Poison Trap (/Traps) problems
You might just be decieved by the animation. Poison Trap's "Hold" doesn't have the same "arms up and helpless" look of other holds in the game. It's a unique animation - the enemies bend over retching.
But the Hold doesn't fire as much as it used to. Poison Trap's biggest bonus is the copious -regen it confers, which makes fighting everything from Bosses up a whole lot easier. The -recharge also reduces incoming damage.
I know about the retching, and I still haven't seen it. I haven't noticed the -regen and -recharge though, so maybe it's more useful that it appears.
Rassa frassa subtle effects...
The -regen is good. I would also suggest a Lockdown +2 mag hold proc.
Placing it in the middle of a spawn is best I would sugest the order of Seeker drones (So they take the alpha) then jump in the middle of the mob Poison Trap follow by caltrops and Acid Morter (Or if you have high def Trip Mine.) If its a big spawn then Triage or just start web nadeing/personal attacks.
In Bodyguard mode on 0(x8)OFC.
The normal (non-vomit) Hold effect has extremely unnoticeable visuals, from what I've found, having recently levelled a Traps MM to 41 (and going).
Putting a Lockdown +2 Hold proc in the power made it pretty nice, though. You'll notice the power's innate hold too when the two stack and hold a Boss, for example.
If you run in and drop it at the feet of a group you should definitely see them all get held. It of course isn't auto hit (the -regen/rech is though).
Run into a group of greys and try it out, that way the initial hold will last much longer and you'll have no issues hitting them. If you don't visibly see it working then I'm not sure what is happening.
All I can say is, it should be working.. I see it working all the time. The only issue I can see is at lower levels you nothing really to back it up.. Once you get Trip mine and the 2nd upgrade for your pets that open the door to AOE attacks. Then you can simply run in Poison Trap, Pets start to attack, Trip mine.. Many dead bad/good guys. Until then its more of a quick way to start your attack on Longbow Neutralizers ( hate those guys along with gunslingers ) or other pain in the backside mobs. It's almost like you get to throw the first punch in a fight every time
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
So I've gotten Poison Trap, and I still can't get it to work. I've heard it's quite awesome, but haven't seen anything to support this. I've been told that it works better if I place it at my enemy's feet instead of luring them into it, but while it breaks much more reliably, it still doesn't hold any of my foes. Does it need to be slotted before said awesomeness can take place? If so, how?