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Posted

I've been trawling through Traps posts across the forums, and don't see a lot of good proc-oriented builds. Perhaps there is a reason for this!

 

For those with Traps experience, I'd love your input on whether my allocated procs are productive or a total waste. I'm especially interested in your accuracy slotting, as tactics and global bonuses don't help things like poison trap, as I understand.

 

My current build is way overcapped on SLE defense (67/67/61). I've toyed with switching epics for a good resist toggle so I cap Resist as well, but sacrificing Scorpion Shield brings me down only to softcap for regular content.

 

My goal here is incarnate softcap, heavy proc damage focus wherever it makes sense, while maximizing recharge in pursuit of these.

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Open Source: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Beam Rifle
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Caltrops -- ImpSwf-Dam%(A), Bmbdmt-+FireDmg(5), PstBls-Dam%(5), JvlVll-Dam%(7), Rgn-Knock%(7)
Level 1: Single Shot -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(3), SprVglAss-Acc/Dmg/EndRdx(3)
Level 2: Triage Beacon -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(17), Prv-Heal(17), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(27)
Level 4: Cutting Beam -- PstBls-Acc/Dmg(A), PstBls-Dam%(34), JvlVll-Acc/Dmg(34), JvlVll-Dam%(37), Bmbdmt-+FireDmg(37), TchofLadG-%Dam(37)
Level 6: Acid Mortar -- AchHee-ResDeb%(A), AnlWkn-Acc/Rchg(11), Apc-Acc/Rchg(13), TchofLadG-%Dam(13), GldJvl-Dam%(15), ShlBrk-%Dam(50)
Level 8: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), LucoftheG-Def/EndRdx(9), LucoftheG-Def/Rchg(11)
Level 10: Disintegrate -- SprDfnBst-Rchg/Heal%(A), SprDfnBst-Acc/Dmg(40), SprDfnBst-Acc/Dmg/EndRdx(43), SprDfnBst-Acc/Dmg/EndRdx/Rchg(43), SprDfnBst-Dmg/Rchg(43), SprDfnBst-Dmg/EndRdx/Rchg(45)
Level 12: Poison Trap -- UnbCns-Dam%(A), NrnSht-Dam%(45), GhsWdwEmb-Dam%(45), UnbCns-Acc/Rchg(46)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Aim -- GssSynFr--Build%(A)
Level 18: Seeker Drones -- CldSns-%Dam(A), CldSns-ToHitDeb(33), CldSns-Acc/ToHitDeb(33), CldSns-Acc/Rchg(34)
Level 20: Lancer Shot -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(21), SprVglAss-Dmg/Rchg(21), Apc-Acc/Dmg/Rchg(27), GldJvl-Dam%(33)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), LucoftheG-Def/EndRdx/Rchg(25)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), Krm-ResKB(25)
Level 26: Super Speed -- BlsoftheZ-ResKB(A)
Level 28: Penetrating Ray -- Apc-Dmg(A), Apc-Dmg/EndRdx(29), Apc-Dam%(29), StnoftheM-Dam%(31), GldJvl-Dam%(31), ExpStr-Dam%(31)
Level 30: Tactics -- HO:Cyto(A)
Level 32: Boxing -- Empty(A)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(36)
Level 38: Overcharge -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Dmg/Rchg(39), Bmbdmt-+FireDmg(39), PstBls-Dam%(40), TchofLadG-%Dam(40)
Level 41: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), HO:Ribo(42), HO:Ribo(42)
Level 44: Piercing Beam -- Bmbdmt-Dam(A), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Dam/Rech(50), Bmbdmt-+FireDmg(50)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48)
Level 49: Web Envelope -- GrvAnc-Acc/Rchg(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 -- 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 -- Empty(A)
Level 50: Musculature Radial Paragon 
------------

Posted (edited)

I've hit 50 with this guy, and iterated on the build.  I dropped aim and stole slots from maneuvers to squeeze in the summon from mace patron pool. Haven't played much with Patron summons before, but I figure I have some solid defenses to keep it safe and doing damage.

 

I feel the loss of aim, but the buildup proc works great in tactics even solo, as it counts seekers, ffgen, mortar, and the disruptor for proccing. I'd love to figure out a way to put Aim back in, but don't know what I would drop.

 

The biggest weakness of the build is the lack of overall resists, given that it relies on Scorpion shield for that final sprint to incarnate cap defense. Not sure if there is a way to rejigger slotting to make up for this without large compromises in recharge and proc damage.

 

One major question for you Traps experts out there - Poison Trap does not natively accept accuracy enhancement, but does have an accuracy rating in game/mids. Does anyone know if slotting accuracy through sets (I put in a purple acc/rech) does anything useful for the power? If it is autohit, I would probably steal that slot for elsewhere, or trade it for gladiator's net lethal proc.

 

For my Destiny, I'm torn between Ageless core for the better end support (I do find myself tight here and there), and radial for the DDR. I do have a solid pad to help with defense debuff, but can see it cascading pretty easily in some situations.  Don't know if Ageless would be enough to make a big difference there.

 

Here is the latest version:

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Open Source: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Beam Rifle
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Caltrops 
*  (A) Impeded Swiftness - Chance of Damage(Smashing)
*  (5) Bombardment - Chance for Fire Damage
*  (5) Positron's Blast - Chance of Damage(Energy)
*  (7) Javelin Volley - Chance of Damage(Lethal)


Level 1: Single Shot 
*  (A) Superior Vigilant Assault - Accuracy/Damage
*  (3) Superior Vigilant Assault - Damage/Endurance/RechargeTime
*  (3) Superior Vigilant Assault - Accuracy/Damage/Endurance
*  (27) Gladiator's Javelin - Chance of Damage(Toxic)
*  (45) Explosive Strike - Chance for Smashing Damage


Level 2: Triage Beacon 
*  (A) Preventive Medicine - Chance for +Absorb
*  (7) Preventive Medicine - Heal/RechargeTime
*  (17) Preventive Medicine - Heal/RechargeTime/Endurance
*  (17) Preventive Medicine - Heal
*  (19) Preventive Medicine - Heal/Endurance
*  (19) Preventive Medicine - Endurance/RechargeTime


Level 4: Cutting Beam 
*  (A) Positron's Blast - Accuracy/Damage
*  (34) Positron's Blast - Chance of Damage(Energy)
*  (34) Javelin Volley - Accuracy/Damage
*  (37) Javelin Volley - Chance of Damage(Lethal)
*  (37) Bombardment - Chance for Fire Damage
*  (37) Touch of Lady Grey - Chance for Negative Damage


Level 6: Acid Mortar 
*  (A) Achilles' Heel - Chance for Res Debuff
*  (11) Analyze Weakness - Accuracy/Recharge
*  (13) Apocalypse - Accuracy/Recharge
*  (13) Touch of Lady Grey - Chance for Negative Damage
*  (15) Gladiator's Javelin - Chance of Damage(Toxic)
*  (29) Shield Breaker - Chance for Lethal Damage


Level 8: Force Field Generator 
*  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
*  (9) Luck of the Gambler - Defense
*  (9) Luck of the Gambler - Defense/Endurance
*  (11) Luck of the Gambler - Defense/Recharge
*  (31) Luck of the Gambler - Defense/Endurance/Recharge


Level 10: Disintegrate 
*  (A) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal
*  (23) Superior Defender's Bastion - Damage/Recharge
*  (25) Superior Defender's Bastion - Damage/Endurance/Recharge
*  (40) Superior Defender's Bastion - Accuracy/Damage
*  (43) Superior Defender's Bastion - Accuracy/Damage/Endurance
*  (43) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge


Level 12: Poison Trap 
*  (A) Unbreakable Constraint - Chance for Smashing Damage
*  (25) Unbreakable Constraint - Accuracy/Recharge
*  (29) Ghost Widow's Embrace - Chance of Damage(Psionic)
*  (45) Neuronic Shutdown - Chance of Damage(Psionic)


Level 14: Hasten 
*  (A) Recharge Reduction IO
*  (15) Recharge Reduction IO


Level 16: Combat Jumping 
*  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
*  (23) Karma - Knockback Protection


Level 18: Seeker Drones 
*  (A) Cloud Senses - Chance for Negative Energy Damage
*  (33) Cloud Senses - ToHit Debuff
*  (33) Cloud Senses - Accuracy/ToHitDebuff
*  (34) Cloud Senses - Accuracy/Recharge


Level 20: Lancer Shot 
*  (A) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
*  (21) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime
*  (21) Superior Vigilant Assault - Damage/RechargeTime
*  (27) Apocalypse - Accuracy/Damage/Recharge
*  (33) Gladiator's Javelin - Chance of Damage(Toxic)


Level 22: Super Speed 
*  (A) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 24: Maneuvers 
*  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 26: Boxing 
*  (A) Empty


Level 28: Penetrating Ray 
*  (A) Apocalypse - Damage
*  (42) Apocalypse - Damage/Endurance
*  (42) Apocalypse - Chance of Damage(Negative)
*  (42) Gladiator's Javelin - Chance of Damage(Toxic)
*  (50) Explosive Strike - Chance for Smashing Damage
*  (31) Sting of the Manticore - Chance of Damage(Toxic)


Level 30: Tough 
*  (A) Gladiator's Armor - TP Protection +3% Def (All)
*  (31) Steadfast Protection - Resistance/+Def 3%


Level 32: Weave 
*  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
*  (43) Luck of the Gambler - Defense
*  (46) Luck of the Gambler - Defense/Endurance
*  (46) Luck of the Gambler - Defense/Endurance/Recharge


Level 35: Scorpion Shield 
*  (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
*  (36) Luck of the Gambler - Defense
*  (36) Luck of the Gambler - Defense/Endurance/Recharge
*  (36) Luck of the Gambler - Defense/Endurance


Level 38: Overcharge 
*  (A) Ragnarok - Damage
*  (39) Ragnarok - Accuracy/Damage/Recharge
*  (39) Ragnarok - Damage/Recharge
*  (39) Bombardment - Chance for Fire Damage
*  (40) Positron's Blast - Chance of Damage(Energy)
*  (40) Touch of Lady Grey - Chance for Negative Damage


Level 41: Web Envelope 
*  (A) Gravitational Anchor - Accuracy/Recharge


Level 44: Piercing Beam 
*  (A) Bombardment - Damage
*  (45) Bombardment - Damage/Recharge
*  (46) Bombardment - Chance for Fire Damage
*  (48) Bombardment - Accuracy/Damage/Recharge/Endurance
*  (48) Bombardment - Accuracy/Damage/Recharge


Level 47: Summon Disruptor 
*  (A) Expedient Reinforcement - Accuracy/Damage
*  (48) Expedient Reinforcement - Accuracy/Damage/Recharge
*  (50) Expedient Reinforcement - Endurance/Damage/Recharge
*  (50) Expedient Reinforcement - Accuracy/Recharge


Level 49: Tactics 
*  (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 1: Brawl 
*  (A) Empty


Level 1: Quick Form 
Level 1: Prestige Power Dash 
*  (A) Empty


Level 1: Prestige Power Slide 
*  (A) Empty


Level 1: Prestige Power Quick 
*  (A) Empty


Level 1: Prestige Power Rush 
*  (A) Empty


Level 1: Prestige Power Surge 
*  (A) Empty


Level 1: Sprint 
*  (A) Empty


Level 1: Vigilance 
Level 2: Rest 
*  (A) Empty


Level 4: Ninja Run 
Level 2: Swift 
*  (A) Empty


Level 2: Health 
*  (A) Panacea - +Hit Points/Endurance


Level 2: Hurdle 
*  (A) Empty


Level 2: Stamina 
*  (A) Performance Shifter - Chance for +End


Level 50: Musculature Radial Paragon 
------------
------------
Set Bonus Totals:
* 3% DamageBuff(Smashing)
* 3% DamageBuff(Lethal)
* 3% DamageBuff(Fire)
* 3% DamageBuff(Cold)
* 3% DamageBuff(Energy)
* 3% DamageBuff(Negative)
* 3% DamageBuff(Toxic)
* 3% DamageBuff(Psionic)
* 6% Defense(Melee)
* 6% Defense(Smashing)
* 6% Defense(Lethal)
* 6% Defense(Fire)
* 6% Defense(Cold)
* 8.5% Defense(Energy)
* 8.5% Defense(Negative)
* 6% Defense(Psionic)
* 11% Defense(Ranged)
* 6% Defense(AoE)
* 9.45% Max End
* 8% Enhancement(Heal)
* 34% Enhancement(Accuracy)
* 93.75% Enhancement(RechargeTime)
* 15% Enhancement(Range)
* 3.75% Enhancement(Max EnduranceDiscount)
* GrantPower Preventive Medicine (10% chance, if Scourge)
* 114.5 HP (11.25%) HitPoints
* Knockback (Mag -8)
* Knockup (Mag -8)
* MezResist(Confused) 35%
* MezResist(Held) 35%
* MezResist(Immobilized) 35%
* MezResist(Sleep) 35%
* MezResist(Stunned) 35%
* MezResist(Terrorized) 35%
* MezResist(Teleport) 100% (20% chance)
* 12.5% (0.21 End/sec) Recovery
* 46% (1.95 HP/sec) Regeneration
* 8.25% Resistance(Smashing)
* 8.25% Resistance(Lethal)
* 9% Resistance(Fire)
* 9% Resistance(Cold)
* 3.75% Resistance(Energy)
* 3.75% Resistance(Negative)


 

Edited by Onlyasandwich
Posted

If I were to tweak it for slots I'd be looking at Triage Beacon although those set bonuses would make me think hard about it.

 

Got/getting a little out of date with my game knowledge (dead computer suckage) but I'd also look at swapping the Karma -kb for some other proc.  4 pts should be sufficient ... and if not there's the base empowerment buff and a defensive amplifier to help when you know you'll need it.

Posted

Thank you for your thoughts!

 

The karma is personal preference for most of my characters. I hate getting knocked back, and going from 4 to 8 crosses a threshold that will keep you from being tossed around by council rockets/grenades en masse, and some other annoyances that pop up enough to notice. Still, it is a potential flex slot if I had a strong use for it elsewhere. The obvious switch out for me here I think would be the shield wall +res all.

 

I feel the same as you do about Triage.  From power effects alone, I'd only be maybe four slotting this at most. It is not the most premium traps power. Full PM set serves my needs well, though, and it's nice to have the extra juice in Triage as a happy side effect.

 

The main thing I would like to solve is resistance. It may be just a trade-off I need to live with if I want this level of defense and damage output.

 

One measure of performance I often use is whether I can hold my own in a S/L moon farm on 8/+2. The volume of inbound attacks just gets to this guy with no strong resistance to smooth it over. Also, this sort of map shows the weakness of relying on the FFgen, as the mobs tear it to pieces.  It's funny - I was thinking he would fare better than my poison/DP defender, who actually runs really well solo against large spawns, but doesn't have softcap defense. Not even close. Defense may be king, but it does not make you unkillable!

 

Ultimately I think I'm pretty okay with it being primarily a team build.

 

 

Posted

Yeah at least on my trappers on Live their focus tended to be on recharge since this was prior to the proc changes.  Triage Beacon was something I could stack at the time, made it worth its usual IO mule status worth while when I could drop 2 or 3+ for a team during an AV fight.

Posted

Triage still stacks nicely. My build has a pretty healthy recharge focus, coming in at 93.75 before Hasten. Traps certainly benefits more than some other support sets from recharge, as everything except ffgen can stack with itself, and it's good to keep acid mortar moving with the spawns.

 

I did some basic testing with Poison Trap, and it is indeed autohit! No accuracy needed, so I just switched the purple acc/rech to a gladiator's net lethal proc.

 

Would love to see any other takes on the combo if someone has been brewing an inspired creation. I got to run this one through its paces on a Tinpex today and was very impressed by the ST damage. Even the tier 1 blast does good work! I like Single shot better than most tier 1's, and it takes a little extra proc juice very nicely. It's actually worth keeping in the attack chain.

Posted (edited)

🤪 oops that came out wrong.  I know Triage still stacks.  Was meaning rather that my Traps as a result of minimal procs and therefore more recharge both globally and in the powers themselves thru sets, tended to have a relative 'lots' of recharge.  Made it much easier to stack not only Triage but my traps in general.

 

And still managing that much recharge is impressive.  Also shows how the overall effect of recharge from sets has its own diminishing return

Edited by Doomguide2005
  • Thanks 1
Posted

Yeah, once you have strong global recharge and hasten, going from 50 to say 90 percent recharge on native slotting for acid mortar only shaves a couple more seconds off. At that point I'd rather focus on maximizing it's acc, debuff, and proc damage potential.

 

Does anyone know if seekers inherit damage procs? I have the cloud senses proc slotted but don't ever see it go off.

  • 2 weeks later
Posted
On 10/11/2020 at 11:30 AM, Onlyasandwich said:

Does anyone know if seekers inherit damage procs? I have the cloud senses proc slotted but don't ever see it go off.

No, they do not, and is just one more reason to skip them. Neither Seekers, Trip Mines, nor Time Bomb are able to utilize damage procs due to their design, and are all generally poor abilities (or far too situational) in the first place.

 

 

  • Like 1
Posted

Seeker drones proc decimation chance for build up very reliably.

 

Instead of scorpion shield you could build for positional def and take a resist shield and be even tougher. However that's going to cost you procs.

 

This is how I built mine:

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Tactikal Panda: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Beam Rifle
Power Pool: Leaping
Power Pool: Concealment
Power Pool: zc_Leadership
Power Pool: Fighting
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Web Grenade -- HO:Endo(A)
Level 1: Single Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(23), SprWntBit-Acc/Dmg/Rchg(37)
Level 2: Triage Beacon -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(3), Pnc-Heal/Rchg(3), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(9)
Level 4: Cutting Beam -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(5), Rgn-Acc/Rchg(5), Rgn-Dmg/EndRdx(7), Rgn-Knock%(7), AchHee-ResDeb%(43)
Level 6: Super Jump -- WntGif-ResSlow(A), BlsoftheZ-ResKB(46)
Level 8: Acid Mortar -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Dmg/Rchg(19), AchHee-ResDeb%(19), SprDfnBst-Rchg/Heal%(40), SprDfnBst-Acc/Dmg/EndRdx(40)
Level 10: Disintegrate -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(11), Apc-Dmg/EndRdx(15), Apc-Dam%(17)
Level 12: Force Field Generator -- LucoftheG-Def/Rchg+(A), ShlWal-Def(13), ShlWal-Def/EndRdx(13), ShlWal-ResDam/Re TP(15)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(42)
Level 16: Stealth -- LucoftheG-Def/Rchg+(A), HO:Cyto(42)
Level 18: Poison Trap -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(23)
Level 20: Lancer Shot -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Rchg/SlowProc(25), SprWntBit-Acc/Dmg/EndRdx(25), HO:Nucle(27)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(34), Rct-ResDam%(37)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(46)
Level 28: Penetrating Ray -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(29), StnoftheM-Acc/ActRdx/Rng(29), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dam%(31), FrcFdb-Rechg%(31)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def(34)
Level 32: Seeker Drones -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(37), Dcm-Build%(40), SprVglAss-Acc/Dmg/EndRdx/Rchg(48)
Level 35: Piercing Beam -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(36), SprFrzBls-Rchg/ImmobProc(36), SprFrzBls-Acc/Dmg/EndRdx(36)
Level 38: Overcharge -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg(39), AchHee-ResDeb%(43), Ann-ResDeb%(43)
Level 41: Dark Consumption -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Rchg/KDProc(46)
Level 44: Dark Embrace -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(45), Ags-ResDam(45), Ags-Psi/Status(45)
Level 47: Soul Drain -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/Rchg(48), Arm-Dam%(48), Arm-Acc/Rchg(50), Arm-Dmg/EndRdx(50)
Level 49: Aim -- GssSynFr--Build%(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 -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(42), NmnCnv-Regen/Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Radial Epiphany
------------

  • Like 1

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted (edited)
4 hours ago, Sir Myshkin said:

No, they do not, and is just one more reason to skip them. Neither Seekers, Trip Mines, nor Time Bomb are able to utilize damage procs due to their design, and are all generally poor abilities (or far too situational) in the first place.

 

 

This may be true, but I have made a traps MM where the Force Feedback proc in Trip Mines triggered roughly half the time I planted it (no targets required for proc chance). Also, MM seeker drones are tagged as targeted AoE for sets vs single target for defenders/corrupters/trollers (but can double check when I get back in game later). I've noticed the procs trigger when I've used but again - i'll put pet combat tab up and test it later.

Edited by Rejolt
  • Like 1

Thanks for D-Sync Enhancements! Just wish things like Resist/End, Heal/End and Damage/Mez had a third stat that made them more viable. Suggestions - add Recharge to Ribosomes, Range to Golgis, and Slows to Peroxisomes. These changes would allow for an endurance cost/range, recharge/endurance, and slow/mez or slow/damage enhancements.

Posted (edited)
2 hours ago, Rejolt said:

 


3 hours ago, Nemu said:

 

Thank you for the build, Nemu. I definitely recognize that yours is an overall more survivable route. Proc damage focus is definitely a baseline goal for this build though. I'd love to choose an epic resist shield and still achieve my goals, but it looks like there is no secret compromise to get there without more traditional slotting. 


I am not on desktop to access mids right now, but I don't recall the option to put ranged sets in seekers. Buildup proc would be a great use if you can though! This may be a good option for my flex slot.

 

I actually like seekers well enough, especially when exemplaring. Later on I can just dive in to most spawns, but an alpha breaker can come in handy. Since they double up on debuffs, they are not a bad emergency mitigator in higher content as well. I do agree they could use a buff.

 

In theory trip mine would be good to supplement the weakish beam aoe, but it's just too slow for me. 

Edited by Onlyasandwich
Posted

@Nemu

 

I wanted to thank you for your suggestion on the buildup proc in Seekers. It works really well!

 

I had struggled dropping aim for tactics in this build, but this little maneuver lets Seekers double as on-demand buildup for my nuke as well, giving the power a whole new life.  

 

I wonder if it has a chance to proc for each seeker - so far it fires super reliably.  Great tip for any traps players.

  • Haha 1

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