Miss Fortune Posted July 7, 2019 Posted July 7, 2019 This build is pretty expensive and was wondering if it is even viable or worth it. Looking for any input that experts would happen to have. Thanks!! Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! It's a Trap: Level 50 Technology Defender Primary Power Set: Traps Secondary Power Set: Beam Rifle Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Hero Profile: Level 1: Caltrops (A) Recharge Reduction IOLevel 1: Single Shot (A) Superior Defender's Bastion - Accuracy/Damage (3) Superior Defender's Bastion - Damage/Recharge (3) Superior Defender's Bastion - Damage/Endurance/Recharge (5) Superior Defender's Bastion - Accuracy/Damage/Endurance (5) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge (7) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal Level 2: Charged Shot (A) Thunderstrike - Accuracy/Damage (7) Thunderstrike - Damage/Endurance (9) Thunderstrike - Damage/Recharge (9) Thunderstrike - Accuracy/Damage/Recharge (11) Thunderstrike - Accuracy/Damage/Endurance (11) Thunderstrike - Damage/Endurance/Recharge Level 4: Triage Beacon (A) Recharge Reduction IOLevel 6: Acid Mortar (A) Recharge Reduction IOLevel 8: Force Field Generator (A) Luck of the Gambler - Defense (40) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Recharge Speed Level 10: Disintegrate (A) Thunderstrike - Accuracy/Damage (13) Thunderstrike - Damage/Endurance (13) Thunderstrike - Damage/Recharge (15) Thunderstrike - Accuracy/Damage/Recharge (15) Thunderstrike - Accuracy/Damage/Endurance (17) Thunderstrike - Damage/Endurance/Recharge Level 12: Poison Trap (A) Recharge Reduction IOLevel 14: Combat Jumping (A) Kismet - Accuracy +6% (42) Luck of the Gambler - Recharge Speed Level 16: Aim (A) Recharge Reduction IO (50) Recharge Reduction IO Level 18: Seeker Drones (A) Siphon Insight - ToHit Debuff (46) Siphon Insight - Accuracy/ToHit Debuff (48) Siphon Insight - Accuracy/Recharge (48) Siphon Insight - ToHit Debuff/Endurance/Recharge (50) Siphon Insight - Accuracy/Endurance/Recharge (50) Siphon Insight - Chance for +ToHit Level 20: Lancer Shot (A) Apocalypse - Damage (21) Apocalypse - Damage/Recharge (21) Apocalypse - Accuracy/Damage/Recharge (23) Apocalypse - Accuracy/Recharge (23) Apocalypse - Damage/Endurance (25) Apocalypse - Chance of Damage(Negative) Level 22: Boxing (A) EmptyLevel 24: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (25) Steadfast Protection - Resistance/+Def 3% (36) Unbreakable Guard - Resistance (37) Unbreakable Guard - Resistance/Endurance (37) Unbreakable Guard - Resistance/Endurance/RechargeTime (37) Unbreakable Guard - +Max HP Level 26: Trip Mine (A) Armageddon - Damage (27) Armageddon - Damage/Recharge (27) Armageddon - Accuracy/Damage/Recharge (34) Armageddon - Accuracy/Recharge (36) Armageddon - Chance for Fire Damage (36) Fury of the Gladiator - Chance for Res Debuff Level 28: Penetrating Ray (A) Sting of the Manticore - Accuracy/Damage (29) Sting of the Manticore - Damage/Endurance (29) Sting of the Manticore - Accuracy/Interrupt/Range (31) Sting of the Manticore - Damage/Interrupt/Recharge (31) Sting of the Manticore - Damage/Endurance/Recharge (31) Sting of the Manticore - Chance of Damage(Toxic) Level 30: Weave (A) Luck of the Gambler - Defense (42) Luck of the Gambler - Defense/Endurance (43) Luck of the Gambler - Recharge Speed Level 32: Time Bomb (A) Overwhelming Force - Accuracy/Damage (33) Overwhelming Force - Endurance/Recharge (33) Overwhelming Force - Accuracy/Damage/Endurance (33) Overwhelming Force - Damage/Endurance/Recharge (34) Overwhelming Force - Accuracy/Damage/Endurance/Recharge (34) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 35: Maneuvers (A) Luck of the Gambler - Defense (43) Luck of the Gambler - Defense/Endurance (43) Luck of the Gambler - Recharge Speed Level 38: Overcharge (A) Annihilation - Accuracy/Damage (39) Annihilation - Damage/RechargeTime (39) Annihilation - Accuracy/Damage/RechargeTime (39) Annihilation - Accuracy/Damage/Endurance (40) Annihilation - Accuracy/Damage/Endurance/RechargeTime (40) Annihilation - Chance for Res Debuff Level 41: Assault (A) Endurance Reduction IOLevel 44: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (46) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 47: Hasten (A) Recharge Reduction IO (48) Recharge Reduction IO Level 49: Victory Rush (A) Endurance Modification IOLevel 1: Brawl (A) EmptyLevel 1: Prestige Power Dash (A) EmptyLevel 1: Prestige Power Slide (A) EmptyLevel 1: Prestige Power Quick (A) EmptyLevel 1: Prestige Power Rush (A) EmptyLevel 1: Prestige Power Surge (A) EmptyLevel 1: Sprint (A) EmptyLevel 1: Vigilance Level 2: Rest (A) EmptyLevel 4: Ninja Run Level 2: Swift (A) Run Speed IOLevel 2: Health (A) Panacea - +Hit Points/Endurance (19) Numina's Convalesence - +Regeneration/+Recovery (19) Miracle - +Recovery Level 2: Hurdle (A) Jumping IOLevel 2: Stamina (A) Performance Shifter - EndMod (17) Performance Shifter - Chance for +End ------------
Bossk_Hogg Posted July 9, 2019 Posted July 9, 2019 You're basically a beam/devices blaster that has given up more than half your damage for Force Field Generator. IMO, not worth it. Granted, that sums up my traps experience as a whole. A few decent powers and a bunch of blaster secondary hand-me-downs. At minimum you need more in Acid Mortar and Poison Trap. Time Bomb is also basically useless, so you can at least get slots there.
Gray Scale Posted July 9, 2019 Posted July 9, 2019 I have a traps/beam defender and I enjoy it. The difference in my build is that rather than going with Fighting I chose Medicine. I thought it would be better as a defender... Time Bomb is indeed useless - don't bother with it. traps is more fun either solo or in pvp (using teleport to get people onto a pile of trip mines). This is also useful in pve... teleport a boss onto your traps from afar to make pulls easier. Really, traps excels in situations where you don't move around a lot - so pulling around corners in farms, or staying in the same room with a lot of respawns, etc. The problem is that at high level people are really mobile, and clearing mobs quickly. You'll need a lot of recharge to plant your traps often enough to matter. The force field is surprisingly good on defender for traps - and seeker drones really can make enemies useless. Don't give up on this if you love the set. It's a challenging set to play, and positioning is important, but you can lock down an over-pull of many groups using traps, and really save the day.
plainguy Posted July 21, 2019 Posted July 21, 2019 I think its over kill. Your talking 120 million for some of these sets. My AR Traps will probably cost 120 million and in many ways has better numbers then you and is defense capped as well. I could build probably 3 or 4 defense capped toons on the cost of this one. Get defense cap then get recharge and some healing via triage beacon. You will see how much double triage beacon matters when your soloing 4/8.. This is before Incarnate btw. Tough 6 slotted for ? Not needed. Build lesson, Shift click on the power and zero out the sets.. take away an IO and see what changes.. EG ( not pertaining to you specifically ) You have hasten 3 slotted.. 1. You lock a key power to see how the recharge numbers change.. 2. You shift click to get to the alt IOs in hasten to zero it out. 3. You add one IO look at the change. 4. You add another and look at the change. Sometimes when adding a 2nd even 3rd you will not notice a change.. Thus you have 2 slots free for something else.. 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/
Overclock Posted July 21, 2019 Posted July 21, 2019 You're basically a beam/devices blaster that has given up more than half your damage for Force Field Generator. IMO, not worth it. Granted, that sums up my traps experience as a whole. A few decent powers and a bunch of blaster secondary hand-me-downs. At minimum you need more in Acid Mortar and Poison Trap. Time Bomb is also basically useless, so you can at least get slots there. Not commenting on this particular build at all, just shooting down the idea that Traps and Devices are in any sense equivalent. What this build offers that Devices can't is -1,000% regen and -26% Res. There's a bunch of other debuffs, but those two alone can turn an AV fight into a trivial endeavor. Devices is a fun powerset, but it simply doesn't have that kind of impact on hard content.
oldskool Posted July 22, 2019 Posted July 22, 2019 If you were to go through with this build, I have the following suggestions: Swap the Defender ATO out of Single Shot and into Disintegrate. Disintegrate will improve the uptime on the heal proc. You shouldn't plan to spam Single Shot anyway, even if the ability has a -regen component. Traps already has you covered there. Swap the slotting for Tactics and Aim. You'll have far more control over the Gaussian's proc in Aim than you ever will in Tactics. I'd reconsider a lot of the other slotting decisions too. The build seems focused on improving personal survival and damage at the expense of the primary. The debuffs of the set can be your offense and defense output.
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