Empty(A)
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Hurdle Jump-I(A)
Level 2: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(25), EndMod-I(36)
Level 1: Prestige Power Slide Empty(A)
Level 1: Prestige Power Dash Empty(A)
Level 1: Prestige Power Quick Empty(A)
Level 1: Prestige Power Surge Run-I(A)
Level 1: Prestige Power Rush Empty(A)
Level 50: Ageless Radial Epiphany
Level 50: Agility Radial Paragon
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 50: Support Radial Embodiment
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@MARTy McFly

 

Posted

Oppressive Gloom is a great power. I would six slot it to get your range defense bonus. I would six slot Poison traps to get your range defense bonus along with the Hold proc from lock down. Or 4 slot with Basilisk for the recharge plus the lock down. Trust me when I tell you, you will see the lock down proc work long after you thought poison trap was done. You will see mobs run in when you thought PT was done and suddenly see the mobs get held by the proc. Between Poison Trap and the lock down you can hold 7 or 8 mobs, add in Oppressive Gloom and its a killer combo. Your pretty much only dealing with bosses.

I'm posting my AR Traps defender and my Robot Traps mastermind so you can see some slotting ideas. End result if you put our builds side by side you will see our numbers are pretty much the same, even though your build is a bit different then mine.

I will say I would have gone with Oppressive Gloom myself if Dark Consumption was a bit faster. I still might make some changes myself and go with OG if I decide to go to the dark side to pick it up.

Traps AR

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Robot Traps
Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1477;681;1362;HEX;|
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|-------------------------------------------------------------------|
DP Traps Corruptor

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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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

 

Posted

Thanks for all the feedback! I've built too many scrapper and brute builds, so slotting +regen is a hard habit to break.

Quick question....

Given a very high defense build (iTrial capped or very near for S/L/E), soft capped to everything else, would you prefer the self heal in Time or the Hold protection in Traps for DA content?

As a scrapper I didn't have to worry all that much about it, but how prevalent is hold and how often does it break through defense in DA missions?


 

Posted

One thing I like about the defender ATO set is its minor heal, it fires often, and when ya pair it with Triage Beacon you're pretty well covered.

Being so near the soft cap to everything I find my favorite Destiny power on a Traps to be Ageless, resist to debuff covers you for DA content, and what Traps doesn't like more recharge.

Time has great defense, it prolly has the edge in ease of use since FFG can be a PITA, but Time can't touch Traps when it comes to some status protection and debuffing.


@MARTy McFly

 

Posted

Quote:
Originally Posted by Bubblerella View Post
One thing I like about the defender ATO set is its minor heal, it fires often, and when ya pair it with Triage Beacon you're pretty well covered.

Being so near the soft cap to everything I find my favorite Destiny power on a Traps to be Ageless, resist to debuff covers you for DA content, and what Traps doesn't like more recharge.

Time has great defense, it prolly has the edge in ease of use since FFG can be a PITA, but Time can't touch Traps when it comes to some status protection and debuffing.
You said it better then I was gonna. I agree the one of the greatest powers and weaknesses of Traps is FFG. The big issue I find with FFG is because it is a pet it ends up getting aggro sometimes when I run 4/8 setting. On normal content I am never worried because I can kill stuff fast enough to keep it alive or resummon. But on DA content I find that sometimes I sort of have to have FFG around a corner so as to keep it out of LOS on big fights otherwise it gets targeted as soon as I summon it.

On lower content I enjoy sometimes using FFG as a alpha. Basically I summon FFG onto a group and walk into it. Once I drop trip mine and a few attacks to get aggro I resummon FFG.


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