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Posted (edited)

I wanted to make an alt with a different playstyle from my blaster main. After making a bunch of different power combos, I think I have landed on plant/traps. It is very different from the blaster style, has confuse (which I like), and I stumbled into an entertaining concept. 

 

 

There were a surprising number of skippable powers, from what I saw. I have put together a useful core of powers and filled in with some to get some set bonuses. I'm not particularly tied to any power choices, other than Arcane Bolt. I've never taken it before and it seems like a good attack to bump up my ST damage.

 

I think this will be R/S/L/E/N capped defense with suppressed stealth, but I can't figure out how to make sure in Mids (I'm over 41% with stealth toggled off). I wanted to keep it on the cheaper end, so I did not use purples. The +rech is low as a result, but overall I think it should still be pretty effective as a mostly casual solo and group build. Any advice on making it more efficient or making better/different power picks appreciated.

 

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Arboreal Technomage: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Traps
Power Pool: Sorcery
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Entangle -- Thn-Dmg/EndRdx/Rchg(A), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx(43), Thn-Acc/Dmg(46), Thn-Acc/Dmg/Rchg(50)
Level 1: Web Grenade -- Immob-I(A)
Level 2: Strangler -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(3), Lck-Acc/Rchg(3), Lck-Rchg/Hold(13), Lck-EndRdx/Rchg/Hold(15), Lck-Acc/Hold(42)
Level 4: Arcane Bolt -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/EndRdx/Rchg(5), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(7), Dcm-Acc/Dmg(7), FrcFdb-Rechg%(50)
Level 6: Roots -- Artl-Acc/Rech/Rng(A), Artl-Acc/Dam(9), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(9)
Level 8: Seeds of Confusion -- MlsIll-Dam%(A), MlsIll-Acc/Conf/Rchg(15), MlsIll-Acc/Rchg(17), MlsIll-EndRdx/Conf(17), MlsIll-Acc/EndRdx(19), MlsIll-Conf/Rng(19)
Level 10: Acid Mortar -- AchHee-ResDeb%(A), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg(11), Thn-Dmg/EndRdx/Rchg(13), AchHee-DefDeb/Rchg(46)
Level 12: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 14: Mystic Flight -- Frb-Stlth(A)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(31), Ksm-ToHit+(46)
Level 18: Vines -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Hold(43), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45)
Level 20: Poison Trap -- RechRdx-I(A), RechRdx-I(21), GhsWdwEmb-Dam%(21), Lck-%Hold(23), GldNet-Dam%(23), UnbCns-Dam%(25)
Level 22: Combat Teleport -- Empty(A)
Level 24: Triage Beacon -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(33)
Level 26: Carrion Creepers -- Bmbdmt-+FireDmg(A), TraoftheH-Dam%(27), ImpSwf-Dam%(27), PstBls-Dam%(29), RechRdx-I(31), RechRdx-I(31)
Level 28: Seeker Drones -- CldSns-%Dam(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 32: Fly Trap -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-Acc/Rchg(34), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36)
Level 35: Trip Mine -- FuroftheG-ResDeb%(A), Erd-%Dam(36), Erd-Acc/Dmg/Rchg(37), Erd-Acc/Dmg/EndRdx/Rchg(37), ScrDrv-Dam%(37), Arm-Dam%(39)
Level 38: Fissure -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(39), Artl-Dam/Rech(39), Bmbdmt-+FireDmg(40), Ann-ResDeb%(40), FrcFdb-Rechg%(40)
Level 41: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 44: Rune of Protection -- RctArm-ResDam/Rchg(A), RctArm-ResDam/EndRdx/Rchg(45), RctArm-ResDam(48), RctArm-EndRdx/Rchg(50)
Level 47: Earth's Embrace -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48), StdPrt-ResKB(48)
Level 49: Teleport Target -- Empty(A)
Level 1: Containment 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 4: Arcane Power 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Edited by 3seven
Posted

If you want to see what your stats are with anything that is suppressed during combat, like stealth, you can go into options -> configuration -> Effects and Maths. From there there is a section on suppression. I usually have attacked and hitbyfoe clicked and that seems to work.

  • Thanks 1
Posted

     Some random thoughts

  • You can put a BotZ kb prot in Combat Teleport or Winter's Gift resist recharge or speed debuffs.  Better while leveling, but will work in Earth's Embrace even with power grayed out.
  • I wouldn't bother enhancing the damage in Acid Mortar.  Enhancing trivial DoT is still trivial.  Procs, at least on Live, were a far better way to get damage from AM.
  • I'm definitely no proc expert but enhancing recharge in Poison Trap may reduce the chance of triggering the procs in it.
  • In similar vein Numina's and Miracle are normally put in auto powers (or toggle that's always left on).   You may only get the buff on casting the power.  Normally those IOs only work upon casting a click power.  That'll work as long as you recast TB every 120 sec or less. 

     I'd offer more but I have a dead computer so no ability to use Mids at the moment,  only internet is this phone.

  • Thanks 1
Posted (edited)

Interesting combo. 

 

Some proc stuff to do with Traps and Plant

  • Your procs in Poison Gas are okay, I think. The recharge is still long enough to have a 90% proc rate. 
  • Procs WON'T work in Trip Mine or Seekers. I think it's because they explode but I've never seen them go off in my parses 
  • Javelin Volley instead of the Slow set proc in Creepers (it goes off about 10 times more often). 

So I'd slot Tripmine either with 5 Oblits (not the proc) and a KB2KD or just Frankenslot it and use the spare slots elsewhere (like filling out Roots fully for the Ranged Def). 

 

Really looked like you may have End issues , slotting up Stamina and moving the slot & IO from Triage to Health means Numinas will always be running

 

Seems a shame to miss Seismic Smash. That thing hits like a truck. Hard to see how to squeeze it in with the slots it would need though. 

Spoiler

This Hero build was built using Mids Reborn 3.0.5.9
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Arboreal Technomage: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Traps
Power Pool: Sorcery
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Entangle -- Thn-Dmg/EndRdx/Rchg(A), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx(43), Thn-Acc/Dmg(46), Thn-Acc/Dmg/Rchg(50)
Level 1: Web Grenade -- Immob-I(A)
Level 2: Strangler -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(3), Lck-Acc/Rchg(3), Lck-Rchg/Hold(13), Lck-EndRdx/Rchg/Hold(15), Lck-Acc/Hold(42)
Level 4: Arcane Bolt -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/EndRdx/Rchg(5), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(7), Dcm-Acc/Dmg(7)
Level 6: Roots -- Artl-Acc/Rech/Rng(A), Artl-Acc/Dam(9), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(9), Artl-Dam/End(37), Artl-End/Rech/Rng(39)
Level 8: Seeds of Confusion -- MlsIll-Dam%(A), MlsIll-Acc/Conf/Rchg(15), MlsIll-Acc/Rchg(17), MlsIll-EndRdx/Conf(17), MlsIll-Acc/EndRdx(19), MlsIll-Conf/Rng(19)
Level 10: Acid Mortar -- AchHee-ResDeb%(A), RechRdx-I(11), Thn-Acc/Dmg/Rchg(11)
Level 12: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 14: Mystic Flight -- Frb-Stlth(A)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(31), Ksm-ToHit+(46)
Level 18: Vines -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Hold(43), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45)
Level 20: Poison Trap -- RechRdx-I(A), RechRdx-I(21), GhsWdwEmb-Dam%(21), Lck-%Hold(23), GldNet-Dam%(23), UnbCns-Dam%(25)
Level 22: Combat Teleport -- Empty(A)
Level 24: Triage Beacon -- Mrc-Rcvry+(A)
Level 26: Carrion Creepers -- Bmbdmt-+FireDmg(A), JvlVll-Dam%(27), TraoftheH-Dam%(27), PstBls-Dam%(29), RechRdx-I(31), RechRdx-I(31)
Level 28: Seeker Drones -- CldSns-%Dam(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 32: Fly Trap -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-Acc/Rchg(34), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36)
Level 35: Trip Mine -- Obl-Acc/Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(36), ScrDrv-Acc/Dmg(37), Obl-Dmg(37), SuddAcc--KB/+KD(47)
Level 38: Fissure -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(39), Artl-Dam/Rech(39), Bmbdmt-+FireDmg(40), Ann-ResDeb%(40), FrcFdb-Rechg%(40)
Level 41: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 44: Rune of Protection -- RctArm-ResDam/Rchg(A), RctArm-ResDam/EndRdx/Rchg(45), RctArm-ResDam(48), RctArm-EndRdx/Rchg(50)
Level 47: Earth's Embrace -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48), StdPrt-ResKB(48)
Level 49: Teleport Target -- Empty(A)
Level 1: Containment 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(33)
Level 1: Stamina -- PrfShf-End%(A), EndMod-I(13), EndMod-I(46)
Level 4: Arcane Power 
------------

 

 

Edited by Carnifax
  • Like 1
Posted

I agree with Carnifax, Seismic Smash is not something I'd ever skip.  Not only does it hit like a truck, it will stack holds on a boss.  Having played Traps on a couple controllers, I also wouldn't skip Caltrops; the aoe damage to rooted foes is considerable over time.

  • Like 1
  • Thanks 1
Posted

Wow, thanks everyone. A lot of great info!

 

How many slots would caltrops need? I'm not tied to seekers, it just seemed like a decent one-slotter. I could definitely throw it out for caltrops.

 

As to Seismic Smash, would it be worth dropping Earth's Embrace? I'll tinker with it a bit and post what I come up with.

 

 

Posted

OK, I think I have pulled in all of the advice thus far. Thanks to @Armaaz (I think) I got the right settings going to see the suppressed values in Mids. So this build should have improved power picks and actually soft-capped R/S/L/E/N def. I just winged it on Caltrops and Seismic Smash, shooting for the last set bonuses to get me to the soft cap. 

 

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Arboreal Technomage: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Traps
Power Pool: Sorcery
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Entangle -- Thn-Dmg/EndRdx/Rchg(A), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx(43), Thn-Acc/Dmg(46)
Level 1: Web Grenade -- Immob-I(A)
Level 2: Strangler -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(3), Lck-Acc/Rchg(3), Lck-Rchg/Hold(13), Lck-EndRdx/Rchg/Hold(15), Lck-Acc/Hold(42)
Level 4: Arcane Bolt -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/EndRdx/Rchg(5), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(7), Dcm-Acc/Dmg(7), FrcFdb-Rechg%(13)
Level 6: Roots -- Artl-Acc/Rech/Rng(A), Artl-Acc/Dam(9), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(9)
Level 8: Seeds of Confusion -- MlsIll-Dam%(A), MlsIll-Acc/Conf/Rchg(15), MlsIll-Acc/Rchg(17), MlsIll-EndRdx/Conf(17), MlsIll-Acc/EndRdx(19), MlsIll-Conf/Rng(19)
Level 10: Acid Mortar -- AchHee-ResDeb%(A), Thn-Acc/Dmg/Rchg(11), RechRdx-I(11)
Level 12: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 14: Mystic Flight -- Frb-Stlth(A)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(31), Ksm-ToHit+(46)
Level 18: Vines -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(39), BslGaz-Acc/Hold(43), BslGaz-Acc/Rchg(45)
Level 20: Poison Trap -- RechRdx-I(A), RechRdx-I(21), GhsWdwEmb-Dam%(21), Lck-%Hold(23), GldNet-Dam%(23), UnbCns-Dam%(25)
Level 22: Combat Teleport -- Empty(A)
Level 24: Triage Beacon -- Mrc-Rcvry+(A)
Level 26: Carrion Creepers -- Bmbdmt-+FireDmg(A), TraoftheH-Dam%(27), JvlVll-Dam%(27), PstBls-Dam%(29), RechRdx-I(31), RechRdx-I(31)
Level 28: Caltrops -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(46), Artl-Dam/Rech(50)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 32: Fly Trap -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-Acc/Rchg(34), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36)
Level 35: Trip Mine -- Erd-Dmg/Rchg(A), Erd-Dmg(36), Erd-Acc/Dmg/Rchg(37), Erd-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Fissure -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(39), Artl-Dam/Rech(39), Bmbdmt-+FireDmg(40), Ann-ResDeb%(40), FrcFdb-Rechg%(40)
Level 41: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 44: Rune of Protection -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(45), StdPrt-ResKB(45)
Level 47: Seismic Smash -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(48), SmsHym-Acc/Dmg(48), SmsHym-Dmg/Rchg(48), SmsHym-Dmg/EndRdx(50), SmsHym-Dmg/EndRdx/Rchg(50)
Level 49: Teleport Target -- Empty(A)
Level 1: Containment 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(33)
Level 1: Stamina -- PrfShf-End%(A)
Level 4: Arcane Power 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Posted
20 hours ago, Carnifax said:

Interesting combo. 

 

Some proc stuff to do with Traps and Plant

So I'd slot Tripmine either with 5 Oblits (not the proc) and a KB2KD or just Frankenslot it and use the spare slots elsewhere (like filling out Roots fully for the Ranged Def). 

 

  Reveal hidden contents

This Hero build was built using Mids Reborn 3.0.5.9
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Arboreal Technomage: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Traps
Power Pool: Sorcery
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Entangle -- Thn-Dmg/EndRdx/Rchg(A), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx(43), Thn-Acc/Dmg(46), Thn-Acc/Dmg/Rchg(50)
Level 1: Web Grenade -- Immob-I(A)
Level 2: Strangler -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(3), Lck-Acc/Rchg(3), Lck-Rchg/Hold(13), Lck-EndRdx/Rchg/Hold(15), Lck-Acc/Hold(42)
Level 4: Arcane Bolt -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/EndRdx/Rchg(5), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(7), Dcm-Acc/Dmg(7)
Level 6: Roots -- Artl-Acc/Rech/Rng(A), Artl-Acc/Dam(9), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(9), Artl-Dam/End(37), Artl-End/Rech/Rng(39)
Level 8: Seeds of Confusion -- MlsIll-Dam%(A), MlsIll-Acc/Conf/Rchg(15), MlsIll-Acc/Rchg(17), MlsIll-EndRdx/Conf(17), MlsIll-Acc/EndRdx(19), MlsIll-Conf/Rng(19)
Level 10: Acid Mortar -- AchHee-ResDeb%(A), RechRdx-I(11), Thn-Acc/Dmg/Rchg(11)
Level 12: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 14: Mystic Flight -- Frb-Stlth(A)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(31), Ksm-ToHit+(46)
Level 18: Vines -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Hold(43), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45)
Level 20: Poison Trap -- RechRdx-I(A), RechRdx-I(21), GhsWdwEmb-Dam%(21), Lck-%Hold(23), GldNet-Dam%(23), UnbCns-Dam%(25)
Level 22: Combat Teleport -- Empty(A)
Level 24: Triage Beacon -- Mrc-Rcvry+(A)
Level 26: Carrion Creepers -- Bmbdmt-+FireDmg(A), JvlVll-Dam%(27), TraoftheH-Dam%(27), PstBls-Dam%(29), RechRdx-I(31), RechRdx-I(31)
Level 28: Seeker Drones -- CldSns-%Dam(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 32: Fly Trap -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-Acc/Rchg(34), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(36)
Level 35: Trip Mine -- Obl-Acc/Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(36), ScrDrv-Acc/Dmg(37), Obl-Dmg(37), SuddAcc--KB/+KD(47)
Level 38: Fissure -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(39), Artl-Dam/Rech(39), Bmbdmt-+FireDmg(40), Ann-ResDeb%(40), FrcFdb-Rechg%(40)
Level 41: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 44: Rune of Protection -- RctArm-ResDam/Rchg(A), RctArm-ResDam/EndRdx/Rchg(45), RctArm-ResDam(48), RctArm-EndRdx/Rchg(50)
Level 47: Earth's Embrace -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48), StdPrt-ResKB(48)
Level 49: Teleport Target -- Empty(A)
Level 1: Containment 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(33)
Level 1: Stamina -- PrfShf-End%(A), EndMod-I(13), EndMod-I(46)
Level 4: Arcane Power 
------------

 

 

Someone pointed out to me, which I never realized and then tested and confirmed. 

The KB chance is low in Trip Mine so not worth slotting. So 5 slotted would be the way to go if you want that extra slot some place else.

Posted

I need to take a look but I "THINK" you can get positional Defense cap.. But it might cut down on your procing. 
I will circle back on this tomorrow. 

Is everything a must power wise beyond Plant Control and Traps ?

 

I usually try to get Triage Beacon  into the 40s on recharge. This way you can have double Triage Beacon for a time. 

For example I have a build with Triage Beacon that is at 40 second recharge and it give me 535 regeneration.. But doubled it is 836 for 50 seconds.. You are in Scrapper Regeneration range. It is very helpful. I play many petless or semi petless masterminds and I am doing 3/8 setting and sometimes 4/8 on traps builds. 

 

Again I don't know the numbers for Controllers and if they are different. 

This is my Thematic Robot Boy.. Kid genius and his robot Goliath.. 

Spoiler

This Villain 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 Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Power Pool: Presence
Ancillary Pool: Field Mastery

Villain Profile:
Level 1: Pulse Rifle Blast -- Rui-Acc/Dmg(A), Rui-Dmg/EndRdx(3), Rui-Dmg/Rchg(3), Rui-Acc/EndRdx/Rchg(5), Rui-Acc/Dmg/Rchg(5), Dcm-Build%(48)
Level 1: Web Grenade -- DblAct-Stun%(A)
Level 2: Pulse Rifle Burst -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(48)
Level 4: Caltrops -- Rgn-Knock%(A)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Photon Grenade -- PstBls-Dam%(A), PstBls-Acc/Dmg(13), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rchg(17), PstBls-Dmg/Rng(17), RzzDzz-Immob%(40)
Level 10: Triage Beacon -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(11), NmnCnv-Heal/EndRdx/Rchg(11), Prv-Absorb%(45), Prv-Heal/Rchg/EndRdx(43), Prv-Heal/Rchg(43)
Level 12: Acid Mortar -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(19), ShlBrk-Acc/Rchg(19), ShlBrk-DefDeb/EndRdx/Rchg(21), ShlBrk-Acc/EndRdx/Rchg(50), ShlBrk-%Dam(50)
Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34)
Level 18: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(25), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(34)
Level 20: Poison Trap -- Lck-Acc/Hold(A), Lck-Acc/Rchg(21), Lck-Rchg/Hold(23), Lck-EndRdx/Rchg/Hold(23), Lck-Acc/EndRdx/Rchg/Hold(46), Lck-%Hold(43)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25)
Level 26: Assault Bot -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(27), SprMarofS-Acc/EndRdx(29), SlbAll-Build%(29), SlbAll-Acc/Dmg/Rchg(31)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Trip Mine -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 38: Temp Invulnerability -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(39), Ags-EndRdx/Rchg(39), Ags-ResDam/EndRdx/Rchg(39), Ags-ResDam(40)
Level 41: Energy Torrent -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(42), Artl-Dam/Rech(42), FrcFdb-Rechg%(45), SuddAcc--KB/+KD(46)
Level 44: Explosive Blast -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(45), Artl-Dam/Rech(46), FrcFdb-Rechg%(48), SuddAcc--KB/+KD(50)
Level 47: Super Speed -- Clr-Stlth(A)
Level 49: Provoke -- PrfZng-Dam%(A)
Level 1: Supremacy 
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 -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(40)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37)
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 4: Ninja Run 
Level 50: Cardiac Boost 
Level 26: Assault Bot 
Level 47: Speed Phase 
------------

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

 

 

Posted
2 hours ago, 3seven said:

Wow, thanks everyone. A lot of great info!

 

How many slots would caltrops need? I'm not tied to seekers, it just seemed like a decent one-slotter. I could definitely throw it out for caltrops.

     Caltrops doesn't need much.  Slotting for damage here is a lot like doing so for AM.  It'll make a small number a slightly larger small number.  Its main use for me has been a stay away power, area denial.  If it's running away it is not shooting at you as well.  I also like to slot some range into it so I can use them at a range beyond 'just off my toes' distance.  But that's all said as a Defender or Corruptor player of Traps not as a Controller.  You have lots of other options that you don't have as those two ATs to keep mobs off you ... and with Fissure and Seismic Smash available less reason for it.  Therefore I'd be looking to slot slow movement primarily.  Targets running slowly away from you make for juicy targets for Fissure and Seismic Smash.  And moving slowly in caltrops will by itself equal more damage as it keeps them in the field longer taking damage.  Usually this meant I'd frankkenslot Range/Slow IOs in caltrops and that's probably still how I'd do it even though range is less useful ... options always are useful and you could still drop them at your feet.

2 hours ago, 3seven said:

 

As to Seismic Smash, would it be worth dropping Earth's Embrace? I'll tinker with it a bit and post what I come up with.

 

 

     Well you do have Triage Beacon and I agree with @plainguyI like to be able to stack Beacons and the procs you're using there don't have their chance to proc altered by recharge in the power.  They fire off on casting then every 10 secs thereafter 100% of the time.  So yes I'd personally be willing to trade away Earth's Embrace for caltrops.

     On the otherhand I think this next thing exemplifies one big difference between a Traps Controller and a Defender or Corruptor.  Namely the utility for having and using Seekers.  I would not skip it in a Defender or Corruptor but you have all sorts of options to squash return fire from a mobs and doubly so with Plant as typically this means using Seeds on them as an opener so while I'd normally go on about its benefits of keeping and using them those benefits barely exist for a Plant Controller.  If you can fit it in great, if not then it's not a big problem.  

 

Posted
20 hours ago, plainguy said:

I need to take a look but I "THINK" you can get positional Defense cap.. But it might cut down on your procing. 
I will circle back on this tomorrow. 

Is everything a must power wise beyond Plant Control and Traps ?

Sounds good.

 

Nothing is really must have. I like seeds and the more I play it, arcane bolt is surprisingly great damage-wise, but I'm not tied to anything really. 

 

I grabbed caltrops at 22 and it seems to add some mitigation and a little damage. It is nice to have as another option for when my other big mitigators are on CD (seeds, poison trap, vines). It helps keep me moving on spawns and not having to wait on the others to recharge, but still maintain a decent level of safety. I'm not pushing difficulty or anything while I level up, at least not yet.

 

So far, this build is a blast. I feel in control of the fights and it still dishes damage pretty decently.

Posted
On 10/15/2021 at 9:40 PM, plainguy said:

Someone pointed out to me, which I never realized and then tested and confirmed. 

The KB chance is low in Trip Mine so not worth slotting. So 5 slotted would be the way to go if you want that extra slot some place else.

 

That wasn't my experience as I remember it knocking things all over the place pretty regularly.  Checking both in game and City of Data say:  50% chance of a 2.077 knockback.  I wouldn't call that low myself.  I definitely would put a kb to kd IO in it unless you don't mind the knockback.

Posted
On 10/16/2021 at 9:16 PM, 3seven said:

Sounds good.

 

Nothing is really must have. I like seeds and the more I play it, arcane bolt is surprisingly great damage-wise, but I'm not tied to anything really. 

 

I grabbed caltrops at 22 and it seems to add some mitigation and a little damage. It is nice to have as another option for when my other big mitigators are on CD (seeds, poison trap, vines). It helps keep me moving on spawns and not having to wait on the others to recharge, but still maintain a decent level of safety. I'm not pushing difficulty or anything while I level up, at least not yet.

 

So far, this build is a blast. I feel in control of the fights and it still dishes damage pretty decently.

 

This is what I roughly I got transposing my build to yours.

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Entangle -- Empty(A)
Level 1: Web Grenade -- GrvAnc-Hold%(A)
Level 2: Caltrops -- Bmbdmt-+FireDmg(A)
Level 4: Triage Beacon -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(5), NmnCnv-Heal(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(9)
Level 6: Strangler -- Empty(A)
Level 8: Roots -- Empty(A)
Level 10: Acid Mortar -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(11), ShlBrk-Acc/Rchg(11), ShlBrk-DefDeb/EndRdx/Rchg(13), ShlBrk-Acc/EndRdx/Rchg(13), ShlBrk-%Dam(15)
Level 12: Seeds of Confusion -- CrcPrs-Conf%(A)
Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(19)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17)
Level 18: Vines -- Lck-%Hold(A), Lck-Acc/Hold(19), Lck-Acc/Rchg(31), Lck-Rchg/Hold(31), Lck-EndRdx/Rchg/Hold(33), Lck-Acc/EndRdx/Rchg/Hold(33)
Level 20: Poison Trap -- Lck-Acc/Hold(A), Lck-Acc/Rchg(21), Lck-Rchg/Hold(21), Lck-EndRdx/Rchg/Hold(23), Lck-Acc/EndRdx/Rchg/Hold(23), Lck-%Hold(25)
Level 22: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit(25), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(29)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 26: Carrion Creepers -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40)
Level 28: Super Speed -- Empty(A)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(45)
Level 32: Fly Trap -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Rchg(33), ExpRnf-Dmg/EndRdx(34), ExpRnf-Acc/Dmg/Rchg(34), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-+Res(Pets)(37)
Level 35: Trip Mine -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 38: Kick -- Empty(A)
Level 41: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42)
Level 44: Fissure -- PstBls-Dam%(A), JvlVll-Dam%(45), Bmbdmt-+FireDmg(45), Artl-End/Rech/Rng(46), Empty(46), Empty(46)
Level 47: Seismic Smash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(48), TchofDth-Dmg/Rchg(48), TchofDth-Acc/Dmg/EndRdx(50), TchofDth-Dmg/EndRdx/Rchg(50), TchofDth-Dam%(50)
Level 49: Provoke -- PrfZng-Dam%(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
Level 28: Speed Phase 
------------

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Posted (edited)

You can get away with one damage in caltrops.   I keep wanting to add a second damage, but I can never seem find a slot to do it.   It's aoe, and it does continual damage.  If you use roots on the guys in the patch, they will get to shoot at you, but with the high defense available in traps, and with creepers grabbing a lot of agro for you, that shouldn't be a problem.  As someone said earlier, it's not a ton of damage per tick, but it lasts a long time and added to everything else you will have going, will kill all the minions and sliver the Lts. letting you focus most of your attention on the bosses.  It also helps with exp gain, since you don't have to do much damage to a creature to get most of the exp if a confused foe kills it, so it gives you more exp for minions that would have been completely killed by bosses or hard hitting Lts by damaging them first.

Edited by Corythia
spelling mistake
  • Like 1
Posted
2 hours ago, Corythia said:

You can get away with one damage in caltrops.   I keep wanting to add a second damage, but I can never seem find a slot to do it.   It's aoe, and it does continual damage.  If you use roots on the guys in the patch, they will get to shoot at you, but with the high defense available in traps, and with creepers grabbing a lot of agro for you, that shouldn't be a problem.  As someone said earlier, it's not a ton of damage per tick, but it lasts a long time and added to everything else you will have going, will kill all the minions and sliver the Lts. letting you focus most of your attention on the bosses.  It also helps with exp gain, since you don't have to do much damage to a creature to get most of the exp if a confused foe kills it, so it gives you more exp for minions that would have been completely killed by bosses or hard hitting Lts by damaging them first.

 

Another thing Caltrops does is a fear proc.  It causes the mob to try and run out of the patch, albeit slowly.  So that also decreases the damage you will face as well.

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