kelika2 Posted October 31, 2021 Posted October 31, 2021 Mobilize them somehow A little cart Slap it on a Drone Hell, Triage can just be an aura Triage is lame, it being up all the time and follows you around like FFG might make it viable. And I do miss the teleportable Acid Mortar
arcane Posted October 31, 2021 Posted October 31, 2021 (edited) No thanks, Traps doesn't really need to be stronger. Mobility balances it. Well, Time Bomb and Web Grenade should get tweaked, but that's it. Edited October 31, 2021 by arcane 3
kelika2 Posted November 1, 2021 Author Posted November 1, 2021 4 hours ago, arcane said: No thanks, Traps doesn't really need to be stronger. Mobility balances it. Well, Time Bomb and Web Grenade should get tweaked, but that's it. /jranger 1
Arbegla Posted November 1, 2021 Posted November 1, 2021 Imma have to agree. Both acid mortar and triage beacon can get their recharge enhanced to the point of being double or even triple stacked.
kelika2 Posted November 1, 2021 Author Posted November 1, 2021 5 hours ago, Arbegla said: Imma have to agree. Both acid mortar and triage beacon can get their recharge enhanced to the point of being double or even triple stacked. But the times for that to happen are rare And if mobile like FFG it makes sense that the first would die off if a second is summoned
Doomguide2005 Posted November 1, 2021 Posted November 1, 2021 Yeah while it would be sweet to make them mobile I've no desire to lose the benefits of stacking them. Triage Beacon in particular really benefits from doing so. And while names of a power certainly don't always mesh well with actual function, traps are statically placed objects which makes a mobile AM (or the other traps in the set) kind of counter to the core idea of the set. 1
Arbegla Posted November 1, 2021 Posted November 1, 2021 10 hours ago, kelika2 said: But the times for that to happen are rare And if mobile like FFG it makes sense that the first would die off if a second is summoned You can actually double stack Acid Mortar and Triage beacon with just SOs. Both of them have near perma recharge out of the box. Once you get some good IO sets, you can actually get up to 4 acid mortars out, and perma two triage beacons. Making that much buff and debuff mobile is pretty insane really. Especially when Acid Mortar can stack on itself.
plainguy Posted November 2, 2021 Posted November 2, 2021 Trip mine in Traps should definitely get the treatment Trip mine received in Device. Time Bomb on all fronts should be fixed.. I tried it out on my Assault Bot on Mastermind and it SUCKED.. BIG TIME !.. I posted about this a long while back. I think I was trying it on gray con mobs in Atlas and I was MISSING repeatedly.. But unfortunately I am one of those players that slots for recharge as well so I can get up double triage for 40 seconds. I am thinking making it moveable, which I like would hurt me though. Unless they split the nickel and increased the regen or something to make up for it. Or make this the option B power, at that level you can pick old school triage beacon or new school triage beacon. I believe alternate powers would spice up the game as well. Why Softcap is important: https://dechskaison.blogspot.com/2011/01/why-is-softcap-so-important.html Limits: https://paragonwiki.com/wiki/Limits Attack Mechanics: https://paragonwiki.com/wiki/Attack_Mechanics Semi & Petless Mastermind Builds: https://forums.homecomingservers.com/topic/10994-petless-and-semi-petless-masterminds/
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