Frosticus

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  1. Frosticus

    Positron AV

    No insp/temps/click accolades/no aidself

    fire/traps corr. It was actually a much easier fight than I envisioned. Basically just break line of sight if he tags you and then get back in as soon as the debuff expires. Rain of Fire and seekers are usable even when you are hiding from him so time isn't totally wasted. He did almost take me out once when I strayed to far away from my strategy and he hit me twice in a row. Took a bit longer than expected, but my antivirus started running a scan and it made me lag out and drop PT out of range two times lol. Almost two full cycles of my patron pet, but he gets pretty greasy when he hits overload.




  2. Quote:
    Originally Posted by eryq2 View Post
    But doesnt ALL toons benefit from FS? And if corrs put out more, then got FS also, then theyd still put out more. I dont understand why FS is mentioned??
    I think he means the much stronger damage buffs that defs have from powers like FS, aim, souldrain. It can very quickly close the damage gap. FS is maybe not the best case though because it is pretty easy to cap your damage with it at which point the corr is significantly ahead of the def due to having a much higher ceiling.
  3. Just hoping for a few people to weigh in with what they would do. I've plowed through a large portion of my inf red side on a couple different projects. Anyway, to finish my corr I need 2 lotg and 4 pieces of Apoc. Lets say ~1B more.

    I have about 240 merits sitting on my lvl 40 brute as I've leveled it off of arcs and Ouro content. My dilemma is that lvl 40 recipes of non-amazing stuff (lotg, miracle, etc) have issues with moving rapidly for the kind of inf that the lvl 50 version would generate.

    So, I don't want to wait until lvl 50 on this toon and my question is what would you do? 12 random rolls capped at 40, or just purchase a low lvl lotg and deal with the rest of the desired IO's another day?
  4. Quote:
    Originally Posted by Tenzhi View Post
    That's just the subscription to play the game. It doesn't necessitate them releasing any updates/expansions at all. Which is to say that if they didn't release any of the Issues the game would still be $15 a month, and thus any Issues that have been released sans extra charge can be said to be "free content".
    While technically true I also don't "have" to get the oil changed in my car. It comes with similar implicit risks that you are very likely drastically shortening the expected life cycle.

    One could also make a very very strong argument that if no new content was being added the price would indeed drop because whether you (generic you) want to face reality or not there is more than one subscription based alternative on the market.
  5. Quote:
    Originally Posted by GeminiProject View Post
    Hey

    -Capped Def to All
    -Perma-ish Soul Drain (like 32-33 sec recharge)
    -Slotted Aid Self
    -Dont gimp your attack chain
    You'll have better luck doing this on a traps/x/dark defender if one were to read your def requirements literally
  6. Quote:
    Originally Posted by Nihilii View Post
    Can't say I agree on that one. For AV soloing, endurance management is key and DN costs a lot for a minimal return (-tohit is heavily resisted to the point of being negligible, and -dam, while nice, isn't that useful for the endurance cost). Gloom is a powerful attack in DPA but terrible DPE. Dark Consumption alone won't be enough - it's actually not even enough to sustain the normal Smite MG Smite SL chain for me, at least without making unacceptable sacrifices in other areas of the build.

    I much prefer the Mu Striker, which can be summoned at range and adds about 30 DPS during its 4 minutes duration, all for a one time fee of 26 end. That's pretty much the textbook definition of endurance efficiency here.

    Gloom and DN are best left to teaming (that said, I'd rather have E. Fences and Ball Lightning there) or taking on +4/x8 stuff.
    IMO it depends on the toon. If you have the juice to run DN it can make you significantly more survivable. Gloom is a pretty beefy attack, but as you say it costs a lot. The widow has a ridiculous number of attacks and even debuffs regen a bit. If you have the endurance to support it Soul will definitely make you safer and faster than the other choices in a single target scenario.

    Granted the widow is made of stuff weaker than tissue paper, but your agro generation can keep a target off of it. It will easily get wiped if it does aoe's like footstomp though.

    As an example if AV is hitting for 1000 damage and you have 70% s/l res it would hit for 300 damage. If you slap him with DN (assuming he isn't resisting the debuff) it would reduce that attack down to 790 and you'd then resist it further down to 237. Of course that is the expected 21% difference, just drawn out, but it also can let you exceed the 90% damage reduction cap of resistances. An /ela facing energy damage w/ darkest night is more survivable than an ela tank in the same situation. Well probably pretty close to even cause the tank has a larger heal and more hp regen, but hopefully you get what I'm trying to say.

    The other nice thing is that if you can generate any -res through something like Achilles if available to you it will make the -dam of DN a bit more powerful still. Nice little side bonus of not only increasing your damage, but also your survivability.
  7. Quote:
    Originally Posted by UnicyclePeon View Post
    Making it non-binary is what would seem most likely to make it useless.

    Most of the foes still have frightening attacks they can do even with almost no endurance left. That just doesn't cut it. Binary control is where its at (Confuse, Hold, Stun). Even the other forms of non-binary control (knockdown, slow) at least prevent a certain percentage of attacks from coming your way. But endurance drain only prevents some of the exotic attacks, however, you'll still eat full alpha. It will just be basic attack alpha, the stuff they can do with only 5 endurance left. But that is still too much incoming damage to be worth it.

    They could make the endurance go to zero and STAY at zero for 10-20 seconds but at that point it may as well be a stun.

    Now if they did something like make a "retributive endurance drain" ... something like a curse in which any time the enemy used endurance while cursed, they'd damage themselves moderately ... THAT would be a good unique power. But, you'd still want traditional types of control too. That way, you can EITHER lock them down OR make them damage themselves, or possibly both slow them and curse them.

    Lewis
    I was thinking of a way to make it non-binary that would be numerically and most likely tangibly better than the way it currently operates.

    I don't know how feasible this would be but (arbitrary numbers) I wouldn't mind testing out a system of end drain that operates through tiers of negations.
    ie. Drain npc down to:
    70% end and 1 random attack is greyed out and become unusable. It could be their brawl or it could be their KO blow. Random
    50% end and a 2nd random attack is greyed
    30% end and a 3rd random attack is locked out
    20% 4th
    10% 5th
    0% as current

    I think I'd start with a system that only counters "attacks", but who knows it could be expanded to include pretty much any power the NPC has.

    That way it isn't an all-or-nothing set up like it pretty much is now and it would work a bit more consistently because even some powerful end sappers have issues keeping a mob floored constantly. It would also make set ups that can drain a bit of end, but nothing special (like elec melee/assault) get a bit more mileage out of that secondary effect. And a bit more predictable results when stacking -end sources rather than 100% danger vs 0% danger that it nearly is now.

    Sort of make it work a bit more like -recharge where even a little bit actually does something and just like -rech as you get the target closer to the limit it becomes more and more potent.
  8. I'll support this change to executioners shot so long as when I use shout in the same situation it summons a small train that I hop on and ride to the next spawn...

    deal?
  9. My stone/ela became a sonic res/fire armor (at least I think it was), it shielded me up and I'm pretty sure it did absolutely nothing the entire time, but I saw it self heal with what appeared to be healing flames. I was a bit distracted as I was set for 0/x8 and had no def insp left.

    I didn't even notice the clone on my fire/traps. Unfortunately I had stealth IO going so it never latched on to me and I didn't see it standing by the door.
  10. Quote:
    Originally Posted by Nishastra View Post
    Thus, if you've got -Res on something before applying -Dam, the -Dam will actually have more of an effect.
    The sequence does not matter. If the res is applied before or after it still boosts the -dam. It is pretty sweet at times.

    I can't be bothered to check right now, but iirc Achilies is unresistable -res, so even in the event of a target having resistance it would still fully boost the -dam by 20%. Not really a huge issue except in cases like an AV using unstoppable it will help a bit.
  11. Quote:
    Originally Posted by RiverOcean View Post
    What I had no idea.. Sonic stacked that way with the damage debuff. Can you explain a little more please, how this works. I'm a little lost.
    I dunno the full explanation, but something like damage and resistance are the same thing so their opposites are the same too. Sometimes a bug will pop up where slotting for damage greatly increases the resistance value too.

    Essentially if your seekers both hit and apply 53.2% -dam and you apply acid mortar's -res it will jump up to 67%. If you purchase a power analyzer it is really easy to see. I doubt it is working as intended, but I sort of doubt they can fix it, or at least not easily.

    Basically it is really easy for a traps/sonic (or dark/son for that matter) to floor a targets damage at 10%. Which is essentially like having 90% resistance (ie tank cap). What I haven't tested is whether your resistance works on top of that, but it should. Reduce their outgoing damage and then resist it with your shield (ie app armor). In some situations toons like a traps/son can be one of the most survivable characters in the entire game, while also doing the same for everyone around them.

    It's worth noting that seekers can stack too. The debuff lasts 40 seconds, so getting ~10 seconds of stacking on a tough target isn't unrealistic

    Even something as simple as seekers+acid+howl can provide freakishly good aoe mitigation, (while also providing a lot of force multiplication). Like numbers that sonic resonance would kill for. Of course it requires in combat time to do though.

    At the same time a target with resistance will resist your -dam effect. Ifit has 50% res it is going to cut all of your -dam in half.

    A good example is an AV with unstoppable. Prior to popping it you can make them hit like a wet noodle, when they fire it off though they suddenly start hitting like a mac truck again.

    Other traps combos can still provide a heap of -dam through things like achilies -res, stacking acid mortar and/or stacking seekers.
  12. You need to clarify it to me as our dollar is essentially at par right now. I know when I was looking for parts they were significantly cheaper in the US, but the sites I was using wouldn't ship to an address that differed from my credit card.

    In BC we pay 12% tax on top of the price as well. Next door in Washington it is only 6.5% iirc.

    Unless I'm missing something you are talking about? But it has been an age old tradition to hop the border and scoop up things when our dollar is of high value because in general the US has much lower prices.
  13. Quote:
    Originally Posted by Tulare View Post
    My thing with trip mines. On my Fire/Dev I have them with 3 damage and 3 recharges, I also have hasten. I know the awesome damage they do, and I know how quickly they can be stacked. For me though, after doing it a few fights in a row I just get bored with it, maybe I need to only stick with really stacking them up for a tough fight.
    tbh, I don't even use mines. They are good if you lack aoe damage, but if you have aoe blasts I find it more enjoyable to do that.

    Ya they are nice if you stack em up and blow up a tough enemy, but it depends what you define as "tough". I just did about 15 mins vs Stateman AV (no insp/temps) on my fire/traps with just triage as my healing source. With a little maneuvering I was in no danger. I haven't manage to kill him...yet. IMO there aren't many situations that are "tough" enough that a traps can't tackle head on where sitting and stacking mines will be more efficient of an approach. I'm sure they are out there though, but I just like playing my trappers really aggressively.

    A well built trapper with aidself is nearly unkillable outside of getting def debuffed, or against mobs with high tohit such as Ralaruu.

    Quote:
    I love the idea of this set and wanted to try it just out of curiosity, but you guys have made this set sound a lot stronger than I expected.
    If you hit softcap (either pure def or by adding in the tohit debuff of seekers)+ the dam debuff of seekers+ the -20% rech of PT+triage I figure you have 97.947% damage mitigation making you 48.7x more survivable than a 'naked' defender.
    That doesn't account for the more intangible benefits of alpha absorption, the mez of seekers, or the mez of PT, or the aggro that Acid can soak, nor the avoidance affect of caltrops. And of course the more hp you get and more regen you squeeze in just makes it stronger too.
    Quote:
    Now to glean even more from you all. I am really thinking about ordering Going Rouge to get DP, I like what I have read about the set, but I have a few questions. What level do Defenders get Swap Ammo, and will I have to wait a lot of levels for a meaty(nice damage) attack? Also, feel free to tell me why the secondaries you choose rock.

    Thanks again.
    Swap is available at lvl 10 for defs. The "meaty" attacks come at 28 and 35.

    I'm a big fan of pairing it with /sonic blast. The -res boosts the -dam* of seekers making things hit like kittens. That and /sonic is the best at facing tough (ie more hp) targets and generally you want to be in one spot for a bit to get the most mileage from your drops.

    *If debuffed by acid and hit by both seekers it will actually do -67.3% damage vs an even con with no resistances instead of the expected -53.2%

    I also like it paired with /archery. Many archers need to use obstructions to safely cast Rain of Arrows, but a trapper can just get right in there, PT the whole spawn and launch RoA without fear. Or if using it from range never worry about mobs running out of it as seekers will keep them bunched up and preoccupied while RoA animates and does its thing.

    I don't have rogue, but I can imagine some of the complaints about using hail of bullets from melee range due to it being a pbaoe evaporate when paired with traps as it lets you be very safe even while standing right in the middle of it all.
  14. Newegg does have a .ca site

    Not sure where you are in Canada, but BC ncix is pretty solid. AB memoryxpress is usually reasonable.

    The only time I've found better prices at Futureshop was when I got a newb salesman and he pricmatched memoryxpress and then beat it by 5 or 10% on top of that. They aren't supposed to match online distributors.
  15. The really nice thing about us trappers is that we are going to get a buff at some point in time. It isn't a matter of if, but when.

    Arcanaville was kind enough to confirm the cast time bug I found in the powers that are using "place trap" animation (ie acid mortar, PT, triage). http://boards.cityofheroes.com/showthread.php?t=217870 Once rectified those powers will be a about ~1 sec faster to put down. She is also going to make a case for trimming them a bit beyond the fix too. Which if you played old trick arrow compared to new trick arrow you'll know this would make traps so much nicer to play.

    It's one of my favorite sets to play right now, I can't wait until it is less clunky and hitchy feeling. Proly be post GR though, but meh.
  16. If that comment about them deleting recipes above lvl 50 is true that could be pretty disastrous if you were storing inf on dummy bids. Would require a link to where the dev's said that though before getting overly concerned.
  17. The arsonists firebomb has a high mag afraid (50) that lasts ~10 seconds, considering you had two of them in action there is a very good chance the AV would be scrambling the entire time.

    Solutions include powerpool provoke or spamming patron immobs to keep them planted. I'm not sure what the threat modifier on MM provoke is but,

    All I know is that on my bots/storm I have:
    50 afraid from assault bots incendiary missile
    10 afraid x 2 from tornado
    50 afraid x 2 from lightning storm
    =170 afraid on the target most of the time

    And they keep running away even if I taunt them non-stop. It's either immob them or be prepared for them to bolt. Some of them are more brave though and will keep fighting, but lots won't.

    I dunno.
  18. Quote:
    Originally Posted by Cyber_naut View Post
    Comparing sets or claiming 'overpowered' based on 3 billion dollar builds vs specific situations is simply a really, bad, idea. If I'm not mistaken, the devs claim they do not balance based on IO's. Take a bunch of combos at lvl 50 with just SO's and no insps and try some of these 'isolated examples' with an SD, then other secondaries, and I guarantee the 'overpowered' crew would be singing a different toon, because SD would be an underperformer.
    I haven't seen ANY of that occurring in this thread. In fact the numbers posted have been for SO's, Hasten, Hasten+70% global rech. There has been nothing like what you are talking about coming from anywhere but your own mouth.

    Like Nihili said this has primarily resulted in requests for improvements to Fire Armor so it can at least make a solid claim about its offensive nature. I've personally stated offhand that SC was more balanced with the old numbers. You can interpret that however you want. I'm just stating numbers.

    Quote:
    I didn't move any goalposts, lol. You were talking about the elec 'leveraging' abilities and io's in its primary to get a high dps vs a pylon, and imo, that is no different than specific */sd's leveraging it's primary's abilities and ios to their advantage. Obviously the 'leveraging' isn't identical, because they all use very different sets, that doesn't mean the situation is not similar - they're both taking advantage of what their combo offers, and what IO sets offer - niether of which should be used to balance a single secondary power set, especially when only looking at specific isolated 'tests' like soloing a rikti pylon.
    I've reread the thead I don't see where I talked about pylons at all. I wouldn't because that is one specific scenario that in no way represents typical gameplay. I'm pretty sure you are the one that brought up pylons because it is an easy Red Herring to defeat any relevant discussion that was occurring. You were pretty successful in it too.

    If you look over what was being talked about was burn vs SC, burn+FE+blazing aura vs SC+AAO. There was absolutely no discussion of single target performance at all until you dragged it into the conversation.

    That said, you did cite an example of where an aura has achieved nearly double the typical performance and I explained why that specific corner case is possible. SC+AAO is possible on every shield combination. It is an important difference.

    Quote:
    And the fact that there were 5 sd builds ahead of the db/elec doesn't change the fact it shows that sets other than /sd can compete for top single target dmg. I wonder how many of those SD's would still be on top if they weren't leveraging a large group of rikti monkeys to fully saturate AAO. I think I can safely say none of them, and the elec would be left alone on top. The stuff that elec is 'leveraging' is there for them pretty much all the time, being surrounded by harmless aao fodder, not so much.
    Totally irrelevent to what was being discussed. There are already discussions going on about Pylon solo'ing. In fact there is a 40 or so page one dedicated to it. The rest of your post is just you off on some tangent that while possibly worthwhile to discuss, it probably deserves its own thread.

    Without being rude you are being asked nicely to tone it down as you are being very aggressive in your position. Prior to your arrival it was a very calm and collected discussion occurring that spanned quite a few areas, the very least of which was "pylon solo'ing".
  19. Not at all, I'm sure if you used what limited reading ability you have demonstrated you would realize my position on TB
    In fact the very first post I made in this thread said this:
    Quote:
    "The 4 absolute must have powers are FFG, Seekers, Acid, PT. If you learn to build yoru playstyle around them then "fast teams" are right up your alley. Triage, trops, webnade, and tripmine are all solid powers too and can vary from highly useful to worth taking. The only junker in traps is timebomb. "
    My discussion of the actual range of the power was because you ignorantly said it had a 10ft range and like pretty much everything you have stated about traps is has been founded on very poor knowledge of the set. The fact that it has a very usable range isn't justification for the power, but rather an understanding of how layered mitigation works that is the justification for taking the power.*

    And I've said nothing to contradict that position I originally took.

    That said, for me to lose the regen debuff it means I have to jump outside of blasting range based on where I personally position it. When I make the decision to flee mobs then I suppose I accept that my stationary traps will not be coming with me. I can't recall the last time I had to high-tail it away though. I currently play my corr on +2/8/AV's on, and my defender is only at +1/6/ AV on until I get a few more IO's to get my AOE def up to par.

    If I encounter a tough AV I turn it down to +0. The one nice thing is my def will have softcapped psy def when the build is done, which will allow me to breeze through things my corr struggles with such as rikti mentalists that hit with mesmerize constantly.

    I don't recall ever saying caltrops was mutually exclusive from any power in the traps set, so I'm not sure why you are stating it like it is a coherent point for the second time now. If you lean heavily on caltrops for mitigation that is fine, but it is worthwhile to be aware that for most people the set offers considerably stronger tools for that purpose.

    *Layered mitigation:
    FFG+seekers+some other def in my build puts me at softcap = 90% reduction in damage.
    Seekers reducers their damage by ~50% = 95% reduction in damage

    If a spawn was going to do 20k damage per minute I've reduced that down to 1000 damage. Leaving me with 17 hp. Of course you naturally regen 4.2hp/sec, so I'd actually be at 269hp, aka deep orange health.

    By adding in Triage beacon my regen goes up to 16.9hp/sec. Meaning that over the course of the fight the one minute fight I walk away suffering 3 damage. 1014hp>269hp, which means I don't have to stop before the next fight while the person with no TB would.

    By layering my mitigation I can effectively survive 339 minutes of incoming damage that would kill a naked defender in 3 seconds.

    edit: without TB I could survive 3.78 minutes. Hopefully I don't need to point out that 339 minutes>3.8 minutes?
  20. Not sure if this is useful, but I'm using a 7600GS OC AGP and have had no issues updating to the new 197.45 drivers and Fallout 3 as well as Resident Evil 5 have been running fine. Well as fine as my steampowered computer can run them. The preview image in the control panel looks fine as well doing its slow spin.

    I'm actually pretty stoked I have been able to turn up some of the new settings, just can't go near the occlusion settings as that bogs me down hard. I updated just before my last play session and it actually netted me about an extra 8fps on the same settings.

    I really know nothing about gfxcards though, but if mine is working shouldn't yours?
  21. Maybe because it was a small picture you thought that was the actual size ingame? Like 2 inches on screen?
    It grants about 4x the space a x8 mob occupies. Which means you are free to kite with cj+hurdle to your hearts content as long as you kite in the general vicinity of the mob origin.

    For reference, M30, explosive blast, fireball, neutron bomb, etc are about the size of the orange triangle and can generally hit an entire x8 spawn. If TB isn't providing you with a long enough leash it is because you are playing poorly, not because of TB.
  22. Quote:
    Originally Posted by Predatoric View Post
    LMFAO yeah because thats really a massive movement area....

    The pictures alone just go to prove you have no idea what your talking about
    At least you are being adamant about leaving your brain out of the discussion. If you need more mobility than that during a fight it is probably because you are relying on caltrops to keep you alive.

    Most maps if you moved further than TB allows it would put you right into another spawn... Thankfully you have caltrops to mitigate them all.
  23. Triage beacon. I'm at the edge of the regen debuff in each pic. Based on your knowledge about the rest of traps you probably thought it only went as far as the triangle graphic. It covers a space about the size of the main pool in Ourobanos. I'd hardly call that restrictive to mobility and you certainly don't need to put it down in "melee" range to be used.
  24. Quote:
    Originally Posted by Predatoric View Post
    When you play at range you nearly always get one minion way ahead of the rest of the group, which attracts the seekers and makes them miss the heavier ones at the back.
    You aren't using the power correctly then, put the recticle in the spawn, they don't fly quickly and will NEVER stray out to chase down some minion in the front. They only do that if you summon them at your feet and they will attack w/e comes at you first.
    Quote:
    I agree clumping is great for cones, but still its far from a 'nessessary' power. Ive played my traps charecters for years without ever 'needing' this power at all and played better than most who seem to think they can tank because they have FFG. The fact seekers nearly always miss at least one enemy makes them unreliable to me and I choose not to base my charecters life on luck.
    The highest chance to hit you can ever get is 95%, you shouldn't be playing this game if you believe what you say you believe.

    I wouldn't call darkest night a "necessary" power either, but with full slotting it does:
    29% tohit debuff and -37.5% damage.

    vs
    20% tohit debuff, -53% dam, -180% perception, 25% chance of stun x2 and the ability to absorb an alpha with zero risk to yourself. While not "necessary" I'd say it is pretty darn useful. I mean it is one of the best powers in the game if you use it properly. Unfortunately it is bound by the 95% tohit cap...ya you're right it is definitely not very good

    Quote:
    Again Poison trap isnt really a bad power, its just not needed 99% of the time. For me an unneeded power is a power you can skip, for that reason I leave it out. Just like i mentioned above, you are also nearly always going to miss some members of the mob with it and not everyone is going to stop at the same time to vomit, meaning the mob breaks up easier making your cones less effective. Caltrops however just slows the mobs all together, making them very easy to hit with cones.
    Caltrops is in no way mutually exclusive from PT. Mobs flee from Acid mortar and caltrops, they don't tend to flee from poison trap. You use seekers to clump and then you use PT to hold them in that spot for awhile while you/your team drops them.

    You are welcome to drop caltrops on them too, it will help prevent them trying to flee acid mortar. It's just nice if they are held for 10 seconds first.
    Quote:
    40ft is not a lot of mobility at all, i didnt bother to check the exact numbers before I posted but I know it through use of the power when I first started playing traps. Once I took the power out I never looked back.

    If your standing in the middle of a mob then yes the layering goes well with FFG, but as stated earlier by standing in a mob your limiting yourself offensively anyway by cutting out the amount of targets your cones can hit.
    its a 40ft radius, so an 80 range end to end. I'll attach sceens in a sec cause you obviously don't know what you are talking about with regard to this power.

    Quote:
    Your survivability falls much more by being stood in range to get hit in the first place, rather than moving out of the way and only getting hit by the ranged attacks which FFG should counter anyway. If 27hp per sec is accurate, then that still isnt a massive amount anyway and regen rarely saves anyones butts in PvE, regen scrappers always complain about sucking in the PvE game and they will have much more regen than that. Defenders dont have a reliable high damage mitigation with resists or defence, FFG is nice but its not high enough to let you tank with Triage down and you will still die anyway particularly on defender since your damage is lower.

    On a corruptor this is different however, you kick out more damage so you DO have the damage to counter survivability under constant attacks, defender however doesnt have scrouge therefore means your going to be hit by a lot more attacks before your enemies die. For that reason relying on something with such short range is futile.
    This is just gibberish. I do agree though that FFG alone is not enough to mitigate a spawn, but seekers+FFG+PT+triage is enough. Layered mitigation. If you don't understand it then you can't be helped.

    Quote:
    Agree completley, which is why theres so many views here about which powers can be skipped
    No there's just you playing it like a dev blaster, which is why you mentioned the two sets together. Everyone else is more or less agreed about where the sets strengths are.
    Quote:
    Either way, Im not in the mood to argue with people who I honestly think get all there data from mids and never actually play the set.
    So you're taking your toys and going home? I have 130 levels of traps under my belt, 40 of which is on a defender. An appeal to authority, which you are doing is an indication you don't have anything actually worth while to stand on.

    Everything a corr can do with traps a defender can do better because they have much higher values on the key powers (acid, seekers, FFG) and PT is a smidge better for them too. If you are just relying on caltrops and tripmine then ya a corr is going to be much better lol.

    Quote:
    To the OP, if you think these people are worth listening to, go for it but im telling you poison trap, seekers and triage are no way in hell anywhere near as needed as these people will have you believe.

    I really suggest you people actually try playing a defender traps before commenting on something like this because 1) its not the same as corruptor or mastermind 2) actual experience is completely different from reading what you found on mids go actually play the set first and try it on a defender.

    The strategies people suggest here on a defender often lead to death seen as you arent kicking out enough damage. If you want to eat gravel, be my guest but please dont convince others that bad strategies like a melee based defender is a good idea -.-
    if he want a powerful trapper he'd probably listen to us, if he wants a dev blaster with mez protection and less damage, he'd listen to you.

    Hopefully he has a bit better reading comprehension than yourself and understands the difference between being in melee while it is completely safe and then moving out of that area to mow them down while they are still being neutralized.

    Granted if you use all the mitigation available to traps you can stand in the middle of a spawn nearly indefinitely, but that is besides the point when you could just sit way back and blast away protected by caltrops.
  25. Quote:
    Originally Posted by Predatoric View Post
    Strongly disagree. Seekers is nowhere near an absolute must have power at all unless you stand in the middle of a mob, which most squishys do not think is a good idea and neither do I.
    You are aware you can use seekers from 60ft away yes? you target where you want them to go and they are summoned near that spot. I'm unsure of their threat modifier, but mobs will turn away from you to attack them even if you are spotted. They rarely self destruct instantly so mobs tend to gather around them and clump up a bit.

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    Jumping into the middle of a mob with your only protection being FFG defence can work, but its a risky strategy, particularly on a defender which is going to be in that mob a hell of a lot longer than any other charecter would be.
    Seekers provides ample time to run in and drop PT and Acid. PT then holds them for ~10 seconds. What you do after that period of near immunity of alpha absorbtion and mob mezzing is up to you.

    But it is worth noting that togther the seekers will debuff acc by 20% and damage by 53%. FFG is 20% def so if you are facing even cons (which is a nice idea before IO for def, just crank the team size up) you are already sitting at 40% defense and they are doing half damage after they come out of your aoe hold. That is a hell of a lot of mitigation.

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    Why risk your life stood getting hit relying on enemies missing when you and hitting them with cones and AoEs that miss half the mob because your stood in the middle of it. When you can be at range, using caltrops to slow the mob whilst spamming them with cones, which are also a lot more common than AoEs and you can hit all the enemies at once?
    Have you played traps? seriously. As soon as you put down PT you are allowed to jump back and blast them all to hell if you want. The reason it is nice to get in the middle of them for a bit is to get PT down and becasue acid mortar tends to cycle targets better from the middle than from range where it will just target the nearest enemy over and over.

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    For this you dont need Seekers at all, and a free powerslot for something you dont need is a good thing :P
    You may not need seekers, but I can assure you that you move through mobs slower and with less safety than my trap builds. And you are far less useful to teams.

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    Poison Trap like i said is up for debate, its nice Vs AV's but thats all really, and for that reason I leave it out since 99% of the time i arent fighting an AV so I have no use for it. I dont build my charecters upon situational powers.
    If by situational you mean useful in every situation, then I agree. Either you don't know what PT does or you aren't using it near mobs so that it fires. When it goes off it is very difficult to not see what it does to an entire spawn.

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    Triage again depends on if your stood in the middle of a mob, if your stood still then triage is a great power, but any defender who doesnt move usually ends up dead since there far from tankers :P
    How is a 40ft radius confining you to a single spot? Have you even used the power? Heck if I cast it on the back side of a spawn I'm often still affected by it in the next spawn if I focus my efforts toward the front of them.

    Do I need to upload a screen shot to show you how far you can move and still be affected by it because from what you are saying I'm questioning if you've ever used traps.