Potential of traps vs TA


Adeon Hawkwood

 

Posted

My current project is a fire/ta corruptor. He his lvl 23, and he feels pretty powerful. Im enjoying the debuffs mixed with fire's aoe potential. It seems like the sets blend well together.

On the other hand, I feel like im lacking survivability. I know traps has ffg, which can help a lot in that area, especially in the late game when combined with IO's.

My questions are, how do the two sets compare? For straight debuffing, does TA come out of ahead? When I get to lvl 35 and can use Oil slick arrow, will I be satisfied I carried on, or will I be wishing I made him /traps?

Ty in advance.


 

Posted

PVE solo survivability I'd say Traps is the easier of the two.

To compare figures you can use this site :

http://tomax.cohtitan.com/data/powers/

I differ in that I value concepts and fresh team dynamics. I prefer to not get bored with gank and spanks, generally doing things the one way everytime with the same "fotm, ftw, no brainer" powersets and would rather look at every different type of corrupter and help them to help me by playing around them, corerectly to them which may well be differently to other sets. To team with, I don't have a preference between a TA or a Traps. I would have a preference of players behind them.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by MorePlz View Post
My current project is a fire/ta corruptor. He his lvl 23, and he feels pretty powerful. Im enjoying the debuffs mixed with fire's aoe potential. It seems like the sets blend well together.

On the other hand, I feel like im lacking survivability. I know traps has ffg, which can help a lot in that area, especially in the late game when combined with IO's.
Traps has higher survivability potential, but for the full utility of the set, you're required to either use pull tactics or enter melee range, and you're reliant on several powers with high recharge times (90s).

TA has lower survivability potential, but greater mobility and utility, and most its powers recharge more quickly than roughly similar powers in Traps. TA powers also animate more quickly than Traps powers, with the exception of Caltrops (0.09s faster than any TA power).

I have a Rad/Traps approaching 30 and a Fire/TA approaching 40, and while I am rather obviously biased in TA's favor, objectively, I find Traps to be a relatively slow experience. TA powers animate more quickly, across the board, and the faster base recharge times on everything except OSA and EMP mean I can move at a more satisfying pace, stack effects more easily and am less reliant on massive quantities of global +Recharge to feel effective. Given that I can also alleviate much of the survivability discrepancy via IO set bonuses and pool powers, I'm more satisfied with TA, on the whole, than I am with Traps. I'm more prone to being mezzed and murdered as a Fire/TA, but I'm also less dependent on location or recharge times than I would be as a Fire/Traps.

Quote:
My questions are, how do the two sets compare? For straight debuffing, does TA come out of ahead? When I get to lvl 35 and can use Oil slick arrow, will I be satisfied I carried on, or will I be wishing I made him /traps?
Traps debuffs Regen significantly better than TA. Traps can debuff ToHit better than TA, if Seeker Drones is available, both Drones hit and the target or targets don't have significant -ToHit resistance (Flash Arrow can't be resisted*, Seeker Drones can). -Def, -Res, -Recharge and -Movement Speed are roughly equivalent, presuming similar total +Recharge applied to the applicable powers, with the caveat that Traps requires you to pull in order to achieve that similarity (that mobility thing i was talking about above).

Example: with 172.5% global +Recharge and three level 50 Recharge Reduction IOs, Disruption Arrow recharges in approximately 16s, whereas Acid Mortar with the same global +Recharge and slotting recharges in roughly 24s. You can stack two Disruptions, and a third for about 5s, with that much +Recharge, and you also have Acid Arrow on top of that. You can stack four Acid Mortars with the +Recharge and slotting, which gives you equivalent -Res, but it means staying in one general location for ~72s, versus 32s for TA.

Basically, it comes down to preferred style of play. TA allows you to take the fight to the enemy and debuff when and where you choose. Traps requires you to bring the enemies to the fight, where you've got your debuffs prepared and waiting, or wait for your debuffs to recharge and accept lower debuff numbers (by the time you could drop a second Acid Mortar, the TA has already unloaded both Disruption and Acid and has both recharged). I like to keep moving, so I don't play my Rad/Traps, or enjoy playing it, nearly as much as my Fire/TA, and IO set bonuses allow me to compensate for the reduced total survivability potential sufficiently for my needs/desires.

Will OSA change the entire game for you? No. The base recharge time is too long to use it as a reliable survivability tool, and the only survivability it actually offers anyway is the chance for KD. If that's what you were hoping or waiting for, it's probably best to start a Fire/Traps and see if you find that more satisfactory. It will dial up your AoE damage output to 11, in concert with Disruption, Acid, Fireball and RoF, but it won't turn the game around for that character, in regard to survivability.

IOs do help, as does slotting and using your TA powers. I'm building mine to reach ~28-30% Ranged Defense, 200% Regen and heal procs in Fire Blast, Blaze, PGA and (eventually) Mass Hypnosis, and in concert with Flash Arrow, Glue and PGA, and judicious use of Ice Arrow (i tend to ignore that power unless i'm really hard pressed) I'm satisfied with the results thus far and have no reason to expect any drastic reduction in efficiency in the last 10 levels (Malta might be a problem... but that's not unusual or unexpected).

*All enemies +1 or higher resist all debuffs, including debuffs flagged as "unresistable". All enemies of higher rank than Minion resist -ToHit by varying degrees, including -ToHit flagged as "unresistable". The AV "Resistance" power, however, does not resist powers flagged as "unresistable".


 

Posted

Haha, Go Luminara! ^___^ I love TA when I'm on teams a bit more than traps. Solo though if you're a corr I would go with Traps. Traps has room for many tasty procs as well.



 

Posted

I have tried traps; it just wasn't my thing.

Now my Fire/TA corruptor - that is one of my favorite toons Great on teams. Great solo.


 

Posted

The trapper is the stronger of the two hands down.

Anyone who suggests a trapper should bring the mobs to them, is playing the set wrong.

I would gladly enjoy a race through a x8 +3 map, bosses on against a TA/ice vs my traps/ice. We can even choose mobs that don't mez so the TA has a chance.


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!

 

Posted

Quote:
Originally Posted by Test_Rat View Post
Anyone who suggests a trapper should bring the mobs to them, is playing the set wrong.
^^^ this!

When teaming, if the tank/brute is any good my trappers are right on their heels charging into the crowd.

If the tank/brute isn't great, sometimes he has to chase me into the crowd.


 

Posted

Quote:
Originally Posted by anonymoose View Post
..When teaming, if the tank/brute is any good my trappers are right on their heels charging into the crowd...
My trapper is a tank. However, TA is a good set too. My preference is Traps fighting in melee range. Personally I prefer Traps/ to /Traps, but here is my Fire/Traps.

Fire Traps 3a [i19] (Build Link)
I'm certain there are better builds out there. This one is based on Aid-Self. However, I'm certain a regen based one using Triage could be just as good, I'm just not as adept at finessing regen based builds as compared to Aid-Self and Defense.


 

Posted

Well personally I prefer Traps but Trick Arrow is also a good set. The two do play very differently, Traps encourages a more aggressive play style while Trick Arrow is a bit more methodical. One thing I think Trick Arrow does better than Traps is provide reactive mitigation.

At the end of the day I think it comes down to what you prefer. A Trapper will be able to solo larger spawns then a Trick Arrow character and the -regen is more useful if you want to solo AVs but TA is a lot of fun to play.

Quote:
Originally Posted by Luminara View Post
*All enemies +1 or higher resist all debuffs, including debuffs flagged as "unresistable". All enemies of higher rank than Minion resist -ToHit by varying degrees, including -ToHit flagged as "unresistable". The AV "Resistance" power, however, does not resist powers flagged as "unresistable".
I don't believe higher rank enemies actually resist to hit debuff just by virtue of being higher rank. They do have an inherent accuracy bonus which makes to hit debuffs (and defense) less effective.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I don't believe higher rank enemies actually resist to hit debuff just by virtue of being higher rank.
They do. I tested it three-ish years ago.

...

Just finished testing it again, to be certain there haven't been any undocumented changes.

CoT Ice Thorn Caster (minion) and Behemoth Overlord (lieutenant).

Critter base hit chance: 50%.

Ranged Defense on Parthenia: 21.61%.

Flash Arrow debuff value: 9.00%.

Minion expected hit chance: [50.00 - 21.61] - 9.00 = 19.39%.

Minion actual hit chance: 19.39%.

Lieutenant expected hit chance without 10% resistance to -ToHit: ([50.00 - 21.61] - 9.00) * 1.1 = 21.329.

Lieutenant expected hit chance with 10% debuff resist: ([50.00 - 21.61] - [9.00 * 0.90]) * 1.1 = 22.319

Lieutenant actual hit chance: 22.31%.

Bosses have a 20% resistance to -ToHit. If necessary, I can test that again as well, but if lieutenant resistance to -ToHit wasn't altered in the last few years, I can't imagine why they'd change it for bosses.


 

Posted

@ The Op

Traps allows you to obtain soft cap positional defense. Incarnate slotted any Traps toon allows you to solo 4/8 setting on missions. I have been on teams that could not handle that setting. I have 3 level 50 and incarnate slotted Trap toons and I'm working on my 4th.

I have just not read any stellar post about Trick Arrow. The impression I get about Trick Arrow is it's a one or two trick pony.

I want to like Trick Arrow and it really, really has some cool effects. But I just never read anything great about. I don't think you can find any power in Traps that you would want to skip beyond maybe Time Bomb. Traps is the only set that I can think of at this time that you can solo with not using any other powers from your other set, not many sets can boast that.


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

 

Posted

I have never played traps, the concept bores me. I just got my first incarnate slot for my fire/ta and although the combination provides some cool tricks, I am disappointed in it overall. The debuffs and controls are so spread out that I literally spend half of every fight setting things up (under fire) and half blasting. It feels like I'm playing catch up as soon as I take aggro.

The combo only feels awesome when OSA is up and despite hasten and a spiritual alpha boost, that is not every group. I still play the toon (I'm about to right now) but It never really blossomed into what I thought it would.

EMP arrow is also pretty amazing but suffers from very slow recharge as well.


 

Posted

Quote:
Originally Posted by Luminara View Post
Just finished testing it again, to be certain there haven't been any undocumented changes.

CoT Ice Thorn Caster (minion) and Behemoth Overlord (lieutenant).
I just tested it with a power analyzer, they do not resist it. However the problem is the accuracy values you are using are wrong (or at least the Lt ones are). According to the wiki (and backed up by my power analyzer) Lts have an accuracy bonus of 1.15x not 1.1x and bosses have 1.3x (I can post screenshots if you want).

Quote:
Lieutenant expected hit chance without 10% resistance to -ToHit: ([50.00 - 21.61] - 9.00) * 1.1 = 21.329.

Lieutenant expected hit chance with 10% debuff resist: ([50.00 - 21.61] - [9.00 * 0.90]) * 1.1 = 22.319

Lieutenant actual hit chance: 22.31%.
With 1.15x accuracy:
([50.00 - 21.61] - 9.00) * 1.15 = 22.2985%

It's a bit off but bear in mind several of the values used as inputs are rounded for display purposes so the discrepancy is within reasonable limits.


 

Posted

I have a lvl 44 Fire/TA corr and the damaging is just devastating. Oil Slick can be up for at least every other mob or less if you constantly use Hasten. Traps will get you to soft-cap sooner with mez protection but I enjoy not having to pull or run out of melee range to get the best use of all blast powers (namely fire breath).

Lastly, did you take Tough and Weave? Those combiend with Scorpion Shield can help you get to soft-cap and is noticeably more survivable when taking on full spawns a lvl or two higher than you.


Lvl 50's: Twilight Projections-Dark/Psychic Defender- Justice,
Mad-Scientist -Bot/Poison MM- Freedom,
Ogun Ajala -Fire/Shield Scrapper - Virtue,
Make You Smile -Thugs/Dark - Virtue
Kyuji Warrior - Fire/Trick Arrow Corruptor - Virtue

 

Posted

I haven't played high level /TA Corruptor yet. My only experience with /TA is a lvl 32 Demon/TA. (I think /TA sucks on MM. The debuff values are soooo low)

I actually didn't know you can stack Disruption Arrow. I do know you can stack Acid Mortar. I've tested that before against Pylon.

If you are soloing, I have to assume /Trap is better and mostly because of the simple mez protection against Stun/Hold. However, in terms of safety, I think every /TA user should take Hover because that can improve your survival A LOT! /Trap will have a hard time using Hover because he can't drop traps in air (they fixed that). If you Hover in air, you can avoid many attacks.

I think most people would say /Trap is better (I thought that too). However, I now think /TA has potential but I just haven't really built one yet. The stacking Disruption is very nice to know.

Poison Trap is still one awesome power that is very hard to beat and most experienced Trappers have no trouble running in to drop traps.


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

Disruption stacks, how about Acid Arrow? I usually throw an Achille's -Res Proc and roughly expect to have about -50% RES on most targets when all debuffs have been thrown out.


Lvl 50's: Twilight Projections-Dark/Psychic Defender- Justice,
Mad-Scientist -Bot/Poison MM- Freedom,
Ogun Ajala -Fire/Shield Scrapper - Virtue,
Make You Smile -Thugs/Dark - Virtue
Kyuji Warrior - Fire/Trick Arrow Corruptor - Virtue

 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
However the problem is the accuracy values you are using are wrong (or at least the Lt ones are).
You're right. I've been through Arcana's Defense guide, with those very same numbers included, at least a hundred times and somehow managed to not remember that.

Thank you.


 

Posted

Quote:
Originally Posted by AzureHaze View Post
Disruption stacks, how about Acid Arrow? I usually throw an Achille's -Res Proc and roughly expect to have aboutu -50% RES on most targets when all debuffs have been thrown out.
Acid doesn't stack with itself. It will stack with Acid from another player or a pet.


 

Posted

Interesting. I had gone back through the power stats and did notice anything to suggest it doesn't.

On another note, it would be interesting to have an arrow that saps end from mobs and gives it to those nearby... me and my dreams...

**Unfortunately my edits don't correct mistakes from quotes...


Lvl 50's: Twilight Projections-Dark/Psychic Defender- Justice,
Mad-Scientist -Bot/Poison MM- Freedom,
Ogun Ajala -Fire/Shield Scrapper - Virtue,
Make You Smile -Thugs/Dark - Virtue
Kyuji Warrior - Fire/Trick Arrow Corruptor - Virtue

 

Posted

Hi,

I recently resubscribed after an absence of a couple of years, so I might be a little out of date. That said, my first 50 was a TA/A defender (way back when before TA/A got buffed so much) and the first character I got fully accoladed-out was an Ice/Traps corruptor. One of the reasons I quit was because I was so pissed off at the nerf to procs in poison gas trap, but I suppose that is all old hat now and people have come to terms with it.

I would echo other people on this thread:

(1) If you are playing traps as a "lay traps and then wait for them to come to you" character, you are playing it wrong. It is meant to be played in melee range in the thick of it all IMO.

(2) Trick arrow is more reliant on long recharges IMO because the really uber things like Oil slick or EMP are on very long recharges. Traps needs plenty of recharge too, but is not quite as crippled I think, since its core abilities have at most a 90 sec recharge.

(3) Do you want to play a melee or ranged character? This is the biggest consideration in my opinion. Trick arrow is awesome because all of its abilities are ranged and this gives you a lot of flexibility. I suppose you could play something like a fire/traps as mainly a ranged character but missing out on toe bombing mines and poison gas traps really makes the set lose something I think.

(4) The other question aside from (3) is do you want lots of pseudo pets or do you want to just act more directly? This is more stylistic than anything else.

(5) Traps is unquestionably more survivable. That doesn't mean that Trick Arrow doesn't have a lot of cool tricks up its sleeve though. Also, being at range is often a big survivability boost and often makes things in teams go more smoothly (or at least you have to be less on your toes in teams.)


"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator

 

Posted

Traps also gives you status protection... For self survivability, traps is the easy winner. It takes some learning, but it's a very solid set, able to absorb alphas for the team even.

The only thing I didn't like about traps is that you're relying on slow recharging powers, so there's a period of time where teams may run faster then you're go to powers are recharging... once you get fully IO'd and you start facing harder spawns, this problem goes away.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

I think it depends wholly on teamed or solo really. I find traps lacks any kind of fun factor on fast teams. Everyone talks about running in and laying traps, and you can, but on most the teams I am on lately, they are simply way to fast for traps, heck, even too fast for the damn shield drone to keep up. Solo, its sweet though, I dont like it, but it works great.

TA on the other hand is great on both fast and slow teams. You can just pick your arrows to suit the speed of the team. Solo, wow, I find it simply painful. I must completly suck, because I just find it has no way to keep me alive very well. This is with basic IO's. Mine is the defender version, so some of the issue is with the my playstyle. I rarely die with my blasters, but good grief do I spend alot of time face down with my TA solo.

Now if fire is the primary I think either would be fun, but if I was always going to team, I would pic, TA, if I was solo, or equally mixed, I think I would say Traps.

Plus, with TA you can tell people not to panick you will shoot them with your healing or rez arrow, then grumble about how someone must have been messing with your quiver, because its loaded with the inflatable raft arrow instead.


 

Posted

/TA isn't bad on a controller...but on any other AT you faceplant more than a Fire/Fire Blaster with Provoke!



 

Posted

Quote:
Originally Posted by TrainRobber View Post
I find traps lacks any kind of fun factor on fast teams
This is so true. Traps is really good for masterminds though, in fact, I think it is the second best mastermind secondary.

I have to agree though - it's more of a matter of playstyle. There is a thread in the Defender forum about trying to balance the primary powersets and TA is the first one mentioned in needing a buff. I am not completely sold on that idea to be honest. It has to work harder than other sets, I agree.

While leveling up, Traps gets worse at high level whereas TA gets better, IMO. I don't think anything is skippable in TA, but if I had to pick I would probably dismiss Flash arrow as the to-hit debuff is pretty minimal. Yeah, yeah, yeah - I know it adds up and isn't resistable and all that, but I really think it is the only power in the set that doesn't have the potential to have a large impact.

Traps make you a far tougher toon than TA - it's not even a question. Mez protection and defense combined with a summon that can take alphas for you is no joke.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Quote:
Originally Posted by JayboH View Post
This is so true. Traps is really good for masterminds though, in fact, I think it is the second best mastermind secondary.

While leveling up, Traps gets worse at high level whereas TA gets better, IMO. I don't think anything is skippable in TA, but if I had to pick I would probably dismiss Flash arrow as the to-hit debuff is pretty minimal. Yeah, yeah, yeah - I know it adds up and isn't resistable and all that, but I really think it is the only power in the set that doesn't have the potential to have a large impact.
While there may be some truth to this when leveling up with basic IOs or SOs, I think on a final build, the trapper outshines the archer dramatically. I know I don't "feel" left behind on fast moving teams with my Traps toons, that's with less than 30 second recharge times on Acid, PGT and Seekers, so there's always something significant to do. In static situations, like AV fights, there's simply no comparison, traps is the big winner.


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