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Autobots Transform and Roll Out !!!


smnolimits43
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I think the more important question is - Autobot or Decepticon?

 

For Autobot - Forcefields, Time, Electric, Empathy, Thermal, Kinetics all fit thematically.

 

For Decepticon - Dark, Time, Electric, Cold, Pain, Traps, Radiation. Even Sonic can work if you count Soundwave.

 

I can't visualize Storm, Nature, Poison, or Trick Arrow really fitting the "Transformers" theme. But that's just my opinion.

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8 hours ago, smnolimits43 said:

which powers of Traps are keepers ??

 

Imo, the must have Trap powers are Mortar, Beacon and FFG. Nice to haves are Poison, Caltrops, Seeker and Trip Mine. Web Grenade and Time Bomb aren't worth the power pick.

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On 1/14/2023 at 8:31 AM, StrikerFox said:

 

Imo, the must have Trap powers are Mortar, Beacon and FFG. Nice to haves are Poison, Caltrops, Seeker and Trip Mine. Web Grenade and Time Bomb aren't worth the power pick.

 

Seekers are a keeper for me as they are great opening at taking an Alpha.  Poison Trap (Traps version) is the strongest -regen debuff in the game so that is also a must (to me).

 

Now that you can take the 2nd power in your Secondary at lv 1 Web is skippable.  And never take Time Bomb...at least with Ranged pets.  Sometimes I take it on the Thugs to use on my Brusier but that's a case by case situation.

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