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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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Posted
9 hours ago, Scarlet Shocker said:

Of course, if you want traps that will kill everything on the map you want Deccan Traps

Yes, but it's got a 250,000-year animation time; you'll get godlike damage, but everyone in the room will be dead before you can set it off.

Posted
7 hours ago, srmalloy said:

Yes, but it's got a 250,000-year animation time; you'll get godlike damage, but everyone in the room will be dead before you can set it off.

 

yeah but nobody's getting up for about 60,000,000 years

 

 

All the best chemistry jokes argon

 
Posted
On 7/17/2025 at 9:21 AM, arcane said:

Please post screenshots of your build so that constructive feedback can be given.

Good luck.

Even if the OP decides to break his/her usual routine and post screenshots of the build - he/she will fall back into character and completely ignore any advice.  Again.

🙄

Posted
4 minutes ago, Ghost said:

Good luck.

Even if the OP decides to break his/her usual routine and post screenshots of the build - he/she will fall back into character and completely ignore any advice.  Again.

🙄

Why are you lying?  I've posted builds in the past.  I've taken advice in the past.  This is exactly the kind of thing the OTHER thread is about.

Posted
On 7/22/2025 at 9:02 PM, srmalloy said:

Yes, but it's got a 250,000-year animation time; you'll get godlike damage, but everyone in the room will be dead before you can set it off.

That's what Ouroboros is for: See the enemy, go back in time 250,000.0000000317 years and set the Trap.

Posted
33 minutes ago, BZRKR said:

That's what Ouroboros is for: See the enemy, go back in time 250,000.0000000317 years and set the Trap.

You'll have to get Mender Silos to divulge his method of getting around the Carbon Limit for that to work...

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Posted

I have several traps characters, and a /devices blaster as well. I like the utility of the set, but I'm not opposed to the animation times getting sped up to help it keep up with a team.

 

I use my traps characters primarily solo, unless I get an itch to team in which case it's either the ill/traps or dp/devices blaster that comes out. My traps MM and traps corruptor usually don't make it out for a team. That said I should probably consider rolling a traps defender again as I can't remember if I have one (I'm guessing I probably do, but just can't remember).

Posted
57 minutes ago, srmalloy said:

You'll have to get Mender Silos to divulge his method of getting around the Carbon Limit for that to work...

Ack! Right you are!

Guess we need to lobby to get Trip Mine some QoL updates, since Deccan Traps isn't going to work out after all.

Posted
1 hour ago, BZRKR said:

Guess we need to lobby to get Trip Mine some QoL updates

The only immediate upgrade I want for Trip Mine is to make it queuable. Not to affect its interruptibility, but just to be able to put down a Trip Mine, move to where I want the next one, and queue it so I start setting the next one as soon as it recharges, instead of having to watch the recharge timer count down before clicking it again. Getting hit, or moving, or any of the other things that interrupt a queued power should still break the queue; I just want a little more convenience when I'm putting down several mines in a cluster.

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