Traps/Assault Rifle Build - Looking for Feedback


Adeon Hawkwood

 

Posted

Hello all,

As I am trying to level up a Defender to level 50, since it's not something that I've done before, I was looking through all of the new enhancement slotting opportunities. And the thought of a Traps/AR/Mace Defender caught my eye. Along with the changes coming to the Fighting Pool, making it easier to get Weave, it seems like I'd be able to easily soft-cap some stuff. Little did I know how much "some stuff" would be.

Now, I know that Trip Mine and Time Bomb are usually regarded pretty low, but I do want to take Trip Mine at least for some fun while solo, even if I don't slot it all that much.

Now, I made this build with Tough as a placeholder for Weave, but if I take Weave instead, it looks like I'll be Incarnate soft-capped (actually over) to S/L/E, normal soft-capped (or within a few percentage points) to Negative, Melee, Ranged, and AoE. I'll be able to heal every once in a while with Slug, won't cause massive knockback woes with the Overwhelming Force proc in M30 Grenade, and have perma-FastSnipe to help with ST damage.

Here is my build so far:

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Half-Tec: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Caltrops -- Ragnrk-Knock%(A), ImpSwft-Dam%(5)
Level 1: Burst -- Achilles-ResDeb%(A), Decim-Acc/Dmg(5), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(34)
Level 2: Slug -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(3), SDefendersB-Dmg/EndRdx/Rchg(9), SDefendersB-Acc/Dmg/EndRdx(15), SDefendersB-Acc/Dmg/EndRdx/Rchg(27), SDefendersB-Rchg/Heal%(36)
Level 4: Super Jump -- Zephyr-ResKB(A)
Level 6: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(7), ShldBrk-Acc/Rchg(13), ShldBrk-DefDeb/EndRdx/Rchg(25), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(48)
Level 8: Force Field Generator -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/Rchg(17), LkGmblr-Rchg+(23)
Level 10: M30 Grenade -- OvForce-Dam/KB(A), OvForce-Acc/Dmg(11), OvForce-End/Rech(13), OvForce-Acc/Dmg/End(21), OvForce-Dmg/End/Rech(25), OvForce-Acc/Dmg/End/Rech(33)
Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(15), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 14: Combat Jumping -- Krma-ResKB(A)
Level 16: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/Rchg(37), Ksmt-ToHit+(43)
Level 18: Seeker Drones -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(19), RzDz-Acc/EndRdx(19), RzDz-Stun/Rng(29), RzDz-Acc/Stun/Rchg(43), RzDz-Immob%(50)
Level 20: Sniper Rifle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(48)
Level 22: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(23), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(40)
Level 24: Boxing -- Empty(A)
Level 26: Web Grenade -- Immob-I(A)
Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(39)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Empty(31), Empty(40), Empty(46)
Level 32: Trip Mine -- Empty(A)
Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rng(39), Posi-Dam%(45)
Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(45), Posi-Dam%(46)
Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-Rchg+(42)
Level 44: Web Envelope -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Hold%(45)
Level 47: Triage Beacon -- Heal-I(A), Heal-I(48)
Level 49: Aid Other -- Heal-I(A)
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 -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(7)
------------



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Now, I KNOW that I can probably tighten this up a bit, and probably get a bit higher performance out of this. Triage Beacon and Heal Other are just garbage picks, since I didn't know what else to grab there, and figured they might come in handy every once in a while. But how is everything else slotted? Anything you'd move around or change completely?

Also, while I will be going with Spectral Interface (the immobs should help with scatter a bit and should stack with Web Envelop), Pyronic Judgement, Rebirth Destiny, and probably some form of Assault Hybrid, I really have no idea what to go with for my Alpha slot. Any suggestions on that one?

Thanks!


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Am taking a look at it Aett. Few things I would change on the traps side. not familliar with AR. See some interesting possibilities with the combination though. Am guessing you want to keep it on the more inexpensive side?

Will post a build and reasoning later. Work calls.


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
Am taking a look at it Aett. Few things I would change on the traps side. not familliar with AR. See some interesting possibilities with the combination though. Am guessing you want to keep it on the more inexpensive side?

Will post a build and reasoning later. Work calls.
Well, fairly inexpensive at first. I could throw a billion at the build if I wanted to, but I prefer to start off cheap, make sure I like it, and can then upgrade enhancements to purples and such as needed. For instance, if I really do like this build after a while, I would likely upgrade one of the Posi's Blasts to a Ragnarok. But I'd be interested in seeing any build, really, if it's improving on this one.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

A few thoughts:

I'm not a huge fan of proc-trops. I find it more useful to slot them for slow to stop enemies running out of them as easily (they are only 80% slow base).

I'd switch out M30 Grenade for Buckshot. It gives you a nice one-two punch with Flamethrower, plus it's useful for filling out your attack chain until I24 and Fast Snipe. Also if you can slot Flamethrower and Buckshot for Range it is handy (especially if you pick either Cardiac or Intuition for your Alpha). I also wouldn't bother with the Overwhelming Force proc, I find the knockback it does is relatively mild and quite useful.

Regarding Defense, I wouldn't go for Scorpion Shield with Traps. If you take Fighting then it's pretty trivial to hit the normal softcap at which point I find a resistance shield (Charged Armor in Mu Mastery is the best IMHO) increases your survival a lot more than trying to hit the Incarnate softcap even in Incarnate content (besides, Seeker Drones and PGT are potent survival tools on their own).

I'd take Vengeance over Aid Other, you can stick an extra LotG in there .

I'd also try and give Triage Beacon a bit more love. It's a very good power but very underestimated.

For Seeker Drones slotting for stun isn't that useful, it's low mag and short. I'd slot a four piece Dark Watcher's Despair there for a recharge bonus and move two of the slot to Tactics to complete the Gaussian's set and make up for the defense you're losing.

Also in general I'd be worred about endurance with that build, it's probably worth putting the recovery procs in Health.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
A few thoughts:

I'm not a huge fan of proc-trops. I find it more useful to slot them for slow to stop enemies running out of them as easily (they are only 80% slow base).

I'd switch out M30 Grenade for Buckshot. It gives you a nice one-two punch with Flamethrower, plus it's useful for filling out your attack chain until I24 and Fast Snipe. Also if you can slot Flamethrower and Buckshot for Range it is handy (especially if you pick either Cardiac or Intuition for your Alpha). I also wouldn't bother with the Overwhelming Force proc, I find the knockback it does is relatively mild and quite useful.

Regarding Defense, I wouldn't go for Scorpion Shield with Traps. If you take Fighting then it's pretty trivial to hit the normal softcap at which point I find a resistance shield (Charged Armor in Mu Mastery is the best IMHO) increases your survival a lot more than trying to hit the Incarnate softcap even in Incarnate content (besides, Seeker Drones and PGT are potent survival tools on their own).

I'd take Vengeance over Aid Other, you can stick an extra LotG in there .

I'd also try and give Triage Beacon a bit more love. It's a very good power but very underestimated.

For Seeker Drones slotting for stun isn't that useful, it's low mag and short. I'd slot a four piece Dark Watcher's Despair there for a recharge bonus and move two of the slot to Tactics to complete the Gaussian's set and make up for the defense you're losing.

Also in general I'd be worred about endurance with that build, it's probably worth putting the recovery procs in Health.
All good advice. Thanks for that. I was mainly going for Web Envelope to help with the scatter caused by Caltrops/Acid Mortar/Ignite. And Scorpion Shield was just a bonus from that. But perhaps a resistance shield would be better. I'll look into it. Got some time before that decision needs to be made.

Good advice about Seeker Drones, though, and I'll move the slots over to Tactics. And will fill the empty slot in Health with something to help the End bar out.


I've got Buckshot right now instead of M30, but will respec once I24 hits. I just feel like I'll have enough cones, but having a true AoE (besides ignite) might be handy from time to time.

Triage Beacon only looks like it'll be good for fights where you know you won't be moving around much, and on teams, that doesn't happen very often, which is why I pushed it off so much. But I'm willing to hear arguments to the contrary.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Triage Beacon only looks like it'll be good for fights where you know you won't be moving around much, and on teams, that doesn't happen very often, which is why I pushed it off so much. But I'm willing to hear arguments to the contrary.
You're correct, on a fast moving team it's only really useful in AV fights. However if you like to solo it's extremely useful. Additionally a lot of the incarnate trials feature long static AV fights where you can pretty much toss it down to buff the entire league.

It's not a critical power the way that FFG and PGT are but it's a very useful power in any extended fight.


 

Posted

Here is something for you to look at. I stuck the ragnaroks in because I didnt want to go over the rule of 5 cap for the 6.25% recharge.

When playing traps, it is very important to me to have them out asap, so I upped the recharge signifigantly. The -regen on pgt only last for 30 seconds, so getting its recharge under that is optimal. and, well, the more mortars and triage beacons the better. you get two of them out, and everyone is a regen scrapper. Sorry you lost the grenade, but between pgt and acid mortar, a good deal of the spawn should be all set for an trip mine, ignite, and full auto combo. Whatever comes out after that you can nail with your insta snipe and flamethrower.

I as well would worry about your end, and recommend cardiac. it also has the bonus of bringing you close to the resistance cap for sm/l.

Dont worry about iSoftcap so much, there are tons of buffs flying around anyway, and if needed, a small purple will bring you beyond for range and energy.

An interesting combo, may have to actually build one.

Just noticed I dropped you by 4 kb points... can try to get it back somehow, or slot an winters gift instead of one of the botz(my first choice).

Sorry about the glad amour as well. All those 45's just looked too sexy to not...

Christ... Forgot to mention I use enhancement boosters as well.

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Posted

I would also talk to plainguy if you get a chance, I know he is fond of hitting positionals without Ffg. I think it gives up too much, but the more opinions the better I think.


 

Posted

Thanks, all. Will take the advice under consideration. Like some of it, don't like others.

Sinister, interesting slotting on Acid Mortar, and may do just that. Sacrifice set bonuses for additional effects. Probably a good call. Although you also broke the power order of Tactics and Maneuvers, but that's an easy fix. Also like putting the Defender set in Sniper Rifle once I24 comes out, should get the heal each shot with that.

Though I'm already having trouble with mob scatter on teams, so really looking to get some sort of immob in the build if possible. Though with all of the chances for Hold, it might not be that big of a concern later. Will have to see if that changes as I level up.


Thanks again for the help!


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Though I'm already having trouble with mob scatter on teams, so really looking to get some sort of immob in the build if possible. Though with all of the chances for Hold, it might not be that big of a concern later. Will have to see if that changes as I level up.
That may be solvable with a playstyle change. I find that if I jump in and drop a PGT first that I don't have much issue with scatter. However, I rarely use Caltrops when teamed either since they tend to cause a lot of scatter. Similarly I only use Ignite if I've already immobilized the target, I also rarely use it on teams anyway since AR has enough AoE damage to keep me busy while other people kill the bosses/Lts that are tough enough to be worth the trouble of igniting.


 

Posted

This is my current Traps AR I just respeced for incoming i24.

It incorporates the perma snipe ability and I've added in Oppressive Gloom for even more control in melee range.

Triage Beacon is on a 60 second recharge for 30 second duration of double Triage.

It is of course positional defense cap and can solo 4/8.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(3), Enf'dOp-Acc/EndRdx:50(3), Enf'dOp-Immob/Rng:50(5), Enf'dOp-Acc/Immob/Rchg:50(5)
Level 1: Burst -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(7), Dev'n-Dmg/Rchg:50(9)
Level 2: Caltrops -- Ragnrk-Knock%:50(A)
Level 4: Triage Beacon -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(11), Numna-Heal:50(11), Dct'dW-Heal/Rchg:50(13), H'zdH-Heal/Rchg:40(7)
Level 6: Acid Mortar -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(13), ShldBrk-Acc/Rchg:30(15), ShldBrk-DefDeb/EndRdx/Rchg:30(9)
Level 8: Force Field Generator -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/Rchg:50(19)
Level 10: Slug -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(25), Dev'n-Dmg/Rchg:50(33), Dev'n-Acc/Dmg/Rchg:50(15)
Level 12: Poison Trap -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(17), BasGaze-Rchg/Hold:30(21), BasGaze-EndRdx/Rchg/Hold:30(21), Lock-%Hold:50(23)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45)
Level 16: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17), LkGmblr-Def/EndRdx:50(46)
Level 18: Seeker Drones -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(25), SipInsght-Acc/Rchg:50(27), SipInsght-ToHitDeb/EndRdx/Rchg:50(27), SipInsght-Acc/EndRdx/Rchg:50(29), SipInsght-%ToHit:50(29)
Level 20: Assault -- EndRdx-I:50(A)
Level 22: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(33), GSFC-Rchg/EndRdx:50(34), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(42)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(36), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(50)
Level 26: Trip Mine -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-%Dam:50(34)
Level 28: Flamethrower -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(39), Posi-Dmg/Rng:50(39), Posi-Acc/Dmg/EndRdx:50(40)
Level 30: Sniper Rifle -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(36), Mantic-Dmg/ActRdx/Rchg:50(37), Mantic-Acc/ActRdx/Rng:50(40), Mantic-Dmg/EndRdx/Rchg:50(40)
Level 32: Buckshot -- FrcFbk-Rechg%:50(A), Posi-Acc/Dmg:50(42), Posi-Dmg/Rchg:50(50)
Level 35: Ignite -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rng:50(36), Posi-Dmg/EndRdx:50(37)
Level 38: Full Auto -- DefendersB-Acc/Dmg:50(A), DefendersB-Dmg/Rchg:50(42), DefendersB-Dmg/EndRdx/Rchg:50(43), DefendersB-Acc/Dmg/EndRdx:50(43), DefendersB-Acc/Dmg/EndRdx/Rchg:50(43), DefendersB-Rchg/Heal%:50(48)
Level 41: Dark Consumption -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(48)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(45), Aegis-Psi/Status:50(45)
Level 47: Oppressive Gloom -- Amaze-ToHitDeb%:50(A), Amaze-EndRdx/Stun:50(48)
Level 49: Super Speed -- Clrty-Stlth:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(46)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(46), P'Shift-EndMod/Rchg:50(50)
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 -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
------------



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| 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