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Looking for a Traps/AR build with with BASIC SO enhancements.


vtshadow314

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Im returning after a long time being gone. I have pretty much nothing to work with at the moment and was wondering if someone could put together a

Newb friendly TRAPS/AR  Fender build that I could use for MOSTLY Team play. I don't like to solo very much in my old age. lol

But if I have to I will. But like I said. Please use SO for the enhancements. Im extremely poor and will use this toon to build funds to get the more advanced stuff later.

I would sincerely appreciate any help at all.

 

Thanks guys.

 

VT

 

Edited by vtshadow314
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I am not at all sure of this, but you could try this. I tried to keep everything cheap endurance-wise, while getting the leadership powers. Tactics is a huge boon when it comes to teaming in a low level party. Anyway, feel free to change anything you want, especially the power order as I assume you'll want super speed sooner.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Caltrops -- EndRdx(A)
Level 1: Burst -- EndRdx(A), Dmg(46), Dmg(50), Acc(50)
Level 2: Slug -- EndRdx(A), Dmg(3), Dmg(3), Acc(50)
Level 4: Triage Beacon -- RechRdx(A), RechRdx(5), Heal(5), Heal(48)
Level 6: Acid Mortar -- EndRdx(A), EndRdx(7), Acc(7), Acc(15), RechRdx(15), RechRdx(48)
Level 8: Force Field Generator -- EndRdx(A), DefBuff(9), DefBuff(9), DefBuff(11)
Level 10: Maneuvers -- EndRdx(A), EndRdx(11), DefBuff(13), DefBuff(13)
Level 12: M30 Grenade -- EndRdx(A), EndRdx(34), Dmg(37), Dmg(40), Acc(48)
Level 14: Poison Trap -- EndRdx(A)
Level 16: Tactics -- EndRdx(A), EndRdx(17), ToHit(17), ToHit(19)
Level 18: Seeker Drones -- EndRdx(A), Dmg(19), Dmg(45), Acc(46)
Level 20: Sniper Rifle -- EndRdx(A), Dmg(21), Dmg(21), Dmg(23), Acc(23), RechRdx(43)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- EndRdx(A), EndRdx(25), ResDam(25), ResDam(40)
Level 26: Trip Mine -- EndRdx(A), Dmg(27), Dmg(27)
Level 28: Flamethrower -- EndRdx(A), EndRdx(29), Dmg(29), Dmg(34), Acc(37)
Level 30: Weave -- EndRdx(A), EndRdx(31), DefBuff(31), DefBuff(31)
Level 32: Time Bomb -- EndRdx(A), Dmg(33), Dmg(33), Dmg(33), Acc(34)
Level 35: Scorpion Shield -- EndRdx(A), EndRdx(36), DefBuff(36), DefBuff(36)
Level 38: Full Auto -- EndRdx(A), Dmg(39), Dmg(39), Dmg(39), Acc(40), RechRdx(43)
Level 41: Ignite -- EndRdx(A), EndRdx(42), Dmg(42), Dmg(42), Acc(43)
Level 44: Hasten -- RechRdx(A), RechRdx(45), RechRdx(45)
Level 47: Super Speed -- Run(A)
Level 49: Combat Jumping -- DefBuff(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
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 -- EndRdx(A)
Level 1: Vigilance 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(37), EndMod(46)
------------

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|-------------------------------------------------------------------|

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Personally I would get assault not manouvers if given the choice, especially without IOs. +18.5% dmg is really good, especially if solo. 

Retired, October 2022.

Fallout Engineer Rad/AR Defender || Peacemoon Empathy/Psi Defender || Svarteir Dark/Dark Controller

Everlasting || UK Timezone

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  • 9 months later

Thread necro here ...

The best, usable powers in Traps are Caltrops, Triage Beacon*, Acid Mortar, Poison Trap, FFG, and Seeker Drones*.  Web Grenade is not consistently helpful except when soloing and the trip mine / time bomb very hard to pull off in team play.  Again, these are solo powers.  

 

All of the good powers except FFG have relatively long recharge timers, especially Triage Beacon.  With SOs you can get it down to where you can do Caltrops every fight, alternate Poison Trap and Acid Mortar between fights, and do Triage Beacon every 3rd or 4th fight.  Seeker Drones is basically once every other fight with heavy recharge.

So the playstyle is essentially get down your drone and FFG before the fight, set your 1-2 traps when you know where the fight will be, maneuver the FFG into a good position, and then use your AR powers and secondary powers as needed.

I would get the good Traps powers first and slot them with 3-4 each before seriously investing in AR.  The good traps powers have a noticeable impact on team play.

 

The basic AR powers are Burst and Slug, and you should take them and slot them.

Beyond that, it's a question of how much AR you want (AR has wonderful AoE potential) or whether you want to zero in on support powers (Medicine, Leadership, Experimentation).  Since Traps doesn't have toggle powers (and you will eventually have set IOs reducing your traps powers' endurance cost) you can easily afford other toggles, stamina-wise.

 

I like my defenders to take support powers, so my build would probably have:

 

6 Primary powers (as above)

4-5 Secondary powers (burst, slug, and 2-3 of the AoEs)

2-3 Leadership toggles

3 Medicine (aid other, aid self, field medic)

3-4 Experimentation

2-3 in other pool (ancillary, travel, or Fighting most likely)

 

Edited by Whataguy
mistake RE: seeker drones
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  • 3 weeks later

Necro some more, but I'm a HUGE /traps Fan (I main a /Traps MM) and really the only different is defenders have better debuff numbers 😄

 

Having said that, so SOs only, I would go with a slotting like this with some explanation:

 

Web Grenade: 1 ACC (maybe 1 End Reduct as well) -> The base recharge and immobilize duration is enough to lock down bosses, if you care, but with AR, you're just better off shooting them then trying to keep them in one spot. Its a little End heavy, so that's why I recommended the End Reduct, but its not really needed. As a defender you can skip this, and I definitely would recommend doing that.

 

Caltrops: 3 Rech, 1 End Reduct -> Caltrops is actually perma right outta the box, with a 45 second duration, and a 45 second recharge. Its also autohit. And the 'fear' aspect of it is amazing. Having 3 Rech allows you to basically triple stack this, and create almost a trench of caltrops that mobs just won't want to cross in order to get to you. A good tactic is to drop Caltrops on your acid mortar, as it will deter mobs from wanting to attack it, and let your acid mortar do its thing.

 

Triage Beacon: 2 Rech, 2 Heal -> Triage Beacon is a stationary +regen power, and with IOs it can be really nice, but on a team, you're really only going to use this once you get to a choke-point, or during Big Bad fights (EBs, AVs, etc) 2 Rech will keep it up often enough to use in those situations, and the extra +regen is like having a stationary Regeneration Aura (from Empathy) active.

 

Acid Mortar: 3 Rech, 1 Acc, 2 Def Debuff -> This is your main form of damage multiplication for two reasons. 1) It stacks on itself if you get more then 1 out. 2) its an AoE. Slot this with 3 Rech, and you can pretty much have 2 out at any given time. This is great to drop in any group, even if you're steamroling, as the debuff lasts a long time, and the mortar itself is an AoE, so it can easily splash onto a whole group just as you drop it. It also makes a really good Ambush target, as mobs will go after the Acid Mortar's you've dropped before doing after your group. It does need to hit, but it only needs to hit once, as it reapplies the debuff every 6 seconds, (and it lasts for 20 seconds). And Like I said, multiple Acid Mortars stack their debuffs, so you can get some really nice -res going in Big Bad Fights.

 

FFG -> 1 End Reduct, 3 Def Buff -> This lasts for 4 minutes, and recharges at base in about 10 seconds. You could drop the End reduct if you need slots in other things, as you're only going to be refreshing this every 4 minutes (and thus the overall endurance per second is VERY low already)

 

Poison Trap: 3 Rech -> This is your EB/AV/GM killer. The hold aspect is just a bonus, so you don't really need to slot for it. Its an AoE, and has a 'vomit' animation that is triggered throughout the cloud that spawns from it, and its unresistible, mobs just spend like 3-4 seconds emptying their stomachs and can't do anything else. Its better than a hold. I personally use this as an opener after launching Seeker Drones to soak an alpha. This causes the Minions/Lts to be held/vomiting, and they have their -rech debuffed, which as the Seeker Drones soaked their opening volley, can really help you pick things off that can't actually fight back. It also has a really nice (like -1000%) regen debuff, which will floor any mobs regen with 1 application. Having this up as often as possible helps you take out big targets, have pseudo control over groups, and cause vomiting, which is just neat.

 

Seeker Drones: 3 Rech 1 (or 2) tohit debuff -> These come in pairs, so slotting Acc isn't that important. They also stack their debuffs (because there are two of them) so against hard targets, you can floor somethings tohit, and stacking with your +def from FFG, you provide some decent protection for you and your team. A good use for these, as you place them (like you do the FFG) is to place them right in the the middle of a group you haven't yet aggroed. The mobs will target the Seeker Drones first, wasting their alpha strike, and then the Drones will explode, debuffing the whole group. As the mobs are busy targeting the Seeker Drones, you can run in and drop a Poison Trap or Acid Mortar, and either debuff the group further, or cause some holds to proc. 

 

As others have mentioned, Trip Mine, and Time Bomb aren't very useful, especially if you plan on grouping. Trip Mine does a lot of damage, but it can be interrupted. Time Bomb is a uninterruptible Trip Mine, with a wider radius, and a countdown timer on it (I think it explodes 10 seconds after you drop it, OR if its tripped) but in a group setting, its just not worth it to drop mines/bombs, and its better to just shoot things with your AR.

 

I didn't slot much End Reduct, mainly because most of the traps are 'Fire and Forget' powers, and none of them are on a fast enough recharge to really have an impact on your end bar in the long haul. You could easily splash some End Reduct in any of them if you wanted, 1 SO is more than enough to help with endurance management if you need it.

 

The rest of your build is really preference, but I hope this /Traps info is useful.

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