[1.0.2] Tri Element Trapper

entropy has 27% DoT increase, worth it or not?

just a little curiosity, the avg dmg for my fire trap is only 740 (no buff). I feel it is kinda low because I focus on critical chance at my dagger and shield instead of spell dmg. I am at 31.8 crit chance at lv65. Opinion? Is it enough or need to buy better equip?

current wpn:


Feel kinda slow clearing monsters compared to other people at docks farm area (or they just have crazy gears, I don't know, they are just strangers).
Currently using 4L fire trap - fire pen - inc burn dmg - multiple traps (i ditch ele prolif for inc burn). Will add conc. effect when I got 5L.

Any opinion is very welcomed.


Last edited by kopisusu#7688 on Dec 11, 2013, 9:03:20 AM
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kopisusu wrote:
entropy has 27% DoT increase, worth it or not?

just a little curiosity, the avg dmg for my fire trap is only 740 (no buff). I feel it is kinda low because I focus on critical chance at my dagger and shield instead of spell dmg. I am at 31.8 crit chance at lv65. Opinion? Is it enough or need to buy better equip?

current wpn:


Feel kinda slow clearing monsters compared to other people at docks farm area (or they just have crazy gears, I don't know, they are just strangers).
Currently using 4L fire trap - fire pen - inc burn dmg - multiple traps (i ditch ele prolif for inc burn). Will add conc. effect when I got 5L.

Any opinion is very welcomed.


Getting the 5L/conc. effect is a big DPS boost. My DPS 4L/without conc. effect : 1016. DPS 5L/with conc. effect : 1700.
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Smerte wrote:



Getting the 5L/conc. effect is a big DPS boost. My DPS 4L/without conc. effect : 1016. DPS 5L/with conc. effect : 1700.

that will be my next target (price is really high atm, and I haven't got the money for now).
What do you guys think about going for the "Blast Radius" notable passive via "Deep Wisdom"? The effect would be like another 'little' carcass jack and from the int passive beneath Eldritch Battery it's 'only' 6 points - I am considering this now because I'm about to hit 80 and doing the solo grinding I am, I don't feel like going for survivability but more DAMAGE x) ...Thoughts?
Shock nova not hitting the enemies in the centre of the aoe.. isnt that a problem? Why not use storm call or sumthing else..
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nightblade157 wrote:
Shock nova not hitting the enemies in the centre of the aoe.. isnt that a problem? Why not use storm call or sumthing else..

Since shock nova is linked with multiple traps when you throw three of them the circles overlap each other and pretty much hit everything that your three fire traps do. Every once in a while some mobs won't be hit but since you're using elemental proliferation it doesn't matter much (the purpose of the shock traps is to shock/flip on elemental euilibrium - dmg mainly comes from fire traps).

Edit:
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Chris wrote:
We're also looking at buffing various fire skills and damage support gems in this patch.
http://www.pathofexile.com/forum/view-thread/696011

Please buff fire trap lulz
Last edited by ender9#4588 on Dec 11, 2013, 11:18:26 PM
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ender9 wrote:
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nightblade157 wrote:
Shock nova not hitting the enemies in the centre of the aoe.. isnt that a problem? Why not use storm call or sumthing else..

Since shock nova is linked with multiple traps when you throw three of them the circles overlap each other and pretty much hit everything that your three fire traps do. Every once in a while some mobs won't be hit but since you're using elemental proliferation it doesn't matter much (the purpose of the shock traps is to shock/flip on elemental euilibrium - dmg mainly comes from fire traps).

Edit:
"
Chris wrote:
We're also looking at buffing various fire skills and damage support gems in this patch.
http://www.pathofexile.com/forum/view-thread/696011

Please buff fire trap lulz


ahh i see thanks for clearing it up
Got a question about mechanics behind EE:

so I think this is what happens in lets say the first 3-step attack:

1. first hit "Ice nova trap" = Mob gets normal cold dmg, then Mob gets " + % " Cold Resist and " - % " Fire/Lightning Resists

2. second hit "Shock nova trap" = Mob gets more Lightning dmg, then Mob gets " + % " Lightning Resist and " - % " fire/Cold Resists

3. third hit " Fire trap " = Mob gets more Fire dmg, then Mob get " + % " Fire Resist and " - % " Lightning/Cold Resists



Everything looks fine, but I think there is a tiny flaw.

1. The traps triggers depending on their radius, so you use multi-traps and if for i.e. the ice nova traps are about to hit the mob, it will trigger the closest trap then the next ones. That means only the first ice nova trap will benefit from EE and the rest will cause less dmg because the mob cold resist will increase after the first hit.

2. Then the shock nova traps are ok since you made them to trigger immediately (the sunlast + reduced duration)

3. The fire traps will experience similar mechanics as the ice nova traps. The explosion of the first trap will cause the most dmg and the ignition may occur and proliferate amongst the mob (the best case scenario). It is ok but the second and third trap would not benefit from EE because they will explode over the mob causing less damage because of the increased fire resists .

I guess you have to use reduced duration on fire traps as well so that you can fully utilize the 3 traps
Last edited by emil1979#5604 on Dec 12, 2013, 3:50:47 AM
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emil1979 wrote:
Got a question about mechanics behind EE:

so I think this is what happens in lets say the first 3-step attack:

1. first hit "Ice nova trap" = Mob gets normal cold dmg, then Mob gets " + % " Cold Resist and " - % " Fire/Lightning Resists

2. second hit "Shock nova trap" = Mob gets more Lightning dmg, then Mob gets " + % " Lightning Resist and " - % " fire/Cold Resists

3. third hit " Fire trap " = Mob gets more Fire dmg, then Mob get " + % " Fire Resist and " - % " Lightning/Cold Resists



Everything looks fine, but I think there is a tiny flaw.

1. The traps triggers depending on their radius, so you use multi-traps and if for i.e. the ice nova traps are about to hit the mob, it will trigger the closest trap then the next ones. That means only the first ice nova trap will benefit from EE and the rest will cause less dmg because the mob cold resist will increase after the first hit.

2. Then the shock nova traps are ok since you made them to trigger immediately (the sunlast + reduced duration)

3. The fire traps will experience similar mechanics as the ice nova traps. The explosion of the first trap will cause the most dmg and the ignition may occur and proliferate amongst the mob (the best case scenario). It is ok but the second and third trap would not benefit from EE because they will explode over the mob causing less damage because of the increased fire resists .

I guess you have to use reduced duration on fire traps as well so that you can fully utilize the 3 traps
You shouldnt be using multiple traps on your ice nova. And that's also the wrong order when using traps :
"Shock Nova Trap (Instantly explodes because of Belt + Reduced Duration)
Fire Trap
Ice Nova Trap (Instantly explodes as well)

This gives your first blow shock stacks and flips on EE. Fire Traps is next, causing huge damage and leaving a burning ground. Since at this point, EE causes them to be resistant to Fire, your Ice Nova Trap lands, causing the monsters to freeze, become -50% once again to fire, and stand there burning in Fire Traps wake."
The order is not wrong if you repeat the the 3-step attack in a cycle you would end up with the same sequence as you described it.
The ice trap set - yes you are right. Anyway, to me the use of ice nova traps does not look feasible because the ice nova might not spread entirely over a big mob or the trap may fall beside. That means that part of mobs will not be affected.



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emil1979 wrote:
Got a question about mechanics behind EE:


3. The fire traps will experience similar mechanics as the ice nova traps. The explosion of the first trap will cause the most dmg and the ignition may occur and proliferate amongst the mob (the best case scenario). It is ok but the second and third trap would not benefit from EE because they will explode over the mob causing less damage because of the increased fire resists .



Here I did not state it clearly , I meant when you throw the set of three fire traps they do not explode simultaneously. So it may happen that only a single fire trap triggers at first. Then you got the big hit and the mob will get + %fire resist (because of EE). As the crowd approaches the second and final fire traps , the explosion will do lesser damage since they will be already with higher fire resistance (caused by the first explosion ).
Last edited by emil1979#5604 on Dec 12, 2013, 7:08:48 AM

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