Trap limit increase but still loads 3 traps max?

I'm playing a Shadow and Fire Trap is awesome, so I put a point into the skill that increases my number of active traps by 1.

However, Fire Trap (and all the other traps) still only count up to 3. So I can lay 4 traps, but still have to wait for the cooldown to replenish before I can lay the fourth?

I don't see how this is useful. By the time I charge another trap, the traps I've laid have already long triggered (I like to throw them at my feet when surrounded, then use Whirling Blades to escape and then rain Lightning Strike with Multiple Projectiles on them).

Is this the intended behaviour? And if so, does anyone actually lay 4 traps and kite a mob back into them? Personally I would prefer if the number of charges was increased to 4 as well.
Last edited by BurnOutBrighter#5741 on Aug 16, 2012, 11:57:18 PM
I have the same problem. What gives
If you have other trap types, you'll be able to lay down a combination of 4.
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MonopolyLegend wrote:
If you have other trap types, you'll be able to lay down a combination of 4.


Oh snap. Can't believe I didn't consider that :P

I suppose having two Fire Trap gems lets me put down 4 traps quickly too?
Currently, it might. I haven't tested that. However, if it does, I would assume it's a bug - you can do the same with minions right now, and that was confirmed to be a bug in the 'August update' thread. ;)
You could get increased critical strike + trap + fire storm + concentrated effect. Cast decoy totem, spam 4 traps and enjoy hell on earth.
I'm not a fan of critical firestorm, personally. My understanding of it is that the crit roll is rolled only one time, meaning either all of the fireballs will crit or none of them. Even if you do crit, each fireball does a minimal amount of damage on its own, meaning the burn doesn't hurt as badly (unless they stack?). Then there's the fact that not every fireball will actually hit your target(s), effectively wasting some of the damage from crits.
Last edited by MonopolyLegend#6284 on Aug 17, 2012, 4:08:18 AM
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MonopolyLegend wrote:
I'm not a fan of critical firestorm, personally. My understanding of it is that the crit roll is rolled only one time, meaning either all of the fireballs will crit or none of them. Even if you do crit, each fireball does a minimal amount of damage on its own, meaning the burn doesn't hurt as badly (unless they stack?). Then there's the fact that not every fireball will actually hit your target(s), effectively wasting some of the damage from crits.


Decoy totem forces monsters to rush the totem. When they reach their attack range, they do not move. concentrated effect reduces radius by 30% but increases dmg by 50%. Those *bombs* are going to hit.
Definitely sounds like a really fun build/strategy, but I can't imagine it being all that effective at clearing quickly at higher levels due to time it'd take to set up/having to wait on cooldowns. I've been known to be wrong before, though!
Last edited by MonopolyLegend#6284 on Aug 17, 2012, 5:23:09 AM
I am a ranger who uses bear and fire trap...

I am planning on putting a point into that skill as well (damn far),

since i'm using 2 type of traps, I see no problem in only be stacking up to 3 because technically I have 6 traps stocked up.

but what bothers me the most is the fact that every time I go to another map, the number of stocked up traps reset...

for example, the ship dungeon where you try to get your hands on the ghostly-fire-lamp-or-whatever-that-thing-is. ( I have been stop playing PoE for a while now x\ ) The flicker strike mob just bash me to death at the door while I usually use bear trap to deal w/ them

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