Is Poison Trap really as weak at -regen as it seems?


BurningChick

 

Posted

I spent most of my time during the 2xp weekend taking a fire/traps corrupter to level 30. I read several guides about traps, all of which commented on the -regen portion of Poison Trap as a great advantage when soloing AVs or GMs. I just got spanked by my first AV today (not surprising, still no IO sets) but the -regen didn't seem to be very effective during the 45 seconds it took me to face-plant.

I just took a closer look at the power and the description says it lowers regen for just 10 seconds even though it has a long recharge! Am I missing something? Why would all these guides talk about the -regen component when it last for a few seconds?


 

Posted

How do you know it wasn't effective during your AV fights? Defeating an AV isn't as simple as using a -regen power and then profit.

I just tested with a lvl 50 mob (even con to my Trapper) and -regen was in effect for around 30 seconds. The 10 seconds is the duration of a "pulse" (not sure if that's the actual term) and it pulses many times. Whether "many" = every 10 seconds or more frequently (I'm betting on the latter) I'm not sure.

The bottom line is, the debuff lasts for 30 seconds from one instance of PGT. At least that was the result of what I just found. So, the short and sweet answer to your question is "absolutely not". Your AV soloing problems were more a function of survivability and DPS. You also need to 3 slot recharge on an SO build.

Whenever you have a question regarding a power's effect you can craft a Power Analyzer mk 3 (or 2 or 1, depending on your level) and see for yourself.


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Posted

PGT has the most powerful -regen debuff in the game. Only EMP/EMP Arrow have the same level of -regen and they have vastly longer recharges and shut down your recovery.

For reference:

-25% regen: Poison Dart (15s, 4s recharge)

-50% regen: Twilight Grasp (20s, 8s), Transfusion (20s, 8s)

-500% regen: Heat Exhaustion (40s, 120s), Benumb (30s, 120s), Lingering Radiation (30s, 90s), Howling Twilight (30s, 180s)

-1000% regen: EMP (15s, 300s), EMP Arrow (15s, 300s), Poison Gas Trap (30s pulsing, 90s)

PGT is the daddy of -regen. As Deacon said, you need to apply damage to notice it. It'll flatline the regen of pretty much anything, so whatever damage you do will stick.


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Posted

Poison trap is one if the strongest powers in the game, PbAoe Auto hit! 2 Recharge and 4 Damage procs, stack em on the floor and draw the AV to you.

If you are a trapper don't run in, Lure is the aim of the game.


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Posted

Quote:
Originally Posted by Donna_ View Post
Poison trap is one if the strongest powers in the game, PbAoe Auto hit! 2 Recharge and 4 Damage procs, stack em on the floor and draw the AV to you.

If you are a trapper don't run in, Lure is the aim of the game.
Nooooo, this is part of the reason Traps has a reputation for being slow. Toetrapping is a perfectly viable and effective way to play Traps. Luring is for solo play, toetrapping is for teams.


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Posted

Quote:
Originally Posted by Silas View Post
Nooooo, this is part of the reason Traps has a reputation for being slow. Toetrapping is a perfectly viable and effective way to play Traps. Luring is for solo play, toetrapping is for teams.
If I'm in a slow fight (AV / EB, runners), I'll pull other spawns into the mayhem. No use letting good debuffs go to waste!

Lots of fun during ITFs. Some people go into WTF mode when they see my trapper herding EBs, but I say the more the merrier. But setting up traps and pulling mobs into the traps? Zzzzzzzz.

Also ... you can ram oodles of damage procs into Traps, so the time "wasted" by setting up can be compensated for just by watching crap get blown up by Caltrops and PGT. My fastest ITF runs have /all/ been on my Trapper (50 minute kill alls).


 

Posted

Quote:
Originally Posted by BurningChick View Post
Also ... you can ram oodles of damage procs into Traps, so the time "wasted" by setting up can be compensated for just by watching crap get blown up by Caltrops and PGT. My fastest ITF runs have /all/ been on my Trapper (50 minute kill alls).
How are you slotting your PGT? Up until now, I've been under the assumption that slotting for recharge was the way to go.


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Posted

Quote:
Originally Posted by Silas View Post
Nooooo, this is part of the reason Traps has a reputation for being slow. Toetrapping is a perfectly viable and effective way to play Traps. Luring is for solo play, toetrapping is for teams.
Oh sorry i thought he was soloing....


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Posted

Thanks for the excellent responses to my initial question about the length of the -regen. I am extremely happy that my initial impression was incorrect. I am mainly soloing at x8 ad it's been great.

BurningChick, how ARE you slotting up PTG? It might be a tough choice for me between damage procs and something that gives me +def. I would really like to get to the positional soft-cap on def if I can.


 

Posted

Quote:
Originally Posted by Jim_G View Post
Thanks for the excellent responses to my initial question about the length of the -regen. I am extremely happy that my initial impression was incorrect. I am mainly soloing at x8 ad it's been great.

BurningChick, how ARE you slotting up PTG? It might be a tough choice for me between damage procs and something that gives me +def. I would really like to get to the positional soft-cap on def if I can.
4 damage procs and two recharges.

FWIW ... I could probably do 1 recharge and not notice much difference. Between hasten and 75% global recharge, I don't think the second recharge is doing much.

But this is on a Traps / Dark defender, so YMMV. I have the 2 cones (6-slotted), the 2 non-snipe ST attacks (5 slotted), and a couple filler powers, Life Drain and Dark Pit (base slot). No Aim, no heavy-hitting third ST attack in Dark, so it's an efficient set for adding slots and powers just for procs. And giggles.

Edit: you can also ram 4 damage procs + the KD proc into Caltrops. On a recent ITF, I tracked my defender's damage -- 500k, 325k of which was from procs.


 

Posted

Quote:
Originally Posted by BurningChick View Post
4 damage procs and two recharges.

FWIW ... I could probably do 1 recharge and not notice much difference. Between hasten and 75% global recharge, I don't think the second recharge is doing much.

But this is on a Traps / Dark defender, so YMMV. I have the 2 cones (6-slotted), the 2 non-snipe ST attacks (5 slotted), and a couple filler powers, Life Drain and Dark Pit (base slot). No Aim, no heavy-hitting third ST attack in Dark, so it's an efficient set for adding slots and powers just for procs. And giggles.

Edit: you can also ram 4 damage procs + the KD proc into Caltrops. On a recent ITF, I tracked my defender's damage -- 500k, 325k of which was from procs.
I also hear people tossing in the lockdown +2mag hold proc into PGT for extra holding goodness.


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Posted

One thing to note is that poison gas trap isn't *quite* autohit. When the trap goes off, it summons two separate effects - one is a one-shot 6s mag 3 hold, and one is the pulsing -regen -recharge chance to hold/vomit. According to city of data, the persistant pulsing part is autohit, but the initial hold isn't. So if you're relying on that initial hold for mitigation or if you want to give your procs one extra chance to go off (they have 4 chances to go off on the pulsing part, so this would be a 5th), you might want to slot some acc.


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Posted

Quote:
Originally Posted by Muon_Neutrino View Post
One thing to note is that poison gas trap isn't *quite* autohit. When the trap goes off, it summons two separate effects - one is a one-shot 6s mag 3 hold, and one is the pulsing -regen -recharge chance to hold/vomit. According to city of data, the persistant pulsing part is autohit, but the initial hold isn't. So if you're relying on that initial hold for mitigation or if you want to give your procs one extra chance to go off (they have 4 chances to go off on the pulsing part, so this would be a 5th), you might want to slot some acc.
So what would be a decent way of slotting it? I planned to six slot mine in any event, using four parts Basilisk, Lockdown hold proc, and something for sixth, but now knowing accuracy is more important than I thought it would be in an autohit power, now I'm not so sure, haha.


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Posted

I think you can still do 4 basilisk + lockdown proc - I was planning to use the first 4 basilisk pieces (skipping the quad and proc since they're pool Cs), the lockdown proc, and an acc/hold/rech from one of the cheap sets. That gives you 60ish acc, a bit of end, and 80ish hold/rech, which seems like plenty to me - 60%+ acc gives you 90%+ CTH on +2s and at least helps some against even higher level foes, and the last 20% rech only gives you a few seconds.

You could also possibly replace the acc/hold/rech with the purple acc/rech if you can afford it, you lose a bit of (honestly unnecessary) hold and gain extra acc and rech.


@MuonNeutrino
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Posted

Quote:
Originally Posted by Muon_Neutrino View Post
I think you can still do 4 basilisk + lockdown proc - I was planning to use the first 4 basilisk pieces (skipping the quad and proc since they're pool Cs), the lockdown proc, and an acc/hold/rech from one of the cheap sets. That gives you 60ish acc, a bit of end, and 80ish hold/rech, which seems like plenty to me - 60%+ acc gives you 90%+ CTH on +2s and at least helps some against even higher level foes, and the last 20% rech only gives you a few seconds.

You could also possibly replace the acc/hold/rech with the purple acc/rech if you can afford it, you lose a bit of (honestly unnecessary) hold and gain extra acc and rech.
Well, I actually have some IOs in storage, so my two choices at the moment are:

Basilisk's Gaze Acc/Hold, Acc/Recharge, Rech/Hold, End/Rech/Hold

Followed by either:

Lockdown: Chance for Hold, Acc/End/Rech/Hold

or

Lockdown: Chance for Hold, Unbreakable Constraint: Chance for Smash

Since I need Basilisk's set bonuses for my build, was debating on the two choices. I plan to go Spiritual for global recharge where it can fit in, but even so. :3 Does damage procs in Poison Trap still work good when in large mobs? Or is just having one damage proc kinda pointless?


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Posted

As to whether damage procs are still worthwhile, I'm not really sure. They still do get a fair number of chances to go off (two immediately, plus 3 more at 10, 20, and 30s from the pulsing cloud), but I'm not sure it's worth sacrificing enhancement value for the procs. I haven't tried it for myself, so I'm not sure how well the numbers translate to in-game usefulness.

If you do want to try putting in procs without sacrificing enhancement value, I don't really see a way to do it without using purples. Purple acc/rech, acc/hold/rech and a regular acc/rech is enough acc and rech, and that gives you 3 slots for procs. Unfortunately, you'll be sacrificing any set bonuses. Alternatively, you could slot all of the purple set apart from the straight hold and fill the last slot with another proc. That's one less proc and is a bit light on acc, but you still get a recharge bonus. Of course, all of these will be very expensive, and I personally wouldn't bother.


@MuonNeutrino
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Posted

My personal preference is to slot PGT for enh values and set bonuses. While Traps can be a monstrous procbeast, I'd rather get bonuses and use my primary (Fire) for damage. Going for a lot of recharge allowed me to pump out my high damage/AoE powers from my primary and have my secondary powers up asap.

I can see proccing being a more tempting choice for primaries that don't have as much absurd damage as Fire, but not at the cost of enhancing the core aspects of a given power. Damage procs are nice in PGT, but maxing the rech and getting good acc/hold comes first.

What I went for was 5 Unbreakable Constraints. Best damage proc possible in it, great acc/hold/rech and great bonuses.


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Posted

Quote:
Originally Posted by Silas View Post
Nooooo, this is part of the reason Traps has a reputation for being slow. Toetrapping is a perfectly viable and effective way to play Traps. Luring is for solo play, toetrapping is for teams.
I'm all about running in the middle of mobs, with or without anyone, and dropping my traps at their feet. Aggressive playing makes for a happy Trapper.

As far as slotting PT goes, I plan on putting the whole Lockdown set in it for the nice bonuses and I like the proc to offer even more holding power chances.


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Posted

Quote:
Originally Posted by Silas View Post
My personal preference is to slot PGT for enh values and set bonuses. While Traps can be a monstrous procbeast, I'd rather get bonuses and use my primary (Fire) for damage. Going for a lot of recharge allowed me to pump out my high damage/AoE powers from my primary and have my secondary powers up asap.

I can see proccing being a more tempting choice for primaries that don't have as much absurd damage as Fire, but not at the cost of enhancing the core aspects of a given power. Damage procs are nice in PGT, but maxing the rech and getting good acc/hold comes first.

What I went for was 5 Unbreakable Constraints. Best damage proc possible in it, great acc/hold/rech and great bonuses.
Ye, i use mine in pvp too tho, 4 procs and 2 Rech, place 5 infront of me and I can drop a tank without even setting the bots or mines on it... plus the 10 sec pulse means the procs fire over and over again.


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