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Posted

Never made a Traps before!  I'm hearing skip Time Bomb.  I'm seeing Seeker Drones taken and not taken.  Same with Triage Beacon.  Idea is to kill AVs/GMs

 

Thoughts on the build from those in the know?

Posted

   As I recall seeker drones don't benefit from procs all that well as the reason they get skipped. Triage isn't really needed from my perspective as your PA's and traps will be doing most of the work with you being invisible and with the force field drone keeping you safe. Time bomb I didn't take on my ill/traps, couldn't tell you why other than my guess was the recharge turned me off, I preferred laying multiple trip mines and poison traps followed by fold space to pull mobs and wipe things out really quick.  From all the builds I've seen most come down to some personal choices and style.  It's a fun combo and can do some very fun things but as with most things it's limited to the amount of time it takes to set your toys up versus the team already wiping out the baddies........still fun as hell though.

 

   My current build........the combo I learned to play traps on as well, so I'm no expert on the pairing. Good luck

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Blind -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(3), GhsWdwEmb-Acc/EndRdx(3), NrnSht-Acc/EndRdx(5), GldNet-Dam%(5), UnbCns-Dam%(7)
Level 1: Web Grenade -- GrvAnc-Immob(A), GrvAnc-Acc/Immob/Rchg(7), GrvAnc-Acc/Rchg(9), GrvAnc-Immob/EndRdx(9), GrvAnc-Hold%(11)
Level 2: Caltrops -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rng(13), PstBls-Acc/Dmg/EndRdx(13), PstBls-Dam%(15)
Level 4: Spectral Wounds -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(17), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(19), Apc-Dam%(21)
Level 6: Fly -- Srn-EndRdx/Fly(A)
Level 8: Superior Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), Ksm-ToHit+(27)
Level 10: Acid Mortar -- TchofLadG-%Dam(A), GldJvl-Acc/End/Rech(21), GldJvl-Dam%(23), AchHee-DefDeb(23), AchHee-DefDeb/Rchg(25), AchHee-ResDeb%(29)
Level 12: Group Invisibility -- LucoftheG-Def/Rchg+(A)
Level 14: Combat Teleport -- BlsoftheZ-ResKB(A)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(29), RedFrt-Def/Rchg(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-EndRdx/Rchg(43), RedFrt-Def(48)
Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Acc/Dmg/Rchg(33), SlbAll-Dmg/Rchg(34), SlbAll-Build%(34)
Level 20: Poison Trap -- GhsWdwEmb-Dam%(A), GldNet-Dam%(25), NrnSht-Dam%(31), GhsWdwEmb-Acc/Rchg(34), Lck-%Hold(36)
Level 22: Deceive -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(37), CrcPrs-Acc/Conf/Rchg(37), CrcPrs-Acc/Rchg(37), CrcPrs-Conf/EndRdx(39), CrcPrs-Conf%(39)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 26: Spectral Terror -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(39), SprWiloft-EndRdx/Rchg(40), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(40), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), SprWiloft-Rchg/Dmg%(42)
Level 28: Kick -- Empty(A)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42)
Level 32: Phantasm -- ExpRnf-+Res(Pets)(A), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Rchg(43), ExpRnf-Acc/Dmg(43), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(45)
Level 35: Trip Mine -- Arm-Dmg/Rchg(A), FrcFdb-Rechg%(36), Arm-Acc/Dmg/Rchg(45), Arm-Acc/Rchg(46), Arm-Dmg/EndRdx(46), Arm-Dmg(46)
Level 38: Teleport Target -- WntGif-ResSlow(A)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(48)
Level 44: Scorpion Shield -- LucoftheG-Def/Rchg+(A)
Level 47: Hover -- ShlWal-ResDam/Re TP(A), ShlWal-Def(50), BlsoftheZ-Travel(50), BlsoftheZ-Travel/EndRdx(50)
Level 49: Fold Space -- RechRdx-I(A)
Level 1: Containment 
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+(15)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
Level 50: Assault Radial Embodiment 
Level 50: Clarion Radial Epiphany 
Level 50: Ion Core Final Judgement 
Level 50: Degenerative Radial Flawless Interface 
Level 50: Spiritual Core Paragon 
Level 50: The Atlas Medallion 
Level 50: Portal Jockey 
Level 50: Freedom Phalanx Reserve 
Level 6: Afterburner 
------------

 

Posted

Time bomb is completely skippable

 

I personally love seeker drones as an alpha cracker and for the To-hit and damage debuffs they provide.  I could see not needing that alpha cracking ability on an Illusion though.

 

Triage is helpful in some situations, but as Doc said, if you've got perma-PA you probably don't need it.  If you can spare the power pick and slots, it does have a couple nice +recharge bonus sets though.

  • Thumbs Up 2

What this team needs is more Defenders

Posted

Confirming that procs don't work in Seeker Drones. In addition to taking alphas and debuffing, they're good for pulling around corners. You can send them into a spawn and after they detonate, everyone will come running to where you are (and have laid Trip Mines and Poison Traps). The only proc that works in Trip Mine is Force Feedback %recharge. Poison Trap procs quite well.

  • Like 1
Posted

In agreement with the thoughts in the thread.  Illusion is rather special compared to other Traps pairings particularly once or when perma PA is achieved.  Typically I'd take both Triage Beacon and Seekers.  Being able to stack 2 Beacons in a relatively stationary fight vs an AV, well +600% regen boost is very helpful to staying upright personally and helping pets/allies do so as well.  PA pretty much takes and holds aggro and is invulnerable negating most of this advantage.  Allows a bit more freedom in power choices.  Much the same applies to Seekers.  Between Superior Invisibility and PA Seekers is much less useful as an alpha breaker and debuffer.  I'd decide to include them or not based more on frequency of running in exemplar and team vs solo (particularly if below the point at which perma-PA is met).  Triage Beacon is more about solo vs teaming in addition to the general speed the teams run through stuff.  If it's a zerg fest it's going to be hard to use effectively.  If the team is more patient and or  fond of things like Fold Space, Wormhole or just good old fashion herding or pulling to a 'place' it's value climbs rapidly beyond merely as a mule for recharge from a Heal set.

Posted

Welcome to Ill/Traps, it's a heck of a ride and has two of the most underrated powers in the game in Spectral Terror and Acid Mortar.

 

Definitely skip Time Bomb, that power is ass incarnate.  I like Seeker Drones and try to fit them into every /Traps build, but Illusion has PA for alpha so you wouldn't miss Drones THAT much if you couldn't fit them in. 

 

As for Triage Beacon... it's a good slot mule, and maybe all that +regen is noticeable on characters with lots of HP, but as the owner of it, you're not going to benefit a lot from it.

 

Definitely lean into Acid Mortar; if you build for perma-PA you'll end up able to chunk out a few at a time and they each rain -Def/-Res all over the place.  

  • Thumbs Up 1

CEOs come and go, and one just went/The ingredients you got bake the cake you get

Posted

This is what I've come up with so far.  Haven't been a fan of Deceive so far, so speccing it out seems like a good idea so far.

 

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Posted
6 hours ago, BrandX said:

Poison Trap doesn't take ACC IOs, so does it automatically hit?

When the trap goes off, there are two effects. The initial 6 second hold has an accuracy roll. The gas cloud, which has a 30 second duration, has an autohit -regen and -recharge and an autohit 2% chance for an additional 6 second hold every 1 second. The -regen/-recharge has a 10 second duration but gets reapplied if the target stays in the cloud.

 

 

  • Like 1
Posted

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Rearranged some powers.  Different slotting.  Going to see how it plays out.  Currently level 21.

 

 

Posted
15 hours ago, BrandX said:

This is what I've come up with so far.  Haven't been a fan of Deceive so far, so speccing it out seems like a good idea so far.

 

Deceive I found useful early just because you don't have a lot else early on, in the mid game against certain foes, and then more useful again at 50+ due to the confuse proc.  Once you get the contagious confusion proc it usually turns it from single target into pretty reliably hitting 3+ at a time depending on mob size. 

 

I also am just a big fan of confusion powers for the fun factor.  Love seeing a sorc healing me and hurricaning his buddies or a sapper trying to drain his own buddies, etc.  It can be very useful/fun against certain mobs.

 

Also of course Coercive Persuasion set has amazing set bonuses.

  • Thumbs Up 1
Posted
1 hour ago, Riverdusk said:

 

Deceive I found useful early just because you don't have a lot else early on, in the mid game against certain foes, and then more useful again at 50+ due to the confuse proc.  Once you get the contagious confusion proc it usually turns it from single target into pretty reliably hitting 3+ at a time depending on mob size. 

 

I also am just a big fan of confusion powers for the fun factor.  Love seeing a sorc healing me and hurricaning his buddies or a sapper trying to drain his own buddies, etc.  It can be very useful/fun against certain mobs.

 

Also of course Coercive Persuasion set has amazing set bonuses.

 

On Coercive Persuasion and the fun factor I do agree 🙂

Posted (edited)

So far...my thoughts have been...

 

Not keen on Time Bomb.  Big Boom is always nice, but the time to cast it and that it seems to be interruptible in casting, so thinking of respeccing out of it.  While I don't care much for Deceive either, I may take it instead.

 

I do like being able to just set Poison Trap and Acid Mortar.  Feels better than Radiation's toggle debuffs while on teams speeding through missions.

 

Triage Beacon, I like for some things not all.   I wonder if it'll be less useful on Incarnate content, but it's at least good for the set bonuses.

 

Might switch Purple Hold Set in Poison Trap and PvP Hold Set in Blind around.  Get the Purple Proc in Blind instead of Poison Trap.

Edited by BrandX
Posted

Deceive has excellent sets available. And it doesn't alert so if you're doing something hard it can be useful to make them fight each other before actually starting the fight (although PAs are usually good enough). 

 

I usually proc-bomb Poison Trap, it's very good at it. 3 Hold Damage procs (including the purple), Lockdown for the extra Hold mez and 2 +5 recharge IOs is good enough for me. That leaves the other 5 Purple IOs to go into Blind for the set bonus. 

 

I strongly suggest slotting Spectral with -ToHit IOs. 4 Dark Watchers is what I use. It does a LOT of -ToHit and half of it is enhancable. 

Posted
12 hours ago, Carnifax said:

Deceive has excellent sets available. And it doesn't alert so if you're doing something hard it can be useful to make them fight each other before actually starting the fight (although PAs are usually good enough). 

 

I usually proc-bomb Poison Trap, it's very good at it. 3 Hold Damage procs (including the purple), Lockdown for the extra Hold mez and 2 +5 recharge IOs is good enough for me. That leaves the other 5 Purple IOs to go into Blind for the set bonus. 

 

I strongly suggest slotting Spectral with -ToHit IOs. 4 Dark Watchers is what I use. It does a LOT of -ToHit and half of it is enhancable. 

 

Well, I wanted to put all 4 Damage Procs in Hold in the power (2 Psi, 1 Lethal and the Purple), but the issue was enough +recharge to get perma Phantom Army.

Posted

Mids on Trip Mine vs Time Bomb:

 

Trip Mine - 20s Recharge, 13 End Cost, 5 second cast time, 4 seconds interrupt, 194.6 Damage

Time Bomb - 360s Recharge, 26 End Cost, 9s cast time, 8s interrupt, 152.9 Damage

 

Time Bomb is easily in the running for worst Tier 9 power in the game

 

Anyway, here's the "more affordable" ill/traps build I've been running:

Spoiler

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No Time Bomb, Trip Mine, Seeker Drones, or Caltrops.  I team a lot, and didn't feel that any of those things were getting much use.  No Flash because my main on Live was an ill/ff controller and all Flash ever did was get him spectacularly killed.  Hasten isn't Perma, and neither is Phantom Army which is a concern, however the Force Feedback proc in Disruptor Blast is capable of negating the issue.  With FFG and the Defense toggles on, you're looking at Smashing, Lethal, and Energy all above the 45% Defense cap.  Poisonous Ray and Acid Mortar are both throwing -res and toxic damage procs, great for hard single targets.  Distruptor Blast also has a -res proc.  Spectral Terror has Psi damage and the Energy Font proc.  Note the Soulbound Allegiance Build Up Proc in Phantom Army.  I don't remember how or why, but Phantom Army *will* benefit from the proc going off, and it's excellent.  And I slot the Lockdown Mag 2 Hold proc in both Blind and Poison Trap - not as useful against anything with Purple Triangles of Doom, but is an absolute treat for just casually locking down bosses in one shot.  KB/KD in Phantasm is a godsend, and 8 points of Knockback protection from Steadfast and Blessing of the Zephyr because FFG does nothing for KB and you can't plant traps while knocked on your ass.

Posted

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Can't seem to export the list of powers, just the data chunk.  That said...

 

Here's what I'm currently doing.  Lack of travel power is purely concept reasons.  I originally had Flight Pool instead of Leadership, but honestly, it didn't feel right for the concept since I first picked it up.  So, easily replaceable for others.  I would've gone Infiltration if it wasn't for Superior Invisibility, for the ability to enhance Run/Jump.

 

Tried out Trip Mine.  Didn't care for it  Long cast time and seems to be interruptible.  It seemed to have limited use imo

 

Took Mu Mastery for now.  Maybe I'll switch it up to Mace Mastery for the S/L/E Shield defense and replace Tactics w/ Focused Accuracy later.  Not feeling the lack of KB Protection as Phantom Army does a good job of keeping aggro away, but I have had moments.  Still have lots of testing to do.

 

Deceive is taken for the set bonuses.  I could go Trip Mine, but I went with Confuse for the 4% Damage Bonus over the F/C Resist.

 

I am enjoying it more than the Ill/Rad I've had before.

 

Don't know what Hybrid to go with yet.  Went Degenerative Interface, Barrier Destiny, and Intuition Alpha (enhances everything I do!)

 

 

  • Like 2
Posted

Yeah lack of KB protection is mostly just things like Ruin Mages who have Location based KB AoEs

 

Of course, at times like that I tend to destroy FFG so I can properly sneak and use Deceive on said Ruin Mages before dropping PA and Spooky on the group

  • Like 1
Posted
17 hours ago, BrandX said:

Tried out Trip Mine.  Didn't care for it  Long cast time and seems to be interruptible.  It seemed to have limited use imo


Weird, Trip Mine is the finisher on my Ill/Traps.... deploy PA with a target macro so the mob is engaged, Jaunt in behind, drop Trip Mine, Poison Trap, boogie over to the next mob.  I rarely have to use more powers than that, until I get to 3/8, 4/8 stuff.

CEOs come and go, and one just went/The ingredients you got bake the cake you get

Posted
1 hour ago, roleki said:


Weird, Trip Mine is the finisher on my Ill/Traps.... deploy PA with a target macro so the mob is engaged, Jaunt in behind, drop Trip Mine, Poison Trap, boogie over to the next mob.  I rarely have to use more powers than that, until I get to 3/8, 4/8 stuff.

 

I kept trying to cast it and it'd keep getting interrupted by me taking damage.

Posted

PA has a strong taunt (mag 4).  You're either getting hit by AoE aimed at PA, foes To Hit is getting buffed or you likely need to let PA get them well engaged (aggro'd) before trying Trip Mine I'd guess.  Stealth Or SI?

Posted

Depending on the faction, AoE can be a real issue. It helps if you set your mines on the far side of the spawn so that they're not shooting past you to hit PA. Alternatively, drop Poison Trap first, then set Trip Mine while they're all choking.

Posted

Caltrops and other location AoEs are going to force you to lure mobs towards your trip mine if you can't actually get near their spawn without taking a tick of damage

Posted
23 hours ago, BrandX said:

I am convinced to give Trip Mine another chance.  It's not like I was using Deceive.

This is worth it. On my Ice/Traps it does a lot of my damage. Granted this table is in highly favourable conditions (solo, lots of +2/3 enemies and some Fold Spacing) but its around the same as Jack + procced up Poison Gas Trap + Fissure.

 

Spectral should give you some protection to drop it. 

 

image.thumb.png.3f482e1849c4fc5735baac188fbe77be.png

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