Poison Trap is basically useless, right?
I've never taken it for the /Poison MMs I've made, I have yet to see one person defend it with even an obscure situation where it's useful. Other "hated" powers seem to at least have a scenario to use it, like the cage powers or some of the high mag kb powers. I haven't heard of such a use for this Poison Trap.
I guess if your pets get wiped, this could buy you some time to get away. Something else that could do the same - superspeed.
Global = Hedgefund (or some derivation thereof)
It's been years since the last time I use Poison Trap on my first lvl 50 Merc/Poison. I remember I dropped it very soon because the trap has 4s interrupt? Does it still have 4s interrupt?
The Sleep effect isn't useless and the -endurance isn't useless but I do question 4s interrupt if it's still there.
None of the primary pets can drain endurance so the -endurance effect isn't going to be overwhelming. Maybe you can combo it with patron? And even that is a stretch.
The thing with -end effect is that you either drain it to zero and KEEP it at zero, or you don't drain at all.
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.
I guess I wasn't factoring in that the sleep effect is recurring as long as the gas lasts (or is it?) So, even if the commando wakes them all up with a grenade, they'll fall back to sleep, right?
Also, you can't get a real benefit out of the Sandman Self Heal proc with it, can you?
The only thing I can think I used it for which made it usefull was when I dropped in in the street and watched a member of the Family walk on it. I then left but giggled.
That I think is it's only use. I had stealth so essentially it can only be really called a PVP power. I can definately see how that would work, but thats only because of said statement above.
Otherwise...Just skip it and take something else
I guess I wasn't factoring in that the sleep effect is recurring as long as the gas lasts (or is it?) So, even if the commando wakes them all up with a grenade, they'll fall back to sleep, right?
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Poison Trap applies an initial sleep, then creates a gas cloud that attempts to apply an unenhanceable 4-second hold and an enhanceable 10% end drain once per second. The catch? They each have a 2% chance to occur.
That means that any given target, provided it stays in the cloud for the entire duration, has a 54.5% chance (0.98^30) of never getting hit by a hold, and a 54.5% chance of never getting hit by an end drain. In fact there's a nearly 30% chance that the cloud will do nothing at all whatsoever to any single target, again assuming it remains in the cloud for the entire duration.
It is easily the most worthless power in the game, because while plenty of powers are weak, and plenty of powers have effects that are considered not beneficial or hyper situational, (Poison) Poison Trap is the only one I can think of with a nearly 1/3 chance to literally contribute nothing at all to things it hits.
Mids has Paralytic listed as a 9.5 second base hold duration, which means you can slot it so it is stackable - just for only 5 or so seconds depending on how you slot it. If you have the slots to spare, my vote goes for M30 as extra damage is nice with mercs. If not I'd say snag Paralytic with minimal slotting to mez any pesky mobs in a spawn, like Sappers.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Back in the day, I was invited to the City of Villains beta. I knew from the beginning that my first villain would be Robots/Poison mastermind. I won't say poison is underdeveloped, but it is challenging. I tried like crazy to make poison trap work. I toe bombed. I pulled around corners. Not only is the power not likely to hit foes, it's also very difficult for foes to set it off in the first place. I even took the time to lay as many traps as possible in a proposed kill zone. This power is the PITS. Even flurry does a LITTLE damage. Even repel can be used for positioning and if you are good for knocking bosses on their butts. Heck, even as hated as blackhole is, the power does what it advertises.
I have said before, I will repeat here for emphasis. Just port over the poison gas trap from the traps set and call it a day. If that's too much regen debuff for a poison user, just strip that debuff from the power. Even the reliable choke hold for the short duration in poison gas trap would be a huge improvement.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Back in the day, I was invited to the City of Villains beta. I knew from the beginning that my first villain would be Robots/Poison mastermind. I won't say poison is underdeveloped, but it is challenging. I tried like crazy to make poison trap work. I toe bombed. I pulled around corners. Not only is the power not likely to hit foes, IT'S ALSO VERY DIFFICULT FOR FOES TO SET IT OFF IN THE FIRST PLACE. I even took the time to lay as many traps as possible in a proposed kill zone. This power is the PITS. Even flurry does a LITTLE damage. Even repel can be used for positioning and if you are good for knocking bosses on their butts. Heck, even as hated as blackhole is, the power does what it advertises.
I have said before, I will repeat here for emphasis. Just port over the poison gas trap from the traps set and call it a day. If that's too much regen debuff for a poison user, just strip that debuff from the power. Even the reliable choke hold for the short duration in poison gas trap would be a huge improvement. |
Poison Trap is honestly the ONLY power that I've ever come across in this game that can't be construed as even the slightest bit situational. It's kind of baffling why the devs have done nothing with it, considering that Poison (as a whole) isn't overpowered, and IMO is pretty sub par. And now, /Dark MMs get a buff to TG's radius... HA! How's that for fair?
Not that my lvl 50 Necro/Poison MM is bitter or anything...
On a guess, it used to behave like /Trap's Poison Trap at some point. Basically for every enemy within range, a separate cloud is generated, thus those low proc chances are multiplied for every additional target adjacent to it. Course, they eventually limited it to only one cloud.
Though really, even if those proc chances were higher, the biggest problem is that those effects just aren't that useful.
On a guess, it used to behave like /Trap's Poison Trap at some point. Basically for every enemy within range, a separate cloud is generated, thus those low proc chances are multiplied for every additional target adjacent to it. Course, they eventually limited it to only one cloud.
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The poison version has never been altered that I know of. I spent quite a while trying to figure out exactly how it worked--or rather, failed to work--way back in...probably 2006. It was certainly before City of Data existed, otherwise I would just have looked it up. It's been this bad since the start.
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Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
No, the sleep effect is not recurring. If it were it would basically be a clunkier prototype of Static Field and would not be a totally useless lump of useless uselessness even if your henchman helpfully chucked AoEs at sleeping targets every chance they got.
Poison Trap applies an initial sleep, then creates a gas cloud that attempts to apply an unenhanceable 4-second hold and an enhanceable 10% end drain once per second. The catch? They each have a 2% chance to occur. That means that any given target, provided it stays in the cloud for the entire duration, has a 54.5% chance (0.98^30) of never getting hit by a hold, and a 54.5% chance of never getting hit by an end drain. In fact there's a nearly 30% chance that the cloud will do nothing at all whatsoever to any single target, again assuming it remains in the cloud for the entire duration. It is easily the most worthless power in the game, because while plenty of powers are weak, and plenty of powers have effects that are considered not beneficial or hyper situational, (Poison) Poison Trap is the only one I can think of with a nearly 1/3 chance to literally contribute nothing at all to things it hits. |
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.
Does Poison's Poison Trap have 4s interrupt time? It's been years since I tried it. I remember it has 4s interrupt time?
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http://tomax.cohtitan.com/data/power...on.Poison_Trap
Ha, well then, the 1 scenario I thought it would be useful for in my prior post above (hasty retreat post pet-wipe) it can't even help with due to 4 sec interrupt. Craptacular.
Global = Hedgefund (or some derivation thereof)
Another thing I discovered when I was trying to lay a whole mess of these useless boogers in front of a dead end room with a Family boss in it: my mastermind had the stealth/superspeed combo - completely invisible. As soon as I tried to place the trap within range of the boss, he sees me. Dropping the trap, even though it didn't go off, broke stealth. To me that's a crock.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
It should just get a damage effect, like a DoT version of Trip Mine. It would at least make it fulfill a gap in Poison's abilities.
It should just get a damage effect, like a DoT version of Trip Mine. It would at least make it fulfill a gap in Poison's abilities.
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But that's just me.
No, the sleep effect is not recurring. If it were it would basically be a clunkier prototype of Static Field and would not be a totally useless lump of useless uselessness even if your henchman helpfully chucked AoEs at sleeping targets every chance they got.
Poison Trap applies an initial sleep, then creates a gas cloud that attempts to apply an unenhanceable 4-second hold and an enhanceable 10% end drain once per second. The catch? They each have a 2% chance to occur. That means that any given target, provided it stays in the cloud for the entire duration, has a 54.5% chance (0.98^30) of never getting hit by a hold, and a 54.5% chance of never getting hit by an end drain. In fact there's a nearly 30% chance that the cloud will do nothing at all whatsoever to any single target, again assuming it remains in the cloud for the entire duration. It is easily the most worthless power in the game, because while plenty of powers are weak, and plenty of powers have effects that are considered not beneficial or hyper situational, (Poison) Poison Trap is the only one I can think of with a nearly 1/3 chance to literally contribute nothing at all to things it hits. |
Ok, so I've been looking into my proc options. Apparently it only accepts sleep and end Mod sets.
So, suppose I put Energy Manipulator: 10% Chance to Disorient on it. Do you think that would proc once/second (like the end mod effect does), once per 10 seconds (like most recurring powers), or never?
If I were doing Ninjas/Poison I might also consider trying Fortunate Hypnosis: Chance to Placate, though it would only fire once when the sleep effect fires. It probably wouldn't benefit me very much on mercs, though, unless it lasts a long time.
Personally, I always thought that Envenom and Weaken should be AoEs, which would improve the set in a big way.
But people always start in with this "Formula" bull crap and try to buzzshackle the idea.
Ok, so I've been looking into my proc options. Apparently it only accepts sleep and end Mod sets.
So, suppose I put Energy Manipulator: 10% Chance to Disorient on it. Do you think that would proc once/second (like the end mod effect does), once per 10 seconds (like most recurring powers), or never? If I were doing Ninjas/Poison I might also consider trying Fortunate Hypnosis: Chance to Placate, though it would only fire once when the sleep effect fires. It probably wouldn't benefit me very much on mercs, though, unless it lasts a long time. |
As for the Chance to Placate, it would only fire on you when you place the poison trap. (pretty sure this would do nothing) Then, the trap would have a chance to placate the foes in range, most likely once when the trap goes off. (again, this would apply a placate effect to the enemies so they wouldn't target the trap. This should have no effect on you) I would also have to test this one, but I imagine that the placate proc would end up being completely useless since it will proc on the trap rather than you.
Both of those procs are cheap, so you could buy them and try it out without too much of an investment.
Even if either of them work, I still doubt it will make the trap worth anything.
The ultimate cost, of course, is having to take the power itself, lol. I did buy the disorient proc, though, just to make sure I have one in preparation. If it does indeed only fire once, it will be unfortunate.
I'm tempted by this power right now just because I need some controls. Retreating to another position in order to set it up isn't that difficult, because mobs tend to stay aggro-ed to my henchmen, and they're all ranged anyway. Also I have stealth so sometimes the mobs don't even mess with me at all. Weaken is great for single targets, but I could use an AOE.
Personally, I always thought that Envenom and Weaken should be AoEs, which would improve the set in a big way.
But people always start in with this "Formula" bull crap and try to buzzshackle the idea. |
Alternatively they could make Poison Trap, or Poison Trap's slot, an AoE/cone solution for the set. Personally I'd rather not see a Trap there, that strikes me as too tech. I'd rather see something like an Acid Rain kind of power that debuffs all the foes in its area. Freezing Rain without the slow but with a chance to vomit. Or maybe a poison version of Tar Patch (Poison Ooze?) the character upchucks out. Something like that.
I'm fairly sure they could shelve the cottage rule with Poison's Poison Trap. I can't imagine that anyone has taken it.
I'm fairly sure they could shelve the cottage rule with Poison's Poison Trap. I can't imagine that anyone has taken it. |
However, at this point there is about a 62% change I will take it. Just to see if it can be made useful.
I'm playing a Mercs/Poison at level 29 now, and I just want to plan ahead a bit. It seems I have one power available that I can use either for Poison Trap, Paralytic Poison, M30 Grenade (Already have burst, but not slug), or Teleport Ally. I probably won't do Paralytic poison, since it has a really short duration of only 6.4 seconds, and a long recharge of 16 seconds so it can't be stacked. (By comparison, a controller's hold lasts 15 seconds and recharges in 8)
Reading through what Poison Trap does, its only reliable effect seems to be a sleep effect. I'm thinking if I use that on a bunch of enemies, my commando or medic is just going to hit them with a big AOE and immediately wake them up anyway.
So.... I guess that just leaves M30 Grenade and Teleport Ally as possibilities. Any thoughts?