So what exactly did they do to /Traps?


Basilisk

 

Posted

I've been around since Issue 6 and /Traps is one of the few secondaries I've managed to never spend any time playing. Spurred by boredom and a desire to try something a bit different playstyle wise, I've decided to roll up a /Traps corruptor. After reading what posts I could find regarding /Traps though I can't help but be a little put off. I'll break my questions up for easier reference:

1. Poison Trap - This seems to be where the majority of posts I've read indicate a substantial nerf. What happened that gimped it so bad? Is it still useful in it's current state?

2. IO Proc's - I've also read posts indicating that /Traps is best used with multiple Proc's in a variety of powers. What are the specific powers and procs to try and build for as well as their uses?

3. Primary synergy - What sort of primaries seem to compliment /Traps or and perform well with it?

Thanks in advance to those that respond. I hardly ever see/team with a /Traps character so any feedback would definitely be appreciated.


 

Posted

1 and 2 go together. Not sure exact details, but the PT nerf ultimatly resulted in less effective holding AND 'proc'ing of PT.
The nerf was implemented as a reuslt of an All Traps super team explointing how the power was designed.

I think that Fire/Traps is generally considered the best synergy. There are a few folks soling AVs with that combo.

AR is generally considered the 'worst' synergy. But the combo is quite playable, particularly in the late game.

Right now, Id say that the worst thing about Traps is trip mines and time bomb. Trip mines works pretty good for a soloer but it's hard to find it useful on a team. Time Bomb is generally considered worthless all around. It's good for some laughs, but hard to find a way to use it to bring value to a given situation. I don ot have either power in my build and I solo the vast majority of the time.


 

Posted

Poison Trap has an initial short-duration autohit hold and a fairly low chance for hold that happens while the mobs are in the cloud.

In a prior issue - I forget the exact one - the devs saw that the hold was going off more often than they wanted it to and changed the frequency that it makes the checks from 5 per second to 1 per second, thus reducing the mitigation ability of he power.

Then, when they were trying to fix the issue with procs turning it into a nuke, they discovered another issue with it - it was an AoE with no max targets, and was summoning one cloud per mob in the AoE. Given the ability to herd mobs up and then toebomb them with a large number around the trap, you'd frequently have multiple clouds, and this was likely the issue causing the greater hold chance than wanted, allowing mag stacking to hold bosses, and causing the procs to fire so many times right away. It was set to a maxtargets of one, so it will only summon one cloud but the frequency of hold checks per second was never put back to 5, so it's less effective than it ever has been for both mitigation and procs.


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Posted

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AR is generally considered the 'worst' synergy. But the combo is quite playable, particularly in the late game.

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Why is that?


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Posted

AR has three really good cones (all of which were good before the AR buffs a while back, but now they're awesome), which require you to be a distance away from the enemy to leverage effectively. Many of the powers from Traps require you to be at or near PBAoE range of the mobs (PGT and Tripmine, notably) to work best.


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Posted

Alright so to follow up:

1. Poison Trap - Gotcha loud and clear on the nerf. Is it still useful in teams though?

2. IO Proc's - I still don't see what the did to IO Proc's to make slotting for them less useful. Did they reduce the amount of Proc's allowed in a power, or the frequency the game checks to fire them off?

3. Primary Synergy - I've read many complaints about AR/ for Corr's especially when paired with /Traps but AR/ seems like a natural pairing if you're going for that "natural merc" sort of build. Fire/ seems like a solid heavy hitter however. I'm torn between the two having played both to endgame a few times.

[u]**New Questions**[u]

4. Traps and Teaming - How well does a /Traps team? I keep hearing about how /Traps solo well but honestly, I don't play MMO's to solo and would hope to be able t contribute to my team outside of my Primary and Pool Powers.

5. Attack Chain - What does an attack chain or priority power execution list look like with a /Traps? I get that you can lay down a /Traps field of doom and then pull spawns into it but how does a /Traps play if you following the usual teaming play style of going spawn to spawn?

Again, any feedback would be helpful.


 

Posted

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2. IO Proc's - I still don't see what the did to IO Proc's to make slotting for them less useful. Did they reduce the amount of Proc's allowed in a power, or the frequency the game checks to fire them off?

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With regards to Poison Trap in particular, what used to happen was that the "Self-Destruct" on the trap was listed as an AoE with a 16' radius, but no maxtargets (it was changed to 1). This power is what summons the clouds, and each cloud starts out with an autohit hold the caps at 16 targets (which is when the procs check for their trigger).

Since it was summoning one cloud for every mob within 16' with no maximum number generated, that was a lot of procs checking all at once, a lot of stacked clouds for greatly increased magnitude on holds, and the subsequent checks (which only have a 2% chance for mag 3 hold) were happening in multiples as well despite only being checked once per second instead of once every 0.2 seconds.

Most people assumed something was going to be done about the procs; but since they found out what was causing the extra holds that they didn't like they should revert the frequency of the checks to the original design IMO.

As for slotting hold procs in Poison Trap - since the proc will check once at the beginning, and once every 10 seconds after that until the cloud goes away, it's still "okay", but you're not going to see them firing nearly as much as previously when there were multiple clouds all making checks.

My only /Traps character is a Thugs MM; I just respec'd the procs for use on other characters (I have plenty of characters that have holds) and she's on an all-SO build that still does pretty much anything on Relentless in PvE.

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4. Traps and Teaming - How well does a /Traps team? I keep hearing about how /Traps solo well but honestly, I don't play MMO's to solo and would hope to be able t contribute to my team outside of my Primary and Pool Powers.

5. Attack Chain - What does an attack chain or priority power execution list look like with a /Traps? I get that you can lay down a /Traps field of doom and then pull spawns into it but how does a /Traps play if you following the usual teaming play style of going spawn to spawn?

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You can team reasonably well, but you'll be end up alternating powers between spawns. Also, if the team is steamrolling, your biggest contribution is likely to be the Force Field Generator - yes, Acid Mortars are nice; yes, Seeker Drones are great for taking an alpha; and yes, a Poison Trap will buy a few seconds if needed. But you'll be alternating powers between spawns pretty much - if you spend the time setting down more than one trap you're likely going to end up only laying traps while everyone else kills everything. Also, Trip Mine is highly situational on a team - by the time it's down, nothing's there to hit with it most of the time. It's still nice if you know you're going to be pulling large targets across an area, though.


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Posted

Thanks Sio, that answers question 1 and 2 pretty significantly. As it stands, I'm not too impressed with how viable /Traps is with an emphasis on PvE teaming. Too bad Corr's don't have Archery or Trick Arrow.

EDIT: I'm also looking for some synergy with being able to stack some of the control aspects of /Traps (Stuns from Seeker Drones as well as the Hold from Poison Trap) by being supported from a Primary. I read about how Sonic might help with this. Dark Pit from Dark Blast is also a possibility.

I'm basically trying to find some unorthodox use of powers here as I've played most of the straightforward combos in one incarnation or another.


 

Posted

QR

As far as teams go, I think you make your best contribution against AV-types. You can lay down poison gas (-1000% regen even if you don't care about the hold) and acid mortar for -res. The only tricky thing here is that sometimes AVs have nasty PBAOEs so you need to set acid mortar away a bit so it doesn't get killed. Poison trap is right next to them. And of course ffg is always useful to everyone.

Unfortunately, /traps has such a gimpy rep that many newbie groups won't invite you to SFs, since they don't know you are good vs AVs.

As far as damage, trip mine is really nice. Its only drawback is that is causes scatter. If it didn't do that it would be perfect. It is very easy to toebomb (activate right at the feet of the mobs during the fight) because /traps players typically have absurdly high def (even if they don't invest in IOs.)

Good defense is essential in teams and solo, so that you can get right next to the mobs and start laying traps.

One final nice thing about /traps is that it works very well out of the box. You don't need an IO investment to be useful. Things always improve with the expensive sets, of course, but /traps really is just fine with common SOs.


"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator

 

Posted

Since no one specifically addressed which procs you'll want I'll try to, but this is mostly from memory. My trapper is shelved indefinitely.

Acid Mortar has the best options. You can put in the chance for -res proc from the def debuff set, for even more resistance debuffing goodness. You can also slot the chance for hold from the ranged attack set. The chance for hold may be especially nice because AM causes a crazy strong flee reaction in the mobs hit by it. Make sure you have some way of keeping them around.

If Mid's is right you can slot two damage procs in Caltrops if that interests you. One from Posi's Blast and another from the slow set.

I saw one report that the Panacea unique in Triage Beacon will have a chance to give a small heal and +end to anyone in the beacon's AoE. That's a very expensive IO, but FYI anyway.

Poison Trap isn't really worth proccing anymore IMO. Going from memory here but I think there were reports that frankenslotting hold IOs with accuracy improves the accuracy on the initial hold component, which is about the only part that's worthwhile anymore, control-wise.

I think that's about it. If I missed anything hopefully someone will fill in the blanks and/or correct me.


 

Posted

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Poison Trap isn't really worth proccing anymore IMO. Going from memory here but I think there were reports that frankenslotting hold IOs with accuracy improves the accuracy on the initial hold component, which is about the only part that's worthwhile anymore, control-wise.

I think that's about it. If I missed anything hopefully someone will fill in the blanks and/or correct me.

[/ QUOTE ]

I would disagree about procs not being worthwhile in /traps, since you can get 3 or so chances for the procs to fire, but I would say that they're not the be-all-and-end-all that they may have been once. The Lockdown: Chance for +mag hold in particular, I find quite nice. Since you can slot for accuracy, recharge, and hold duration, and still have the ability to put one or two procs in it, I don't think it needs to be an either/or situation either.


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Posted

caltrops... corruptor's caltrops accepts only slow sets and targeted aoe.

mm caltrops accepts pbaoe, slow and targeted aoe

now, while I can somewhat see meaning behind power strength scaling of same powers compared to other archtypes, WHY the permissiable set differences?

Before some silly person pops on here and blindly states both allow the same sets, youre invited to make a /traps mm and a /traps corr, get caltrops at level 2 and you can see what I'm talking about.

Is this intent or oversight? If intent, may I have assistance in forwarding to the stated reasoning?


 

Posted

I'd suggest leaving it alone. If any dev attention is focused on the matter what will likely happen is that all ATs will get the Corruptor version.


 

Posted

Thanks for all of the info guys, really appreciate the help. I just dinged 32 with my Ar/Traps and have been enjoying it thus far. While I've been exclusively running with PUG's, I'm starting to get a feel for some general strategies. A few questions remain though:

1. Specific Hold Proc's in Poison Trap - I've read a guide that indicates that there are 3 yet I could only see two (Devastation and Lockdown). Am I missing something?

2. Seeker Drone's slotting - I'm determined to get more mileage out of Seeker Drones as they are one of the few things I can contribute reliably on quick moving teams. Does anyone have suggestions for IO Proc's? I realize the base To-Hit debuff is pretty weak so slotting for that isn't likely to have a large impact.

3. Caltrops Procs - As has been mentioned before, do people have good experiences in slotting Caltrops with Damage Proc's despite allowing only 2?

4. Acid Mortar - Similar question in finding usage for Proc slottage in Acid Mortar. Any suggestions there?

Thanks again to those that take time to respond.


 

Posted

[ QUOTE ]
Thanks for all of the info guys, really appreciate the help. I just dinged 32 with my Ar/Traps and have been enjoying it thus far. While I've been exclusively running with PUG's, I'm starting to get a feel for some general strategies. A few questions remain though:

1. Specific Hold Proc's in Poison Trap - I've read a guide that indicates that there are 3 yet I could only see two (Devastation and Lockdown). Am I missing something?

2. Seeker Drone's slotting - I'm determined to get more mileage out of Seeker Drones as they are one of the few things I can contribute reliably on quick moving teams. Does anyone have suggestions for IO Proc's? I realize the base To-Hit debuff is pretty weak so slotting for that isn't likely to have a large impact.

3. Caltrops Procs - As has been mentioned before, do people have good experiences in slotting Caltrops with Damage Proc's despite allowing only 2?

4. Acid Mortar - Similar question in finding usage for Proc slottage in Acid Mortar. Any suggestions there?

Thanks again to those that take time to respond.

[/ QUOTE ]
1. Neuronic Shutdown: Chance for Psi; Ghost Widow's Embrace: Chance for Psi; Unbreakable Constraint: Chance for Smashing. I had the first two in Poison Trap for a little bit on my Thugs/Traps with the 3rd in base storage for when I hit 50. I ended up pulling all of the IOs off on a respec at level 30 since I was doing just fine without them.

2. They take Ranged* (Apocolypse: Chance for Negative; Devastation: Chance for Hold), Stun, ToHit Debuff, and Accurate ToHit Debuff (Cloud Senses: Chance for Negative).

3. I haven't slotted Caltrops with damage procs, and having the MM version I had plenty of options for them. Someone else will have to speak of their experience on this one.

4. Achilles' Heel: Chance for -Resistance; Touch of Lady Grey: Chance for Negative; Shield Breaker: Chance for Lethal; Apocolypse: Chance for Negative*.



* - according to Mid's; the MM version takes TAoE sets not Ranged.


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Posted

I respect mids for the great tool/ aid it is. However, without citing specifics, I've learned to confirm actualities rather then credit it at face value. In case of seeker drones, confirmed;
corr seekers: accurate to hit debuff, stuns, to hit debuffs and ranged.
mm seekers: accurate to hit debuff, stuns, to hit debuffs and targeted aoe.

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Back to caltrops, I've only recently started giving them fair play time. So am afraid I can't yet toss ideas excepting, to just take advantage of proc'ing and see if you like it... so far, I am.
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Me Acid Mortar is slotted with acc, recharge and: achilles -def, shield breaker chance for lethal, devastation hold, and lady grey chance for neg energy dam. So far, I have been VERY pleased with the results, haven't yet settled on a final set up, but I have been please with the frequency of their proc'ing.
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Slotted Poison Trap with lockdown +2 mag hold proc, ghost widow psi dam, and 4 slots of basilisk (including -recharge). Plans to change things somewhat when I've nabbed some purples... I've been pleased with it's performance as well, you KNOW when the lockdown activates, and I'm certain it's saved my backside a few times.
___________________
current plans for my seekers are prob just 2 absolute amazements in it and call it done, generally I find sufficient opportunities to stay with or responsibly ahead of the front line, even with faster teams.
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I still am not understanding as to corruptor caltrops lacking the slotting capabilities of mm caltrops. So far I see 2 set permissibility differences in cross AT powers: caltrops and seekers... are there many more? Why??


 

Posted

[ QUOTE ]
I respect mids for the great tool/ aid it is. However, without citing specifics, I've learned to confirm actualities rather then credit it at face value. In case of seeker drones, confirmed;
corr seekers: accurate to hit debuff, stuns, to hit debuffs and ranged.
mm seekers: accurate to hit debuff, stuns, to hit debuffs and targeted aoe.


[/ QUOTE ]
Oh, I simply don't have a Traps Corruptor to check it with and wasn't going to create one just for the information and get it PL'd to check - my Traps MM I did log on to check with, which is why I added the footnote "according to Mid's", since it didn't match what I saw ingame on her.


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Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Posted

If you didn't have a Corruptor before the changes you won't really notice the nerfs. It's like all the dipsticks that think Energy Melee is fine with 3+ second animations now because they didn't have one before the ET nerf.

Traps = Fun, go for it!


 

Posted

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well since /traps has a -res tool would Sonic/ be a good fit for it synergy wise?

[/ QUOTE ]

Sonic/ goes well with pretty much everything.


-This Space Intentionally Left Blank.-

 

Posted

So here is a question, folks say that Corruptor /Traps and MM /Traps got posion Trap nerfed.. does this also include the /posion version for MM's? They get that power at 35 but I never got it to work right and respected out of it. I was able to use all the other debuff's /posion offered but was wondering did that nerf affect the /posion version of this power too?



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Posted

[ QUOTE ]
So here is a question, folks say that Corruptor /Traps and MM /Traps got posion Trap nerfed.. does this also include the /posion version for MM's? They get that power at 35 but I never got it to work right and respected out of it. I was able to use all the other debuff's /posion offered but was wondering did that nerf affect the /posion version of this power too?

[/ QUOTE ]

Nevermind I answered my own question they are different

Corruptor-MM trap version

Poison MM version



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