Traps/Poison Gas Trap Work?
It's not hilariously broken anymore. That is to say, with dmg procs in it it no longer nukes spawns with broken clouds of hilarity.
It's still a great power though. Still worth taking. Get high recharge on it, put a Lockdown proc in it. Profit.
The Melee Teaming Guide for Melee Mans
It's not as good as it was; they semi-broke it when they fixed the overproccing problem. But it's still useful.
Arc #40529 : The Furies of the Earth
It's nowhere near the usefulness it used to have, regardless of procs or not. It was good for a perma choke/vomit hold on very large crowds, because of the way it spawned pseudopets, but you had to toe bomb it, so there was risk involved. Now, it barely holds things at all and you won't really be able to take the damage you'll get from the risk in toe bombing it. It's still got a decent recharge debuff and a strong -regen debuff so it's very effective against AVs. Just don't count on it for crowd control anymore.
http://www.virtueverse.net/wiki/Massacre_Melanie -the original Fire/Dark Corruptor -
http://boards.cityofheroes.com/showthread.php?t=115217
The Guide to BURN
Well nuts... Another back burner power then.
I never base anything off of the IO's primarly because of the slim likely hood of ever getting them is too low to use a bases. And I honestly have very little reason to play any character that actualy manages to make level 50 so planning things that high is useless.
Thanks anyway... Gotta figure out what power will be more useful to me at the moment.
It's not a backburner power just because it no longer nukes spawns or perma-holds them. It's still a cornerstone /Traps power. Take it, slot it, love it.
The Melee Teaming Guide for Melee Mans
I still use it liberally.
As a former traps afficionado, Pre IO and Post IO, and have had played traps to 50 on test with Dual pistols again recently:
I don't think traps is worth playing, nor worth inviting to a team these days.
Traps doesn't do anything good enough to make it stand out, and does most things subpar.
Honestly the best mitigation power traps has now is Caltrops imo.
When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...
BEHOLD THE POWER OF CHEESE!
As someone who played a Fire/Traps heavily IOd before the PGT fix and has one again now, again heavily IOd:
If Caltrops is the best mitigation tool in Traps for you, you're doing it wrong. FFG adds a hefty amount of defense. PGT still neuters a spawn long enough for you to kill them. If you can't kill a spawn before they can kill you if they're debuffed by PGT, Mortars and you've got FFG defense running, that's not the failing of the set
Don't get me wrong, I think Traps is woefully underpowered. I'd love for it to get buffed. I'd love for the animation times to get sped up for a lot of the powers. Almost everything it does, another set does, usually better.
But that doesn't mean a /Traps isn't worth inviting to a team. It also doesn't mean that you should post totally inaccurate information about the set because you're still cranky that its totally broken power got fixed.
It took me time and a lot of Kleenex, but I got over it. You can too.
The Melee Teaming Guide for Melee Mans
i have an AR/traps corr thats mostly using SOs atm, im usually always spamming poison traps and acid mortar in fights, the poison trap is an excellent power especially due to the high -regen, the -regen strength of the power is as strong as lingering radiation in the /rad set
in fact, last couple sf's i did with group of my coalies with my /traps actually impressed some of them enough that they wanted to make their own /traps toons
Traps is still a good set. And Poison Trap is still a good power. I still use it to toebomb, and still feel very safe when I do. I honestly haven't changed my playstyle very much since the bug it had was fixed. I think the major difference was that I dedicated slots in Poison Trap to Hold duration for that initial Hold which only has to pass a 75% tohit roll to take effect.
I still run in and drop Poison Trap, Acid Mortar and then Trip Mine. If something isn't held by Poison Trap, I still have FFG to help me avoid getting hit long enough to finish setting up my Trip Mine, and Acid Mortar holds enemy aggro away from me very well.
My AR/Traps has been the Alpha taker on many all Corruptor SFs, even after the change to Poison Trap. I honestly feel that anyone that thinks Traps is horrendously underpowered after a change to a single power in the set is probably just too upset to enjoy the set anymore. I still enjoy it, and I'm really struggling to decide whether I want to reroll my AR/Traps as DP/Traps (for concept purposes, lolz) or keep both, because I really like Traps.
And if anyone thinks maybe I'm just biased because I like the set, they should see how I feel about Trick Arrows, another set I love.
i have an AR/traps corr thats mostly using SOs atm, im usually always spamming poison traps and acid mortar in fights, the poison trap is an excellent power especially due to the high -regen, the -regen strength of the power is as strong as lingering radiation in the /rad set
in fact, last couple sf's i did with group of my coalies with my /traps actually impressed some of them enough that they wanted to make their own /traps toons |
The Melee Teaming Guide for Melee Mans
A good power even being overnerfed, I don't believe the "bug" excuse. IMO it was nerfed because of the mini nuke off procs. But, we wont get into that old argument.
Nowadays I just slot it with 3 Recharge and a Lockdown proc. My Sonic/Traps is retired till traps is reworked, my only active traps is my Necro/Traps. BG mode provides enough damage mitigation so the nerf doesn't hurt as much.
BTW Seekers are great for tossing in before you toebomb
I heard it was murdered...
Is it dead or still workable/usable?