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ChiefBrewmaster wrote:
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soulsofblack93 wrote:
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ChiefBrewmaster wrote:
A very noob questions
I saw that there are changes in 3.8 to staves and daggers and wands and that they can roll +1-+3 gem levels and global gems levels as well?
Would bow still be advised for the build? (I know you indicated earlier the quiver gives life and crit)
Cheers
Edit: I realize without bow you cannot do 2x 6link but was wondering would the caster 1 handed + 2 handed global gem level offset that
I don't fully know the new mechanics and the upcoming +x to global gems stuff so i will only theorycraft now.If we can get global fire or spell gems to 1h weapons then 1h+shield or dual wielding even might be good with a 4-link flamethrower or fire trap and a 6-link other one.Staffs are already in good position so if you like using one, go ahead but you will lose life and some other stats.You can 6-link a staff btw.I'm not sure if you mistyped there.After patch goes live, i need to do some math but i need to see every new affixes that they added to the weapons first.
Thank you, please keep us updated
Here's the exact wording
Caster oriented one-handed weapons will now be able to roll some new modifiers that grant +1 to all Fire, Cold, Lightning, Physical or Chaos Spell Skill Gems, not just ones socketed in the item (Sceptres will not have the Chaos Spell Gem mod available). Staves will able to roll a modifier that grants +1 to 2 instead, and have a rarer higher tier +3 modifier available. One handed caster weapons will be able to roll a very rare additional mod that grants +1 to all Spell Gems, and the Staff version of the modifier will grant +1 to 2 to all Spell Gems. These weapons will no longer be able to roll equivalent modifiers that only applied to socketed gems.
It's worth noting that these new modifiers don't apply to Support Gems.
Daggers and Warstaves that can't roll caster modifiers will still be able to roll the old local elemental gem modifiers, and all non-caster weapon types will still be able to roll any existing local gem modifiers like +1 to socketed Bow gems.
There are a number of consequences of these changes. Because the global gem modifiers are much more powerful than the previous local modifiers, we've removed the low level crafting recipe that added +1 to level of socketed Fire/Cold/Lightning/Chaos gems. This recipe has been replaced with a similar one that applies added fire/cold/lightning damage to spells and takes the rarity of the item into account to determine the mod's tier. There is currently no replacement for the Chaos recipe.
I was actually writing about this when servers went down so i couldn't post it :)
If i'm not missing anything,this means you can get +1 fire and +1 spell on a 1-handed caster weapon which results in +2level for fire trap.If we dual wield that,it means +4gems.Then you will lose 2 gem links from your fire or flamethrower traps.The weapons of course will have additional stats like spell damage,crit,crit multi but they mentioned that the +1 spell gems modifier is very rare so i doubt we can find a good 1-handed on a budget price.With some average weapons the damage of your new 4-linked trap still seems worse than a 6-link bow/staff.But on the other hand, 6-link ones gets a big buff so this might actually worth the investment but we need to see the prices on those wands,daggers first.I think this opens up a new competitive playstyle against bow/staff so anyone who is interested in dagger/wands should go for it.I'm sure the result will be fine :)
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Will you update the build or you are not playing this league with this one.
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Posted byMiguelFg#3451on Sep 6, 2019, 3:33:10 PM
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MiguelFg wrote:
Will you update the build or you are not playing this league with this one.
I'm with Tarke on this one - http://poeurl.com/cySd
Did not pick chain reaction, because you'll have shitload of trap trigger aoe, removes the need for chain reaction, as always.
Last edited by Songweaver#4672 on Sep 6, 2019, 3:44:35 PM
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Posted bySongweaver#4672on Sep 6, 2019, 3:41:54 PM
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Currently playing the build, using pyroblast mine for clearing and fire trap/flamethower for boss or hard mobs.
Level 55 - 8k fire trap tool tip - 1.8k hp
Character KalzGG
Last edited by Khalz#4147 on Sep 7, 2019, 3:39:03 AM
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Posted byKhalz#4147on Sep 7, 2019, 3:37:57 AM
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Hi, thanks for the build, I'm absolutely loving it so far.
I had some troubles in acts 4-5 but that's because I was underleveled I think.
This build seems so OP for the new TD mechanics, I'm farming act 9 aqueduct currently and I don't even need towers to finish the encounter, the damage is insane even with 4L. High-tier maps encounters will be much harder probably but we'll see.
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Posted bytedbear2009#2371on Sep 7, 2019, 7:35:54 AM
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MiguelFg wrote:
Will you update the build or you are not playing this league with this one.
Build is already updated what do you mean? I'm currently playing a totem build so i don't know if i will play trap soon.I recently played it in 3.6 and nothing has changed.Check the patch notes section if you have any questions.
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tedbear2009 wrote:
Hi, thanks for the build, I'm absolutely loving it so far.
I had some troubles in acts 4-5 but that's because I was underleveled I think.
This build seems so OP for the new TD mechanics, I'm farming act 9 aqueduct currently and I don't even need towers to finish the encounter, the damage is insane even with 4L. High-tier maps encounters will be much harder probably but we'll see.
Glad you are enjoying it.Higher tier will be harder for sure but once you have the gem levels and the gear,i'm sure it will be piece of cake :)
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Songweaver wrote:
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MiguelFg wrote:
Will you update the build or you are not playing this league with this one.
I'm with Tarke on this one - http://poeurl.com/cySd
Did not pick chain reaction, because you'll have shitload of trap trigger aoe, removes the need for chain reaction, as always.
Do you think it is worth to take trap trigger area of effect nodes when i prefer to go into chain reaction?
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Posted bySessvisto#2703on Sep 7, 2019, 2:39:13 PM
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i can use any 50+ lvl bow or need only short bow? can i use imperial bow and use essence for it?
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Posted byVzorX#7173on Sep 7, 2019, 2:48:24 PM
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Anyone knows when i'm using Tinkerskin and Chain Reaction, then when i put 3 traps on mobs, then i will revive 300 hp (because all traps were triggered by monsters) or i will revive 100 hp, because one trap triggered others?
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Posted bySessvisto#2703on Sep 7, 2019, 3:30:23 PM
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