Traps - Poison Gas


CelticFist

 

Posted

Started a beam/trapper recently and just made 23rd. Picked up poison gas trap and have two recharges in it now and understand it can take the hold sets. I want to use it effectively and could use advice and questions answered.

1)After I plant the little green trap in the mix of mobs I see the green smoke pop out and it can hit multiple opponents. Does the attack it makes one trigger once when it detonates and only affect close mobs or does it create a zone effect?
2) suggested slotting it?
3) I have an AR/Dev blaster and got used to toe-bombing. With FF generator I do not believe I can make that invisible so if I do get some sort of stealth going the FF generator will break it when I try toe-poisoning?

Thanks .. Ace from Outerspace - beam/traps - Victory


 

Posted

Quote:
Originally Posted by CelticFist View Post
Started a beam/trapper recently and just made 23rd. Picked up poison gas trap and have two recharges in it now and understand it can take the hold sets. I want to use it effectively and could use advice and questions answered.

1)After I plant the little green trap in the mix of mobs I see the green smoke pop out and it can hit multiple opponents. Does the attack it makes one trigger once when it detonates and only affect close mobs or does it create a zone effect?
2) suggested slotting it?
3) I have an AR/Dev blaster and got used to toe-bombing. With FF generator I do not believe I can make that invisible so if I do get some sort of stealth going the FF generator will break it when I try toe-poisoning?

Thanks .. Ace from Outerspace - beam/traps - Victory
1) It has an initial mag 3 hold, but the other effects persist like the chance to hold again (smallish), -regen, -recharge.

2) Recharge and Hold. I like 4 basilisks and a lockdown +2 proc. Since procs only go off each 10 seconds after the initial chance, I don't find it worthy to put the hold damage procs there. Till i13 or so the power was broken and the proc would fire at every enemy so it was a mini nuke, then it was worth it. Now, meh, waste of slots imo although some like it.

3) FF will aggro, it won't break your stealth but it can be destroyed. I have grant invis for that (for the LOTG and using on the FF Gen), but I'm not a toe bomber so I'm respeccing out for other stuff (my fire traps is VERY old), but Grant Invis works great for that.

Also, put an achiless heel -res proc in Acid Mortar and if you can the Devastation chance to hold is nice too.


 

Posted

When it comes to Acid Mortar, does the Acid Grendade that the mortar spits out cause a small AoE effect or is it single shot per single grenade?

Is it beneficial to slot the full 5 set of Basalisk and 1 Lockdown:Chance for Mag 2 Hold?


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Posted

Quote:
Originally Posted by Shadow Wail View Post
When it comes to Acid Mortar, does the Acid Grendade that the mortar spits out cause a small AoE effect or is it single shot per single grenade?

Is it beneficial to slot the full 5 set of Basalisk and 1 Lockdown:Chance for Mag 2 Hold?
It's a small AoE per shot, which is why procs are really good in it. You can't slot hold sets in Acid Mortar though, but you can slot ranged damage sets in it, which lets you slot the Devastation hold proc.

I wouldn't slot the full 5 of the Basilisk set in PGT, I'd stick with 4 (for the recharge bonus) and then some procs like the Lockdown one.


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Posted

Sucks that I have to wait to get to level 27 to fully slot PGT. I have a healthy stockpile of Lockdown Procs and Basilisks in my base for such occasions.

What is the maximum ammount of PGTs that most people have out? At level 23, I have three at a time. I am hoping to get Caltrops to recharge like Quicksands so I can test and see if it is possible to trap some targets between three Caltrops.


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Posted

My defender who is IO'd to the Gills can have 3 acid Mortars out for 5seconds if I am completely on my game (Using everything as soon as it recharges). Realstically 2 mortars at once is sustainable.

Note that defenders can get higher levels of global recharge due to superior defense capability (less IOs devoted to Def bonus=More recharge bonus possible) but I know for a fact 2 perma mortars with no defense sacrafice is possible on a Corr.


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Posted

I am working on a Rad/Traps Corr, what is a good prehasten global recharge? I am putting out some LOTGs and 6 slotting FFG with 1 LOTG and a 5 set Red fortune.

I also don't know what to slot for, I guess recharge and defense?


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Posted

Since I'm a recharge nut, I always want enough recharge for perma Hasten. That aside, I'd say for most builds the sweet spot is between 50 and 80% global recharge. It's enough to make a significant difference to the recharge of your powers without requiring hugely expensive sets.

So I'd aim for about that much recharge. As for defense, the FFG gives you the luxury of making high levels of defense very attainable. What you can do is aim for softcapped s/l defense with Scorpion Shield and the FFG, which requires almost no extra slotting from sets. Or you could decide to softcap s/l/e or ranged as well. Depends how much defense you want, really. The most common damage types are smashing, lethal and energy, so aiming for 2-3 of those will result in a very sturdy character.


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Posted

I am def going Rad/Traps/Mace for the Scorpion Shield and the AoE Immob. What is the opinion on the Mace Pet?

As far as damage on my Radiation Blast, It isnt anywhere near levelz of ZOMG but that might change (I hope). I am hoping that the pet will increase my damage output.

BTW Silas, I loved your /Traps guide and its the one reason I am even trying it.


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