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Posted
On 7/17/2025 at 1:38 AM, Scarlet Shocker said:

Traps is very very powerful. Sure, it's slow, and on a fast moving team it's not going to do a huge amount but if you're on a team that's moving that fast, clearly it isn't that necessary and you can kick back and focus on your primaries

My Grav/Traps Controller plays completely differently in teams than solo. Solo, she'll set up a moderate distance away from a spawn and put down some Trip Mines (three for a yellow lieutenant, +1 for each level up), a Poison Trap, and maybe an Acid Mortar if the lieutenant is more resistant than average, then Wormhole the spawn onto the mines. Clean up any survivors who got bounced away by the blast rather than dying, then advance to the next spawn. I take it as a bit of a personal failure if any of the mobs get an attack off. On teams, except for using Trip Mine in doorways, Lift, Propel, and Gravity Distortion are the go-to powers most of the time, as fights move too fast for her to be able to put down a proper minefield. 

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Posted (edited)

Some powers need a faster activation time, matching their counterparts in other powersets.

 

Can't tell me that Trap's Tripmine cast time of 5 seconds is considered fine, when the one in Devices has 2.77 seconds. And has no interrupting in it.

And the Poison Trap is 2.77 seconds, while the one in /poison is just a single second, literally just slapping it on the floor and setting it off.

 

If they cut down the 'cast time' of those to match the other sets, Traps would have much better mobility and can be more aggressively used. 

Edited by Paradox Fate
Posted

Ran a Silver Mantis SF yesterday with 2 Traps MMs on the team (I was one of them). Despite not having a full tool kit at lvl 25, we crushed everything in our way primarily using just Acid Mortar, Poison Trap and Caltrops (and obviously FFG).

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