Fire Trap
" Alright, so it doesn't go through another crit check, but the DoT does increase in damage if the skill does crit. thanks |
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So with the new patch out I remembered that I have a 3L Searing touch in my stash. I wanted to try the new trap cooldown stuff, so I rolled a Marauder.
I use Fire Trap + Iron Will + Increased AOE in the Searing Touch. Other Skill Gems I have: Enduring Cry, Molten Shell, Shock Nova, Clarity, Purity, Elemental Weakness. The way Trap works now is just AWESOME. My entire gameplay is "lay and forget". I throw the traps and keep running. On fire res packs or bosses I throw in the Elemntal Weakness and a Molten Shell occasionally. All I wanted to say is, that it seems Fire Trap is a very valid main skill now. I love this character! I am at Cruel Barracks right now. My skill tree: http://www.pathofexile.com/passive-skill-tree/AAAAAgEAAnEEsxJpE1sUTRccGS4ZhRo4GmwkiySqJ-02xTbpOtg9D03YUFBUSVXGVdZYY18_YG1k52aecXl8u331gW-DOIx2jM-PRpBVnYCdrp48ogCnCKeEud3AGsT2xtjPZdDQ1I_YJNrd42rnUuw47w7vfPAf9kj60g== My current equipment: |
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Let me summarize Fire Trap skill as it is quite complicated one and I don't know if I understand it completely. I would love if someone correct mistakes.
STAGE 1: Character uses Fire Trap skill -- Trap can be layied in certain radius (around whole screen) -- Character can have up to three traps (four with passive) -- Character can stock up to three traps. Recharge period is 3 sec. -- Layied trap last 30 sec. LAYING SPEED -- Laying time is about 0.50 sec -- The distance between character and aiming point does not influence laying time -- Laying time can be modified by: ----- laying speed -- Laying time is independent on: ----- cast speed ----- attack speed STAGE 2: Trap is layied on certain point and the trap is created -- Trap is other entity, which uses player's modifiers similiary to totem -- Trap has 1 life -- Trap cannot be targetted, but can be killed by Area Skills -- After laying trap arming process is started -- Arming time is about 0.50 sec. -- Arming time cannot be modified -- Arming time is independent on: ----- cast speed ----- attack speed STAGE 3: Trap is armed and checks if there is enemy in trigger radius -- Trigger radius is about 10 -- Trigger radius is NOT area of effect -- Trigger radius modifier is: ----- trigger radius -- Trigger radius is indepenent on: ----- increased/more area of effect STAGE 4: Enemy is spotted inside trigger radius - trap detonates -- Detonation damage is fire, spell, area damage -- Detonation damage has base critical chance 5% -- It is a trap which deals damage, meaning: ----- Reflect damage is applied to trap (which is already dead) ----- Mana/life leech is applied to trap (which is already dead) -- Detonation has radius about 18 ----- Detonation radius can be modified by: -- increased/more area of effect -- Detonation damage can be modified by (like casual fire spell damage): ----- Spell damage ----- Fire damage (with spells) ----- Elemental damage (with spells) ----- Area Damage (including concentrated effect) ----- Critical chance (with spells) ----- Critical damage (with spells) ----- Added damage support gems -- Detonation damage is indepenent on: ----- Flat damage increases on equipment ----- Weapon's damage -- Detonation damage checks fire resistance, which can be lowered by: ----- Fire penetration ----- Flammability ----- Elemental weakness -- Detonation (as fire damage) can ignite (due to crit or chance to ignite) STAGE 5: Simultaneously burning patch is created -- Burining patch has base radius around 22 -- Burning patch radius can be modified by: ----- increased/more area of effect ----- yes, Concentrated Effect decreases burning patch's radius -- Burning patch last 8 sec. -- Burning patch time can be modified by increased duration -- Burning patch (de)buffs enemies in it's radius, which cause them to burn -- Debuff is burning damage. It is not area damage. -- Debuff cannot crit. -- Debuff does not hit. This means following gems/modifiers does not work with debuff. ----- Fire penetration gem ----- Increased item quantity gem ----- Increased item quality gem ----- Life/Mana gained of hit -- Those effects works with detonation, because that damages hits enemy. -- But increased item quality/quantity on gear works on enemies killed by debuff -- Debuff's damage is modified only by: ----- burning damage (currenly only available on passive skills, increased burning damage gem and searing touch) ----- Vulnerability curse -- Debuff's damage is not modified by Area Damage (including Concentrated Effect) -- Debuff's damage can work simultaneously with ignite's burning damage. This means enemy can be ignited by detonation and then burn by debuff. Both burnings will be applied at the same time. -- Debuff's damage checks fire resistance, which can be lowered by: ----- Flammability ----- Elemental weakness -- And it cannot be lowered by Fire Penetration http://www.pathofexile.com/forum/view-thread/73928 <-- [Newbie Friendly] Marauder Melee Build IGN: NinjaArabStrategist Last edited by NinjaArabStrategist#0191 on Sep 22, 2013, 6:25:55 PM
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Very nice summary.
I have a question to add to it: Does Life Leech gem work with the debuff? I tried it on my character, but since I have a relatively high life regen from passives I can't really tell if it does or does not work. |
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Fire Trap does not inflict a Debuff, technically.
Damage over Time cannot Leech. Additionally, as NinjaArab mentioned, the Trap would get the Leech anyways. (NinjaArab: it all looks correct to me EDIT: except the debuff bit I already mentioned of course) Last edited by Vipermagi#0984 on Sep 23, 2013, 5:20:55 PM
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Thanks for clearing.
So a dedicated Fire Trap build, which uses this skill as its main attack skill must look for an alternate way to leech. What comes closest to my mind is Molten Shell. Secondary would be Shock Nova with Static Blows, Elemental Proliferation, Faster Casting, Life Leech . Build would be: Cast Molten Shell -> gather Mob -> Elemental Weakness -> Nova, Nova, Nova, Nova -> Fire Trap Wonder if this is end game viable. I am farming merciless Fellshrine currently with this build at lvl 63. So far it seems good and my Searing Touch is only 3 link (Fire Trap, Increased Burning Damage, Fire Penetration (the explosion still deserves that)) |
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That's a really great summary, I was just about to ask a question about spell crits effecting FT but it already cleared it up. Thanks!
IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
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My research claims that "Less Damage" from "Multiple Traps" does not influence Burning Ground DoT damage.
Therefore 'increased trap's damage' from that belt, also won't apply. Can anyone confirm that? ~~nas http://www.pathofexile.com/forum/view-thread/73928 <-- [Newbie Friendly] Marauder Melee Build IGN: NinjaArabStrategist Last edited by NinjaArabStrategist#0191 on Sep 25, 2013, 10:04:07 AM
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Correct. 'Damage over Time' is not 'Damage', so Damage-specific modifiers do not apply to Damage over Time. This can change in the future.
The exception is when looking at Damage Taken modifiers, which does apply to Damage over Time as well as Damage (Shock increases Ignite damage). |
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What curse is best to use on enemies for maximum damage with fire trap: flammability or elemental weakness?
I'm running a searing touch and want to know if I only have 4L, which gems are best to use? I want to try FT//Increased Burning//Conc Effect//Multi Traps. What are your thoughts? GGG listens to its fans!!! Thank you!
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