Poison Trap - Skippable?


Adeon Hawkwood

 

Posted

On my DS/Traps I'm getting to a point where I need to skip something. What's so great or not great about poison trap?

I know it does -Regen, but it looks like it only does it for 10 seconds. Is that right, or does the 10 seconds recur until the cloud disperses?

Also, the hold? Does it last the whole duration or just part of it?


 

Posted

I would not recommend skipping PGT, I consider it one of the key powers in Traps (the others are Acid, FFG and Seekers). The -regen keeps reapplying as long as the cloud is there, so for a stationary enemy it lasts for 40 seconds. The hold also can reapply but the chance of doing so is very low (it's worth adding a Lockdown proc as well since that will also re-check every 10 seconds).


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I would not recommend skipping PGT, I consider it one of the key powers in Traps (the others are Acid, FFG and Seekers). The -regen keeps reapplying as long as the cloud is there, so for a stationary enemy it lasts for 40 seconds. The hold also can reapply but the chance of doing so is very low (it's worth adding a Lockdown proc as well since that will also re-check every 10 seconds).
Oh. Thanks. That's mostly what I was wondering. 10 seconds of -Regen just doesn't seem worth it, even if it's a huge amount like -1000%. I suppose this power makes you a really good AV killer then.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
Oh. Thanks. That's mostly what I was wondering. 10 seconds of -Regen just doesn't seem worth it, even if it's a huge amount like -1000%. I suppose this power makes you a really good AV killer then.
I will give support to web grenade in the AV killing combo of traps, since it stacks quickly enough and is one of the few statuses that AVs do NOT resist, meaning they are stuck in poison gas trap even longer


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Posted

Easily one of the best powers in /Traps, second to seekers IMO. Open with Seekers to negate the alpha strike, rush in and drop PGT. Everything is debuffed, vomiting, and possibly held (due to Lockdown proc, which is VERY effective). And then.. come the pets

MT


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Posted

The poison trap cloud also does a significant recharge debuff if I remember right, so even when it doesn't hold enemies it reduces their damage output a good amount.


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Posted

Not to mention that NOTHING resists the initial hold, and there's small chance for the irresistable hold if they remain in the cloud.

Also, the -Regen CANNOT be understated. It bascially crashes regen on everything.


 

Posted

The most skippable powers in /Traps are Detonator, Triage Beacon and Trip Mine (approximately in that order, depending on your playstyle). Everything else is must have, IMHO.


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Posted

Poison trap is a staple power of traps. Take it and slot it up, at the very least with a Lockdown proc.


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Arc ID: 413575

 

Posted

Traps is a tough secondary to go light on just because it's got so many great powers. If you have any personal attacks from your primary I would consider dropping those first, the -resist is.. nice, I suppose, but it isn't very high in magnitude or duration, and will be totally eclipsed by your Acid Mortar anyway.


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Code:
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Posted

Poison traps is your bread and butter crowd control power. It has a hold component which will hold most of the group in addition to causing them to vomit.

The gas cloud lasts for about 30 seconds, the debuffs last 10 seconds, so if they're still in the cloud they'll still keep getting debuffed.

Also throw in a Lockdown +2 Mag Hold proc in there, It has a chance to fire once every 10 seconds on everyone caught in the cloud, you'll get some great mileage out of it.


 

Posted

Is it worth slotting the whole Lockdown set in Poison Trap?


 

Posted

Quote:
Originally Posted by evertheskeptic View Post
Is it worth slotting the whole Lockdown set in Poison Trap?
You could... Depends on what set bonuses you are chasing. I like 5 grav anchors and the lockdown proc myself.


 

Posted

What? Grav Anchor is an immobilize set...


 

Posted

Sorry. Unbreakable constraint.


 

Posted

Poison Trap is not skippable by any means. Its a very potent tool.

Arguably, the only powers that you could skip without gimping yourself is Trip Mine, really. I personally like the Triage Beacon, given i'm a MM and don't have a means of healing save my Aid Other/Aid Self, and my incarnate buff.


 

Posted

Quote:
Originally Posted by Ishaila View Post
Poison Trap is not skippable by any means. Its a very potent tool.

Arguably, the only powers that you could skip without gimping yourself is Trip Mine, really. I personally like the Triage Beacon, given i'm a MM and don't have a means of healing save my Aid Other/Aid Self, and my incarnate buff.
I would skip detonator before trip mine every single time.


 

Posted

Quote:
Originally Posted by evertheskeptic View Post
Is it worth slotting the whole Lockdown set in Poison Trap?
It's very worth it IMO because of the bonuses the 5th and 6th especially. I favor them over the purple set because it's cheaper and easier to find


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

The most skipable IMO is Triage. Trip Mines is ok. You also don't need too much slotting in it. I've never tried Detonator but if you need some good aoe damage, I guess it's worth keeping.


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

Not sure why anyone would want to skip Trip Mine especially if you have decent recharge and can get double figure mines out.

All this talk about Traps is making me nostalgic... I think I'm going to work on a BR/Traps Corruptor in Mids and use him as my next toon after I get this Elec/SD Brute to 50 and Alpha slotted.


Who do I have to *&^% around here to get more Targeted AoE recipes added?

Arc Name: Tsoo In Love
Arc ID: 413575

 

Posted

Just disagree with the Triage Beacon comments.

I enjoy the 300% regeneration it offers on top of the 260 I already have from set bonuses and then when I place 2 I can get my Regeneration up beyond 800%. Of course my pets getting a boost of 600% is nothing to complain about as well, this includes my team mates as well.

The only power I would skip is Detonator because you can't slot anything in it to make it much better.


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Posted

Quote:
Originally Posted by SinisterDirge View Post
I would skip detonator before trip mine every single time.
+1. Skip...trip... mine? Huh? When your main traps are laid you should be Trip Mine'ing.. this is a huge source of AoE damage and the best "attack" your /traps MM can get..pretty much regardless of what Primary you have.

MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."