Poison posion trap vs traps poison trap - grrr!


Axewrath

 

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(funny how you can let pet attack -targeted- without them going out of defensive stance)

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Does that keep you in bodyguard mode? I wasnt sure about that?

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Easy to do with Traps, just target an enemy and resummon your FFG. The AI thinks the enemy killed your old one (and you'll see "XXX defeated Force Field Generator" appear in the combat text).

Alternatively, you can just do what all the other MMs do and tell your tier 1 and/or tier 2 pets to attack and keep the rest in either defensive/follow or defensive/goto.

Until level 41 I used to just keep them in Full BG mode and run in and toebomb something. As soon as any of the toebombed mobs looks at me funny the pets start hitting them, chaos ensues. Post-41, you can AoE-ranged-immobilise the mob from a long way off, then your pets pretty much automatically start attacking them (cue the Assault Bot *WHOOSH* fun)


 

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Nothing wrong with it in pvp, or in pve.

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Seeker Drones in PvP?

The AI means they don't home in reliably and their flight speed means they haven't a hope of catching anything. Also against other players -40% damage is working against enhancements and buffs, so it'll realistically be less than -20% even if both somehow hit.

The stun isn't a reliable method of detoggling squishies either, since it's a low % chance to stun.

Just webnade, 'trop them and toebomb them with Poison trap, along with FFG it's pretty much all you'll need. Acid Mortar thrown in to speed up the kills, Bodyguard mode + Triage beacon to weather most damage.


 

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(funny how you can let pet attack -targeted- without them going out of defensive stance)

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Does that keep you in bodyguard mode? I wasnt sure about that?

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Partly seems to work, i use it often on my nin/dark and the moment they stop running it works like a charm. (dark heal heals such a lovely ammount).


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Bodyguard mode only *should* work when you have a pet in "defensive/follow" or "defensive/goto".

If you flat-out tell a pet to attack ("Defensive/attack") that pet will drop out of bodyguard mode and you'll take more damage when you're hit. Thus, it makes sense to tell one or two pets to attack and keep the rest in BG mode. The pets that are in BG mode won't attack until an enemy tries to use a power on you or your pets, but when the attacking pets attack a mob and the mob fires back, the pets in BG mode will react.

Also, in recent issues it seems that Defensive/Follow doesn't necessarily stop a pet from attacking a foe that has ALREADY fired on it (as it was back in i7 when I first levelled a MM). Currently you need to use Passive/Follow first and then switch to Defensive/Follow to make pets forget about any previous aggro. Maybe it's possible that what sinergy_x is seeing is a reaction to previous aggro?

The only methods I've encountered of getting a pet in BG mode to attack an enemy that hasn't already attacked that pet is to resummon FFG whilst targetting that enemy or somehow get that enemy to attack you or your pets (eg. via entering their aggro range or using a power on them).


 

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Nothing wrong with it in pvp, or in pve.

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Seeker Drones in PvP?

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Sets off all a telemining blasters mines, enemy hiding in mobs, and I've stunned empaths before, which gave us time to stop a blaster then kill them. There may be other uses I've never heard of or come across. With all the other toys, traps is still tougher to play than most other sets anyway (since a blaster will chew through things like FFG & tpfoe will hurt). They all have a use though, including seekers.


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Fiend Space: 211464

 

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Personally I'd rate the /traps powers in descending order of uberness for a MM as: FFG, Poison Trap, Caltrops, Web Grenade, Trip Mine, Triage Beacon, Acid Mortar, Detonator, Seeker Drones. As a Bots/ I get more use out of Triage Beacon than Trip mines though...

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Acid Mortar slightly better than Detonator? Come on! Methinks you underestimate it's power. :-)

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Nothing wrong with it in pvp, or in pve.

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Seeker Drones in PvP?

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Sets off all a telemining blasters mines, enemy hiding in mobs, and I've stunned empaths before, which gave us time to stop a blaster then kill them. There may be other uses I've never heard of or come across. With all the other toys, traps is still tougher to play than most other sets anyway (since a blaster will chew through things like FFG & tpfoe will hurt). They all have a use though, including seekers.

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It's only useful against players when it decides to home in on them. Which it usually doesn't if they're mobile at all, instead opting to go for the unaggroed NPC that's standing 300 feet away. The stationary targets like tripminelaying Blasters can be countered by any pet. Or TPFoed themselves... TP Foe can be countered by TP Self or oranges and it needs to hit you to work (so FFG helps slightly, as does Protector Bot bubbles and CJ, Maneuvers, etc).

I had Seekers in my build for Sirens Call PvP on my Bot/Traps MM. I ended up Respeccing it out for Maneuvers (already had Assault and Tactics by 30) because it added precisely zero to my gameplay. As far as I'm concerned, seeker's only use on my MM was "Giving me a chance to take another pool power". Enermy toggles can be dropped by Poison Trap or your henchmen easily enough (Protector Bot's ranged stun attack is great for this post-32 upgrade), so you don't really need another (unreliable) mez.

I've found Blasters are reasonably easy to handle pre-32. In Sirens if my /traps is up against a few Blasters then they get pretty much the same treatment as anything else (Caltrops, Webnade, Poison Trap) Even Fire Blasters or Spines Scrappers: in BG mode you can easily weather their damage providing that you use defensive/goto instead of defensive/follow to position your henchmen outside their PBAoE range (Triage helps greatly here). Post-32 however a Blaster will just nuke you to death, so unless you can see them coming and position yourself well and/or webnade them early then you're out of luck. Build Up + Aim + Nuke is just 'paper' to any MM's 'rock'.

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Personally I'd rate the /traps powers in descending order of uberness for a MM as: FFG, Poison Trap, Caltrops, Web Grenade, Trip Mine, Triage Beacon, Acid Mortar, Detonator, Seeker Drones. As a Bots/ I get more use out of Triage Beacon than Trip mines though...

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Acid Mortar slightly better than Detonator? Come on! Methinks you underestimate it's power. :-)


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I did say "personally"... I'm biased due to my Bot's survivability... all Acid Mortar does for me is speed up fights (-resistance, -defence) since I don't need anything to take an alpha but myself and BG mode!


 

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TP Foe can be countered by TP Self

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How so?


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Fiend Space: 211464

 

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TP Foe can be countered by TP Self

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How so?

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Soon as you see the TP Foe icon appear on your buff bar, Click your TP-Self bind. You'll port back immediately after being TPFoe'd. If you chain the second teleport properly, you won't set off trip mines etc. 99% of the time. It's easier to pull this off on the EU servers because we have lower pings compared to the US players (so there's generally more time for a TP-Foe'd person to react in order to queue up the teleport-self).

Apparently it takes a bit of practice, but teleporting has become second nature to me (my first scrapper had teleport as his travel power and since then I've taken three other toons with Teleport to level 50).

Alternatively, and assuming you have SJ or at least Combat Jumping, simply Jump. You'll get out of the vast majority of TP-Foe traps that way (usually the only time it doesn't work is if there's an overhanging ceiling).


 

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yeah, I thought about that. I've even stopped what I'm doing and stared at the buff bar when I suspected I was going to be teleported. I also got someone to teleport me once and didnt see anything appear at all, although I cant remember if it was an enemy or a team mate who helped me try that.
I didnt have any luck spotting the tp icon but if you say it works I'll give it another go.


My MA IDs:
Fiend Space: 211464

 

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I dont agree with the opinion that both the heal and poison trap are rubbish.
The heal recharges fast, heals by a great amount and is long range, which keeps the Mastermind out of more trouble.
As for the poision trap it's just a very situational power. It's good for placing at a door so the ambushes in mayhem missions set it off, running in while the henchmen are aggroing and laying it down or keeping next to you, so if foes enter melee range you've got some protection. Yeah it's a bit naff to start with but that's why you just enhance it.
I've been a poision Mastermind since release and I love the set as a whole. And despite the debuffs being mostly single target there's enough of them to make up for that.


 

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Compaired to Trapsoison trap, the Poison version is naff. Yes you could set it up ready for an ambush when you know there's going to be an ambush, but the same can be done with the traps version(with a trip mine to boot ).
Then of course Trapsoison trap has the advantage of the fact that you don't need to set it up ready for an ambush, you can just charge right in, set it down and presto, puking mob