Video of some new 0.11.6 Trap Gems

Love all the attention given to traps lately. Last patch, not resetting the stack when you zone or upgrade a support gem (or an unlinked, unrelated gem in the same item, no less!) was huge boost to their fun-factor. Looking forward to testing out the new traps and support. Just really hope none of it is drop only because that shit just means that those who actually want to use it, have to trade for it.
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indczn wrote:
What makes you all think that GGG won't finally fix the DOT mechanics and interactions? Especially with something like multi-trap that has a pretty large effect on things like firetrap. Not to mention that whole release thing.


It would be broken, burning from different sources already stacks, if burn from same sources stacked too it would get pretty hairy. Imagine stepping into a perfectly innocent-looking hellion burn patch... oops, four hellions died there, game over.

However, there is one necessary exception to this, only one, Searing bond, if more than one ray touches an enemy it burns twice as fast.

Well, there is an underground movement determined to lobby for another exception to this rule or die trying - in favor of ignite status. As the things currently stand, shock is useful on all lightning spells, freeze is welcome on any cold spell, however, ignite works well on three out of six fire spells, on the rest of them it is beyond laughable. Now, if it stacked it would be a whole different story.
Wish the armchair developers would go back to developing armchairs.

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Last edited by raics#7540 on Sep 17, 2013, 12:23:55 PM
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raics wrote:
ignite works well on three out of six fire spells, on the rest of them it is beyond laughable. Now, if it stacked it would be a whole different story.


Wait:

Molten Shell, Detonate Dead, Discharge, Fire Trap, Fireball, Firestorm, Flame Totem, Incinerate, Searing Bond, Righteous Fire.

Fire Trap, Molten Shell (esp %) and Discharge are all AoE burst fire, so they're useful.

Searing Bond and Righteous Fire have implicit burning.

Fireball Ele Prolif is a build that pops up every once in a while.

Ignite on Detonate Dead makes 1-shotting mobs easier when you only need to have +~130% damage and the ignite (assuming 0 resist) to make it work (you can get 40% from 2 scepters and 41% from the templar passive tree start, without any extra sceptre mods or nodes or increased burning damage or criting).

Flame Totem, Incinerate and Firestorm are the only ones Ignite isn't strictly useful on (not really usable at all on Incinerate).
Not sure if this was mentioned before, but even though you throw 3 traps at the same time, only one gets consumed - same as with multistrike.

This... is gonna be awesome.
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HI

MMMMM Trap-a-licious)

cheers
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Nullus Anxietas:)
New trap suport gem - cast trap skill at cursor position instantly affects all monsters in area of its efect
Better dont quote me - often editing right after posting:)
Looks very nice. Would love to see what the changes to the tree would be before release.
I may actually move a character up finally.
Just too bad it'll be in standard since anarchy will be gone.
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So in essence, this will be like an LMP for traps? Or should I call this LMT? =P
Very nice gems. I like the purplish color of Lightning trap, it remembers me of an old discussion about how lightning effects look like cold ones (both are blue); GGG said it couldn't be helped, because they haven't found a satisfactory way to differentiate them. Now it seems they got it.
Eager to see what they will do in 1.00.0 version.
TRAPPER since February reporting in!

Loving ALL the traps buffs/changes and new things that come!
Been hoping for a trap unique for a long time, sweet sweet sweeeeeeeeeeeeeet!

Just hope firetraps aren't getting gimped with multiple traps, otherwise I might have to respec

+1 to cone
+1 to icon on skill which makes you select the thrown pattern
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