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Posted (edited)

Sharing a little bit of mon cherie: Level 50 Trap / Ar / Mace Defender - Cherie da Bom

 

No over the top plan / theme, just lots of ACC and DEF to pair with my Pew Pew.

 

Here's a couple vids of her in action from 20 to 50:

 

You've Just Set Off My Trap Card Pt 1

 

You've Just Set Off My Trap Card Pt 2

 

And here's the build plan. Only have Alpha and Hybrid T3d so far and might tweak the other powers once I see where her needs are:

 

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Cherie da Bom: Level 50 Technology Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Web Grenade

  • (A) Trap of the Hunter - Chance of Damage(Lethal)
  • (40) Trap of the Hunter - Accuracy/Endurance

Level 1: Burst

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Accuracy/Damage/Endurance
  • (5) Thunderstrike - Accuracy/Damage/Recharge

Level 2: Slug

  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Accuracy/Damage/Recharge
  • (7) Thunderstrike - Accuracy/Damage/Endurance

Level 4: Buckshot

  • (A) Artillery - Accuracy/Damage
  • (19) Artillery - Damage/Endurance
  • (21) Artillery - Damage/Recharge
  • (21) Artillery - Accuracy/Damage/Recharge
  • (34) Artillery - Accuracy/Recharge/Range
  • (43) Artillery - Endurance/Recharge/Range

Level 6: Acid Mortar

  • (A) Undermined Defenses - Defense Debuff/Recharge
  • (15) Undermined Defenses - Defense Debuff/Recharge/Endurance
  • (17) Undermined Defenses - Recharge/Endurance
  • (19) Undermined Defenses - Defense Debuff/Endurance

Level 8: Force Field Generator

  • (A) Reactive Defenses - Defense
  • (9) Reactive Defenses - Defense/Endurance
  • (11) Reactive Defenses - Defense/RechargeTime
  • (11) Reactive Defenses - Defense/Endurance/RechargeTime
  • (46) Reactive Defenses - Endurance/RechargeTime

Level 10: M30 Grenade

  • (A) Artillery - Accuracy/Damage
  • (13) Artillery - Damage/Endurance
  • (13) Artillery - Damage/Recharge
  • (15) Artillery - Accuracy/Damage/Recharge
  • (37) Artillery - Accuracy/Recharge/Range
  • (43) Artillery - Endurance/Recharge/Range

Level 12: Poison Trap

  • (A) Lockdown - Accuracy/Hold
  • (25) Lockdown - Accuracy/Recharge
  • (27) Lockdown - Recharge/Hold
  • (27) Lockdown - Endurance/Recharge/Hold
  • (37) Lockdown - Chance for +2 Mag Hold

Level 14: Triage Beacon

  • (A) Panacea - +Hit Points/Endurance
  • (23) Doctored Wounds - Heal/Endurance
  • (23) Doctored Wounds - Endurance/Recharge
  • (25) Doctored Wounds - Heal/Recharge
  • (40) Doctored Wounds - Heal/Endurance/Recharge

Level 16: Combat Jumping

  • (A) Winter's Gift - Slow Resistance (20%)
  • (17) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 18: Seeker Drones

  • (A) Cloud Senses - Chance for Negative Energy Damage
  • (29) Cloud Senses - ToHit Debuff/Endurance/Recharge

Level 20: Sniper Rifle

  • (A) Calibrated Accuracy - Accuracy/Damage
  • (29) Calibrated Accuracy - Accuracy/Damage/Recharge
  • (31) Calibrated Accuracy - Accuracy/Endurance
  • (31) Calibrated Accuracy - Accuracy/Range

Level 22: Super Jump

  • (A) Springfoot - Endurance/Jumping

Level 24: Acrobatics

  • (A) Endurance Reduction IO

Level 26: Trip Mine

  • (A) Obliteration - Chance for Smashing Damage
  • (34) Obliteration - Damage/Recharge

Level 28: Flamethrower

  • (A) Artillery - Accuracy/Damage
  • (33) Artillery - Damage/Endurance
  • (33) Artillery - Damage/Recharge
  • (34) Artillery - Accuracy/Damage/Recharge
  • (37) Artillery - Accuracy/Recharge/Range
  • (42) Artillery - Endurance/Recharge/Range

Level 30: Stealth

  • (A) Kismet - Accuracy +6%
  • (31) Kismet - Defense/Endurance

Level 32: Caltrops

  • (A) Ragnarok - Chance for Knockdown
  • (33) Ragnarok - Damage

Level 35: Scorpion Shield

  • (A) Reactive Defenses - Defense
  • (36) Reactive Defenses - Defense/Endurance
  • (36) Reactive Defenses - Defense/RechargeTime
  • (36) Reactive Defenses - Defense/Endurance/RechargeTime
  • (43) Reactive Defenses - Scaling Resist Damage

Level 38: Full Auto

  • (A) Annihilation - Accuracy/Damage
  • (39) Annihilation - Damage/RechargeTime
  • (39) Annihilation - Accuracy/Damage/RechargeTime
  • (39) Annihilation - Accuracy/Damage/Endurance
  • (40) Annihilation - Accuracy/Damage/Endurance/RechargeTime
  • (42) Annihilation - Chance for Res Debuff

Level 41: Focused Accuracy

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (42) Endurance Reduction IO

Level 44: Ignite

  • (A) Annihilation - Accuracy/Damage
  • (45) Annihilation - Accuracy/Damage/RechargeTime
  • (45) Annihilation - Damage/RechargeTime
  • (45) Annihilation - Accuracy/Damage/Endurance
  • (46) Annihilation - Accuracy/Damage/Endurance/RechargeTime
  • (46) Annihilation - Chance for Res Debuff

Level 47: Summon Disruptor

  • (A) Call to Arms - Accuracy/Recharge
  • (48) Call to Arms - Accuracy/Damage
  • (48) Call to Arms - Damage/Endurance
  • (48) Call to Arms - Accuracy/Damage/Recharge

Level 49: Web Envelope

  • (A) Gravitational Anchor - Chance for Hold
  • (50) Gravitational Anchor - Immobilize/Recharge/Accuracy
  • (50) Gravitational Anchor - Immobilize/Endurance
  • (50) Gravitational Anchor - Recharge/Accuracy

Level 1: Vigilance


Level 1: Brawl

 

 

 

 

Edited by Dark Current
Posted

Not providing a full critique, but a couple of notes:

  • Panacea +hp/end needs to be in an active power. Putting it in Triage Beacon is a poor choice. Better to put it in Health.
  • Damage procs don't work in Seeker Drones.
  • Damage procs don't work in Trip Mine (Force Feedback: +recharge works).
Posted (edited)

Double-checking your feedback as I was almost positive all those things did carry the procs through.

 

I can prove that Triage Beacon does trigger the heal. Vid Proof

 

I am testing the drones and mine again, but haven't had them trigger yet. I'll update if they do.

 

I mostly want the Panacea for the End regardless. But if the other two don't proc, I'll fiddle with a couple other options.

 

Thanks

Edited by Dark Current
Posted
14 hours ago, Dark Current said:

I can prove that Triage Beacon does trigger the heal. Vid Proof

I wasn't suggesting that Triage Beacon wouldn't trigger the Panacea proc. But do you keep Triage Beacon out 100% of the time? It's a stationary pseudo-pet, so I only spawn it for protracted fights. And you need to stay in range of Triage Beacon (40 feet) in order to continue receiving the heal/endurance from the proc. Slotting the proc in an auto power like Health results in your receiving the benefit continuously.

Posted
14 hours ago, Dark Current said:

I am testing the drones and mine again, but haven't had them trigger yet. I'll update if they do.

See this thread

 

Posted
21 hours ago, Dark Current said:

I am testing the drones and mine again, but haven't had them trigger yet. I'll update if they do.

 

Some powers, like the Seeker Drones and Trip Mine, can take the procs as a slotted option, but do not actually have causal effect from them. The reason behind this stems from the nature of how the power works against how Procs themselves work. When you cast the Seeker Drones as an example they become a pet with specific abilities, but their specific abilities don't take on the nature of the procs that you slotted the power with (they don't match, whatever, it's a code-based thing that they don't carry over).

 

Some pets, like for Masterminds, do have associative and slottable abilities such as the Knockback Damage Proc for Robotics, their abilities register this proc and can actively "slot" it into their attacks and it will trigger based on their abilities that have KB effects.

 

There aren't really that many abilities in the game where the procs don't carry over, unfortunately the bulk of them happen to be with Traps/Devices. Trip Mine, Seeker Drones, Time Bomb (Omega), but you did miss out on one Trap in the set that does use procs incredibly well which is Poison Trap. Poison Trap can take on all of the Hold damage procs and fire them off at tirgger and it is super nice.

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