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Posted

Here's the build I'm currently working on (will edit it if it changes) that's a somewhat proccy Traps / Dual Pistols defender:

Spoiler

 

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Caltrops -- Rgn-Dmg(A), Rgn-Dmg/Rchg(3), Rgn-Acc/Dmg/Rchg(3), Rgn-Acc/Rchg(5), Rgn-Knock%(5)
Level 1: Pistols -- SprDfnBst-Dmg/Rchg(A), SprDfnBst-Dmg/EndRdx/Rchg(7), SprDfnBst-Acc/Dmg/EndRdx/Rchg(7)
Level 2: Triage Beacon -- Pnc-Heal/+End(A), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal/Rchg(9), Pnc-EndRdx/Rchg(11), Pnc-Heal/EndRedux(11)
Level 4: Empty Clips -- SprDfnBst-Acc/Dmg/EndRdx(A), SprDfnBst-Acc/Dmg(15), SprDfnBst-Rchg/Heal%(15), SprVglAss-Acc/Dmg(17), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Rchg/+Absorb(19)
Level 6: Acid Mortar -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(19), SprVglAss-Acc/Dmg/EndRdx/Rchg(21), AchHee-ResDeb%(21)
Level 8: Force Field Generator -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), ShlWal-Def(23), ShlWal-Def/EndRdx(25)
Level 10: Swap Ammo
Level 12: Poison Trap -- Lck-%Hold(A), UnbCns-Dam%(25), GldNet-Dam%(27), GhsWdwEmb-Dam%(27), NrnSht-Dam%(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 16: Bullet Rain -- Rgn-Dmg/EndRdx(A), Bmbdmt-Dam(31), Bmbdmt-+FireDmg(31), JvlVll-Dam%(31), PstBls-Dam%(33), FrcFdb-Rechg%(33)
Level 18: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(33)
Level 20: Suppressive Fire -- Acc-I(A), NrnSht-Dam%(34), GhsWdwEmb-Dam%(34), GldNet-Dam%(34), GldJvl-Dam%(36), Dcm-Build%(36)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def(37), Ksm-ToHit+(50)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37)
Level 26: Tactics -- GssSynFr--Build%(A), HO:Cyto(39)
Level 28: Executioner's Shot -- Apc-Dmg/EndRdx(A), Apc-Dam%(39), GldJvl-Dam%(39), TchofLadG-%Dam(40), ShlBrk-%Dam(40), FrcFdb-Rechg%(40)
Level 30: Kick -- Empty(A)
Level 32: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), UnbGrd-Max HP%(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(43)
Level 35: Charged Armor -- Ags-ResDam(A), Ags-ResDam/EndRdx(43), Ags-ResDam/EndRdx/Rchg(45)
Level 38: Hail of Bullets -- Arm-Dam%(A), Arm-Acc/Rchg(45), Arm-Acc/Dmg/Rchg(45), Arm-Dmg/Rchg(46), Arm-Dmg/EndRdx(46), FrcFdb-Rechg%(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
Level 47: Summon Adept -- SvrRgh-PetResDam(A), EdcoftheM-PetDef(48), ExpRnf-+Res(Pets)(48), CaltoArm-+Def(Pets)(48)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Vigilance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 18: Speed Phase
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition
------------

 

 

I've got some questions about mostly Traps, I'm a little inexperienced with the set.

 

1: Triage Beacon: I have the Panacea HP/End enhancement here, is that a mistake? I'm sure I can find an extra slot for health if that's just a better place for it. I like to be team friendly but only as a secondary goal, so if this just doesn't perform well in Triage Beacon I'll move it.

2: Poison Trap: Does this require Acc slotting?  If it does, do things like Kismet +Acc(tohit) and Tactics matter for it?

3: Is Summon Adept worth the slotting I have there for it? I can't find the thread but I think I read once that these IO's help your Force Field Generator and other stuff from getting destroyed.  Should I keep that or dump it in favor of something else I'd like to have or for the slots elsewhere?

4: Anything else, advice or critiques, totally welcome, I appreciate it!

 

 

Posted

Poison traps, mortar, and caltrops can be proc'd. I believe Poison traps is autohit but if using procs you'll need accuracy or to-hit.

 

Triage beacon is not a great power to slot up imo unless your going for the recharge bonus ios. I just keep it at its base slot of one and I put the absorb proc in it. I've seen others put the panacea chance for hit point/endurance but I've not tried it.

 

I built my trapper for recharge and defense to have as many poison traps, mortar, and caltrops out as possible. 

Posted

     I'll second what @Tantricsecretshas said overall with some of my own thoughts.  

 

     I've no practical experience with procs as they currently function.  My computer died just as I started to really learn and read up on them in their current ppm mechanics.  I've no idea, for example, if you need accuracy/to hit or global accuracy/to hit in an auto-hitting power to make them function properly.  I know that on Live they functioned just fine in AM but then I often ran Tactics and had global accuracy as a matter of course.

    Yes both Poison Gas and Caltrops are autohit powers.  AM is not.  In most cases (I can't currently think of an exception) the easiest way to tell is if the power will accept SO or generic IO accuracy enhancements.  If it does not take accuracy it is auto hit power, and conversely if it takes them it is not autohit.  *wonders how long it'll take for someone to mention an exception*

      I do like to add range enhancement to my Caltrops.  Throwing them further than just beyond my toes is purely my own personal preference though (slotting Slow/Range).   It does make it easier to remain undercover, limiting exposure while still allowing me to place them effectively more readily.

     Speaking of range I'll note the range on Acid Mortar is 100ft.  That's how far it can attack and debuff foes after placement, not the distance from you when placed.  I'm not sure but suspect it has a 45ft perception and how running Tactics would effect this (it's been too long since I ran my Trappers since it was on Live.).  Wouldn't be surprised if Tactics buffed that perception.

     Triage Beacon - is problematic.  Much like Traps overall it can be hard to employ effectively on a fast moving team.  I'd go a step further than Tantricsecrets and say either skip it entirely or not.  My self I usually take it 5 or 6 slot looking for recharge.  I'll point out it does stack with itself and double stacking for significant duration isn't difficult if you're building for recharge overall.  Well enhanced, 2 of them will equal or exceed Empathy's base effect with Regeneration Aura which is not insignificant.  The radius is equal to Tactics so also not insignificant in area (40ft vs RAs 25ft radius).  So while it is very difficult to employ in teams that are moving quickly, if they slow or stop for a group of EBs or an AV, for instance, it can literally keep a team standing and/or greatly lessen the need for direct healing, green inspires and the like in this situation.

     3.  I believe as long as the 'pet' power doesn't say otherwise and they aren't a pseudopet the IOs should buff your FFG and other 'pets'.  That said I'm not 100% sure.  You can, I believe, see your pets combat attributes and therefore see what's buffing their stats.  And you might also see something in the pet combat logs.  Just not sure which logs if any it would show up on however and lack of computer and getting in game prevents me from poking around to see.

     I like to be fully stealthed so I'll run Super Speed full time and use a stealth IO typically.

 

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