Thorntrops worth it?


BigBrotherMidas

 

Posted

Now that damage has changed for doms, is this worth it? I am 50 and at 49 I didn't know what else to grab.

This is to also to test the new boards :P


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Posted

I also grabbed Thorntrops because I had nothing better to take since I thought everything else would require slots. But I'm not advocating it's selection as I haven't tried it in any kind of substantial action yet...


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Posted

It's redeeming quality is the ability to bloat damage measurements when comparing secondaries.


 

Posted

I have found it useful in the past for squeezing out one more recharge bonus.

Other then that, no.


 

Posted

It's like every power to be honest, there's a time and a place for it.

If you think you can make use of it, take it. If not, don't bother.


 

Posted

Quote:
Originally Posted by JayboH View Post
Now that damage has changed for doms, is this worth it? I am 50 and at 49 I didn't know what else to grab.

This is to also to test the new boards :P
As a damage power, no, you're not going to get much out of it.

However, I have it on my earth/thorns and I have the slow dmg proc in it. Combined with my other slows and kbs, I get a LOT of mileage out of it.

I use it every spawn. I'll open with EQ and QS (probably stalag if I alpha), which are also proc'd with damage. Then, I toss fling thorns (proc dmg as well), close to melee and toss trops for more proc dmg and additional slow (plus the pseudo fear mitigation). I'll then unload Thorn Burst, which also has damage proc. Ripper, skewer, darts, etc. The recharge on trops is such that you can toss it a couple more times in long fights and stack the dmg.

I can also use it as a personal space defense. So let's say I toss EQ/QS around a corner. The enemy has speed or flight or some just get past the defenses. I can have trops out just in front for more protection. It's also a great tool when your enemy has teleportation (rikti, malta, sky raiders). You aggro the group and are out of LOS. however, that's no protection because the porter is coming to land right next to you. NP. Drop trops to greet him. OUch, ouch...run away.

Anyway, in my character's scenario trops works great. Adds some extra dmg and control. I use it a ton. It cost me 1 slot (dmg proc). I don't know too many other powers you can say that about.

Now, if I had a ranged build where I kept everything at a distance, no trops would suck.


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Posted

Quote:
Originally Posted by DarkCurrent View Post
As a damage power, no, you're not going to get much out of it.

However, I have it on my earth/thorns and I have the slow dmg proc in it. Combined with my other slows and kbs, I get a LOT of mileage out of it.

I use it every spawn. I'll open with EQ and QS (probably stalag if I alpha), which are also proc'd with damage. Then, I toss fling thorns (proc dmg as well), close to melee and toss trops for more proc dmg and additional slow (plus the pseudo fear mitigation). I'll then unload Thorn Burst, which also has damage proc. Ripper, skewer, darts, etc. The recharge on trops is such that you can toss it a couple more times in long fights and stack the dmg.

I can also use it as a personal space defense. So let's say I toss EQ/QS around a corner. The enemy has speed or flight or some just get past the defenses. I can have trops out just in front for more protection. It's also a great tool when your enemy has teleportation (rikti, malta, sky raiders). You aggro the group and are out of LOS. however, that's no protection because the porter is coming to land right next to you. NP. Drop trops to greet him. OUch, ouch...run away.

Anyway, in my character's scenario trops works great. Adds some extra dmg and control. I use it a ton. It cost me 1 slot (dmg proc). I don't know too many other powers you can say that about.

Now, if I had a ranged build where I kept everything at a distance, no trops would suck.
I also echo Darkcurrents words. I to have an Earth/Thorn and i guess for me it's usefulness is worthy but I no longer use it for dmg after i was clued in several months ago. It depends on your Primary...I would think trops would be fun mixed with Carrion creepers or Ice slick or anything earth just to keep the baddies pissed off.

I think I use trops the most as a way to keep incoming dmg at bay lol.



 

Posted

I took it on my Plant/Thorns at 28 (despite Talen warning not to) and I haven't hated it.

It may not be for everyone, sure. But I had fun with it taking on some hazard-sized groups in Sharkhead. Seeds of Confusion -> Roots -> Thorntrops -> Carrion Creepers can make a nice little dent. I'm also not above rooting mobs, throwing thorntrops, then running around a corner like a little girl, either.


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Posted

Quote:
Originally Posted by JayboH View Post
Now that damage has changed for doms, is this worth it? I am 50 and at 49 I didn't know what else to grab.

This is to also to test the new boards :P
The power is very meh. I could see it used on certain builds like ice or earth that generally avoid using their aoe immobs in conjunction with slick/quake.

As a damage power it is only impressive on paper and it is actually worse than before relative to new doms because as a psuedo pet it was not buffed..


 

Posted

Quote:
Originally Posted by gec72 View Post
I'm also not above rooting mobs, throwing thorntrops, then running around a corner like a little girl, either.
Hadn't thought of that. Hm.


 

Posted

Quote:
Originally Posted by gec72 View Post
I took it on my Plant/Thorns at 28 (despite Talen warning not to) and I haven't hated it.

It may not be for everyone, sure. But I had fun with it taking on some hazard-sized groups in Sharkhead. Seeds of Confusion -> Roots -> Thorntrops -> Carrion Creepers can make a nice little dent. I'm also not above rooting mobs, throwing thorntrops, then running around a corner like a little girl, either.
My primary complaint, voiced rather regularly on our all-dom team (as Dark_Current can attest to), is the short range and small radius. 25' range + 15' radius is bloody annoying. It pretty much makes it useful _only_ as a damage power, rather than a slow/control.

40' range + 20' radius would make it more useful to me (even if damage, duration, and/or recharge had to take a hit).


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