TRAPS Poison Trap


Boerewors

 

Posted

I figured I'd post here since the power is shared across 3 differnt Archtypes. For those of you that remember the power before it was "Fixed" Dmg Proc's were the way to go in slotting. Since the change I've messed around with a alot of differnt slottings and I'd like to hear other opinions.

Currently I have it 6slotted as: Basilisk hold/rchrg, Basilisk +rchrg slow Proc, Lockdown hold/rchrg, Lockdown +2mag hold Proc, Unbreakable hold/rchrg, Unbreakable +Dmg Proc.

I'm tempted to 6slot it with nothing but Procs. I have almost +100% Global rchrg and hasten on top of that. Anyone have thoughts? Anyone still have this slotted for Dmg procs?
I could slot 4 Dmg Proc's, +Mag2 Hold Proc, +rchrg Slow Proc.


 

Posted

I'm guessing you're talking Traps: Poison Trap, and not Poison: Poison Trap.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Quote:
Originally Posted by Derangedpolygot View Post
I'm guessing you're talking Traps: Poison Trap, and not Poison: Poison Trap.
yes

edit: I just edited the Thread Topic sorry for any confusion.


 

Posted

I have never placed procs in Poison Trap. Unless I place a Trap at the enemies feet , it doesn't fire 80% of the time. It's proximity trigger only works if it directly walked over.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Quote:
Originally Posted by Derangedpolygot View Post
I have never placed procs in Poison Trap. Unless I place a Trap at the enemies feet , it doesn't fire 80% of the time. It's proximity trigger only works if it directly walked over.
If you're not running in and placing Poison Trap at the enemies feet then you're missing out on 80% of the fun of playing Traps!


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

i would recommend getting it to high rech and the only proc i definitely definitely recommend the lockdown +2 mag hold


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
i would recommend getting it to high rech and the only proc i definitely definitely recommend the lockdown +2 mag hold
Oh I do love the goodness of the Lockdown +2mag Proc. The Basilisk Recharge Slow Proc I'm undecided on because its a hard thing to measure (or atleast judge). However it was cheap and I slotted it early in my build at the same time I slotted my Turtle Recharge Slow Proc in caltrops. I have a feeling the two proc's together are working nicely but as I said its hard to tell.

My build is at Perma-hasten lvls of recharge and completly unenhanced my poison trap recharges in 33seconds. I think this allows me some play room on the recharge thats slotted in it (3 lvl50 recharge IO's would drop it to 25seconds)


 

Posted

Quote:
Originally Posted by Trickshooter View Post
If you're not running in and placing Poison Trap at the enemies feet then you're missing out on 80% of the fun of playing Traps!
Oh, I do. I just don't find Procs in PT worth it.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

What, not even Lockdown? I love it if only because it actually gives me a visual indicator that PGT is even doing anything.


 

Posted

Quote:
Originally Posted by Tatum View Post
Oh I do love the goodness of the Lockdown +2mag Proc. The Basilisk Recharge Slow Proc I'm undecided on because its a hard thing to measure (or atleast judge). However it was cheap and I slotted it early in my build at the same time I slotted my Turtle Recharge Slow Proc in caltrops. I have a feeling the two proc's together are working nicely but as I said its hard to tell.
Recharge slow is really not that helpful. even without it, caltrops does great mitigation by making the enemy run away rather than attack. It is really hard to know if the recharge slow is affecting them, because they won't attack anyway, so even if it is working, it's not doing anything that isn't already accomplished.

And if you think about it, recharge slow in a hold is really counter-productive. If they aren't held the proc doesn't fire. If they are held, they're not using any attacks so they have all the time in the world to recharge for when the hold ends. This may be why you don't notice it.

Tactically, it's not adding anything to your defense. How long does the effect last anyway? Few seconds only right? Less time than it takes to get off caltrops and less time than they spend held?

Lockdown is spectacular in this one. The others are Meh. They don't go off often enough to be great, but they are the only way to get damage out of it, so in a big group it can be worthwhile. I have one damage and lockdown in mine and when I level a bit more will add a second damage.

But I won't be using the recharge slow.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

With test being unavailable to me I haven't wanted to remove it but your logic makes perfect sense. My Trappers survivability is amazing and I've been scared to mess with it. I think its time to add back in the 2 psi Dmg procs and see how things roll.


 

Posted

Man, I still remember when they first introduced proc. Poison Trap was GODLY.

I haven't really played my trapper after they nerfed it.

I know the initial "gas" has a chance to trigger proc but what about the following "gas"? Do they trigger procs or no?


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Yes it does. Proc chance every 10seonds. I've had runners run back through my old poison trap behind us and drop dead from its last proc chance lol


 

Posted

Quote:
Originally Posted by Jibikao View Post
Man, I still remember when they first introduced proc. Poison Trap was GODLY.

I haven't really played my trapper after they nerfed it.

I know the initial "gas" has a chance to trigger proc but what about the following "gas"? Do they trigger procs or no?
Sooooooo many times I heard "WTF was that?" as 20 baddies just slinked to the floor lifelessly.


 

Posted

Quote:
Originally Posted by Col_Blitzkrieger View Post
What, not even Lockdown? I love it if only because it actually gives me a visual indicator that PGT is even doing anything.
Well...I could see that being useful. I should revisit my build.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Personally, I would go +2 hold and damage procs


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

 

Posted

Put the +2 hold proc in and suddenly I had mobs jiggling around in elec control cages! Wow, this is by far the most visually appealing proc I have ever seen.

Love it to bits. Had team members comment on it as well. Lovely!


@Boerewors

 

Posted

If you can make room (and your a defender/corruptor) you can also slot Acid Mortar with Devestation +chance to hold Proc. It also has the Tesla cage animation when it works. Acid Mortar lasts for 60seconds so it will have 6 chances to proc in its AoE attack, once every 10seconds.


 

Posted

Quote:
Originally Posted by Derangedpolygot View Post
Oh, I do. I just don't find Procs in PT worth it.
The thread was created because damage procs are no longer especially useful in PT. Due to a (now fixed) bug, damage procs in PT against a large group of enemies was, essentially a nuke.

PT summons a pseudopet when triggered by an enemy. So that the proc enhancements will work, the proc is passed to the new pseudopet. However, the bug was that PT summoned a gas cloud pseudopet for each enemy in range, instead of just summoning one. 16 critters in range, created 16 new pseudopets, each with multiple damage procs (was it 3 procs at the time?), plus all those enemies were held so they couldn't escape the next proc tick.

Now, PT always summons a single gas cloud, so damage procs are no longer so godly amazing in it.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

If i recall, PT was nerfed twice. There were two problems with it: 1) incredible AOE hold power on a low recharge, and 2) procs turning it into a low-recharge, crashless nuke.

They first tried to deal with 1 by lowering the proc chance fairly significantly. That didn't really work, considering how many gas clouds could pop out of a single trap, and did nothing for proc damage.

Then, they altered the power to be limited to one gas cloud, fixing both problems, but IMO left the control aspect of the power below where it should be. I have only felt somewhat confident about PT providing control mitigation after i've put a Lockdown proc in it, it's just too unreliable otherwise.

Just my opinion. Traps is a great set, and the above is a change i'd like to see. Along with the root times being trued to the animation times.


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