a few powers (traps vs TA)


Adeon Hawkwood

 

Posted

WNades and Caltrops VS Entangling arrow and Glue arrow?

I know that entangle has a quicker animation than WG, but is it quicker enough to make up for draw time? also traps dosent root me, what of TA?

Danke


 

Posted

Quote:
Originally Posted by Gearford View Post
WNades and Caltrops VS Entangling arrow and Glue arrow?

I know that entangle has a quicker animation than WG, but is it quicker enough to make up for draw time? also traps dosent root me, what of TA?

Danke
PvE Stats:

Webnade - mostly -50% movement/recharge & -fly; cast time 1.37sec
VS
EArrow - mostly -10 movement/recharge & -fly, cast time 1sec
Both on 4sec recharge, /TA has slightly better range and acc.

Caltrops (melee) - 45sec timer, 25ft range, -80% run with an afraid component
VS
Glue Arrow (ranged) - 60sec timer, 60ft range, -90% run with a -fly/jump component & -20% recharge

I play both at this point and really depends on what you want to do. /Traps is a more solo friendly set; if you're taking the time to set up all the gadgets, teams tend to roll right past all of that. Good survivability with everything running.
/TA has good viability either way with a lot of -res/-def elements and good survivability with everything firing.


"Forum PvP doesn't give drops. Just so all of you who participated in this thread are aware." -Mod08-
"when a stalker goes blue side, assassination strike should be renamed "bunny hugs", and a rainbow should fly out" -Harbinger-

 

Posted

I've got both (on Defenders not Corruptors though) and overall I prefer Traps both solo and on a team (although both are good sets). However in the specific case you cite Glue Arrow is FAR superior to Caltrops. The reason for this is the the Glue Arrow debuff lasts for 30 seconds after the enemy leaves the glue patch whereas the Caltrops' debuff only lasts while they are in the patch. Additionally Caltrops have a fear effect which can be a bit of a double edged sword. Solo it doesn't really matter but on a team it can be annoying for the tank.


 

Posted

A very important distinction between Calctrops and Glue is the area of effect.

Caltrops has a radius of 15 feet (http://cov.redtomax.com/data/powers/...=Pets_Caltrops)
Glue has a radius of 25 feet (http://cov.redtomax.com/data/powers/...ts_StickyArrow)

That's the radius. Remember the formula for the area of a circle? So the area of Glue isn't just 25/15 or 66% bigger, is 25^2 / 15 ^2 or 178% bigger.

There's no doubt in my mind, based on level 50 experience with both, that Glue is far superior to trops for a pve aoe slow. With Glue, I'm pretty sure I've snagged everybody, with trops, I'm pretty certain I have not.

Please note this isn't an endorsement of one set of the other, just addressing the specific comparison of these two powers.


Global = Hedgefund (or some derivation thereof)

 

Posted

wow, thanks alot folks, didnt know glue would stick around (heh) after they leave the patch. I have always fantasized about dropping an ignite on an oil slick and cleaning up with flame thrower and full auto, so ill definately be making an AR/TA (heres to hoping it dosent get porked by draw times)

I guess ill leave my EN/Traps as is tho, Im already lvl 18 and even though you can get that in one mediocrely designed AE farm, Im way too lazy to even go through the toon creation process =P

Thank you all for your time and answering my question so thuroughly(sp?).


 

Posted

Two other things to point out:

TA's glue arrow has a much farther range on it than caltrops. Caltrops is very short ranged.

TA's glue arrow has a -recharge which might not seem much but when the mook can't reload his gun to shoot you as often, it's not a bad damage mitigator. Caltrops is -speed only, no -recharge.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Gearford View Post
wow, thanks alot folks, didnt know glue would stick around (heh) after they leave the patch. I have always fantasized about dropping an ignite on an oil slick and cleaning up with flame thrower and full auto, so ill definately be making an AR/TA (heres to hoping it dosent get porked by draw times)
Be aware there are three problems with Ignite. First the radius is tiny so you're unlikely to hit more than one target. Second it causes a fear effect so you pretty much have to hold/immobolize the enemy first. Third the animation time is looonnnggg (4 seconds).


 

Posted

Yes all TA moves root you while animating. That said TA is probably a better set team wise, Traps solo. I have an AR/Traps Corr on Freedom that kicks a**. I wouldnt put the redraw penalty of AR/TA on anyone. Horrible. just my 2 inf tho YMMV


 

Posted

Quote:
Originally Posted by Psylenz View Post
Two other things to point out:

TA's glue arrow has a much farther range on it than caltrops. Caltrops is very short ranged.

TA's glue arrow has a -recharge which might not seem much but when the mook can't reload his gun to shoot you as often, it's not a bad damage mitigator. Caltrops is -speed only, no -recharge.
Third, Glue's debuff is "sticky" (no pun intended), so if/when foes exit the original AoE location, they're still affected. Not true for Caltrops.