While Tar Traps don’t deal damage, Tar Traps are considered to be an essential Trap for players to use as they will slow down enemies and make sure that enemies have a higher chance of taking damage from Traps due to the fact that it buys time for traps to reset.
While less powerful than previous renditions of the Tar Trap, in OMD3, the Tar Trap is still a very powerful Trap to use especially against the quick Kobolds.
The reality is that if you’re playing Co-op, players will only need a single member of their team to carry the Tar Traps, though if both players have Tar Traps it is quite essentially that they have different upgrades as they the Tar Trap has two very useful upgrade paths that players can access, unlike many other Traps.
The Tar Trap is may not seem very powerful to players at first, however, when players begin coming up with strategies to make kill boxes and mazes by using Barricades, players will not that they can combine the damage from Traps such as the Grinder or Ceiling Laser, so mobs can essentially receive more damage before they leave these areas.
While the Tar Trap can be used in combination for any Trap, they tend to be more useful when placed in tandem with Traps that consistently deal damage without requiring a cooldown as this will essentially mean that Mobs have a higher chance of getting twice, if not more times.
The following guide will take you through everything you need to know about the Tar Trap and the ways you will want to use them.
HOW TO UNLOCK THE TAR TRAP
Luckily for players, they don’t have to think twice about obtaining the Tar Trap as it is provided to all players simply for completing the Great Room.
Players will receive the Tar Trap very early on and are encouraged to always keep it on their Hot Bar as they are quite essentially for stacking damage and ensuring that mobs are slowed down enough to receive damage from other Traps.
TAR TRAP STATS
The Tar Trap, being a snare, unfortunately does not deal any damage, however fortunately never has a cooldown.
All mobs that stand on it will be slowed down by 40%, allowing them to take more damage from Traps that deal consistent damage, but also buying some extra time for other Traps to reset so players will not be at risk of Mobs leaking or getting away.
The reality is, the Tar Traps are unavoidable to all mobs, making it so pesky “runners” most commonly Kobolds will not get away from players before they have a chance to kill them.
The Tar Trap is a fairly standard size, coming in at the same size of a Spike Trap, being a 2×2 square or a standard 1×1.
It comes at a fairly reasonable price of 750, which cannot be changed.
TAR TRAP UPGRADES
Tar Traps, much like other standard Traps have two different sets of upgrades, being Level Upgrades and Unique Upgrades.
Level Upgrades can be unlocked immediately, while players will have to slow down enemies for 600 seconds in order to unlock the Unique Upgrades.
While 600 seconds sounds like a lot, the reality is that players will get this fairly quickly, especially if they utilize a good deal of Tar Traps in the first few stages of OMD3.
It is going to be a good idea to upgrade your Tar Traps immediately as the amount of slow they can cause or the amount of damage they will be able to increase comes in extremely effective for players.
When it comes to Level Upgrades and the Tar Trap, players will be looking forward to receiving a bit more slowing effects from the Tar Trap.
Unfortunately, players will not be seeing any slowing that is not comparative to the old versions of the Tar Trap, though it makes sense why the creators of OMD3 didn’t make the Tar Traps even more powerful as providing them with any more slow would make them way too powerful, especially when a player sets up a good kill box.
The following are the upgrades players can look forward to when it comes to upgrading the Tar Trap using Level Upgrades:
The first upgrade costs a mere 4 Skulls and will increase the Tar Trap’s slow from 40% to 42.5%.
The second upgrade costs 7 Skulls and will increase the Tar Trap’s slow from 42.5% to 45%.
The third upgrade is by far the biggest and costs 9 Skulls, increasing the Tar Trap’s slow from 45% to 50%.
By far, I strongly recommend upgrading your Tar Traps first, simply because with the amount of slow you get from them, you will guarantee the ability to kill enemies before they start leaking or escaping.
As mentioned, in order to gain access to the Unique Upgrades players will have to slow enemies for 600 seconds.
Also as mentioned, this shouldn’t take too much time to actually unlock, especially if players begin using the Tar Trap immediately.
There are two upgrades that players can use when it comes to the Unique Upgrades players can choose for the Tar Trap, but which choice players make will depend on their strategy.
The first Unique Upgrade players can choose is to slow enemies for some extra time when they have stepped off of the Tar Trap.
The slow will last for 1.5 seconds and will cost 7 Skulls.
I strongly recommend using this upgrade if you are not using too many Fire Traps, I would also recommend this upgrade if you are working with Traps that deal consistent Damage rather than Traps that have a cooldown, though both can be strongly affected by this slow.
The second Unique Upgrade is very powerful when players pair up the Tar Trap with multiple types of Fire Damage as it will increase all Fire Damage by 1.65x.
This upgrade costs 8 Skulls and makes it fairly difficult to choose between which Unique Upgrade to choose.
Realistically, the ideal is to have both types of Tar Traps on the field, especially right after each other, though if not possible, players can choose which Unique Upgrade best suits their play style.
IS THE TAR TRAP GOOD?
Tar Traps, maybe shockingly, are considered to be one of the best Traps players can place on a map as they have a tremendous amount of versatility and can empower other powerful traps.
In my opinion, they are especially powerful when placed in tandem with an Arrow Wall that deals Fire Damage, Brimstone, Ceiling Lasers that deal Fire Damage (though I prefer the other upgrade), or even Guardian Archers with Fire Damage or Swinging Maces with Fire Damage.
When players are on maps that have too many mobs with Fire Resistance they should probably use the upgrade that specifically slows to ensure that your upgrade is not wasted on mobs that aren’t going to be able to take Fire Damage.
When it comes to the Tar Trap I strongly recommend having both upgrades unlocked so you can quickly change between the two, though refunding your Skulls isn’t a bad idea since you’ll get 100% of your resources back.
I would strongly recommend using Tar Traps in every one of your builds because of how powerful they can be, especially in tandem with a good amount of damage dealing Traps.