[3.2] BUFFED "Chin Sol Trapnel Shot" - 10c Budget, farm Atziri/Uber Lab/High Maps

That makes sense. Thanks for taking the time to answer.
Great news! just watched the ziggy d video about traps that got released today and he announced that trap support will not have any cooldowns just like the normal traps..... HUGE TRAP BUFFS INCOMING!!!!! Just scared now that tinkerskin (chest piece) will now cost something observed (huge) amount this time around :(... please dont make it cost something like an exalt :(.
The trap limit is also increased (up to 19/20?) AND buffs to RoA. I think RoA will be much better for clearing. The AoE in the videos looks HUGE.
afaik base trap limit is 15 after patchnotes and the POB link is dead due to skill tree changes being introduced.
Zuletzt bearbeitet von Psykrom#4316 um 30.05.2018, 08:40:06
"
silentlegion240 schrieb:
Great news! just watched the ziggy d video about traps that got released today and he announced that trap support will not have any cooldowns just like the normal traps..... HUGE TRAP BUFFS INCOMING!!!!! Just scared now that tinkerskin (chest piece) will now cost something observed (huge) amount this time around :(... please dont make it cost something like an exalt :(.


Exalt isn't much tho...
Look, Tinkerskin will probably be situational, and used mainly for EB trapper builds.
You receive measly healing, 100 life for one cluster of traps, which is not bad, but it's meh at the same time, since you regen for enough if you're Sabo or Blondie. Phasing is so-so. ES on kill is good. For EB trappers. Now, the main reason you used Tinkerskin is for it's cooldown recovery for throwing traps. They removed cooldown on spammy traps AND on trap support gem, allowing us to use up to 15 active traps, and only those Flamethrower etc, traps will have cooldown, and you will definitely not use those for clearing trash, when Lightning trap/Fire trap/Trap X skill, will destroy them, even on a 4 link.
So yeah, Tinkerskin will probably become situational item, I don't really see it being worth that much.
When something is not used by plenty of people, that items falls in price, not jump.
Zuletzt bearbeitet von Songweaver#4672 um 30.05.2018, 08:50:47
isnt its better now to use RoA for clear and blasrain for solo? both skills huge buffed
I guess you would have to input (in PoB) Blast Rain vs Shrapnel Shot to see what does more damage. (when it gets updated with the new skill gems, of course)
"
Psykrom schrieb:
afaik base trap limit is 15 after patchnotes and the POB link is dead due to skill tree changes being introduced.


Yes base 15 base limit. And then on top of that 3 from Skilltree. And if i remember right there is a elder/shaper fix for additional traps. So yeah 20 was wrong. 18 is what most people will get.

@Melanholic7: 2xShrapnelshot's jewel give you double dmg of the cone. I think Blastrain can't compete with that dmg.
"
Songweaver schrieb:

Look, Tinkerskin will probably be situational, and used mainly for EB trapper builds.
You receive measly healing, 100 life for one cluster of traps, which is not bad, but it's meh at the same time, since you regen for enough if you're Sabo or Blondie.


AFAIK, that is incorrect.

You get 100 Life per Trap triggered by an enemy. So, at the time the traps are armed, every trap with an enemy in its radius gets triggered, and AFTER that, chain reaction kicks in.

That is the only way that explains the massive charge gain of this build.
I ended up doing this build in the races... it was tuff with the cooldown and all the spawning but definitely loved the build and learned a few things that I think would help me knowledge wise when I start the new league here this Friday. I ended up getting the sunblast belt and tinkerskin plus the trap boots, at the point where I got tinkerskin the main reason for getting it was for the health regen and movability, the trap cooldown at that time had no effect. The health regen is insane and i think people underplay it, but i say give it a try then make a decision.

You did point out a few things with this that I think GGG/PoE should look at and that's the cooldowns on the trap unique gear... should the cooldowns on them be removed and changed out with something different?

This is also pre consumption and in the end we might need that cooldown after all... only time will tell ;D.

Beitrag melden

Konto melden:

Meldegrund

Weitere Informationen: