Video of some new 0.11.6 Trap Gems

"
Alfabetica wrote:


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).


Right, ignite status is useful on Molten, Fireball and Fire trap, forgot about Detonate and Discharge is well, not strictly fire but fine.
Useless on Flame Totem, Incinerate and Firestorm

The rest don't do direct damage so they can't ignite at all. Burning damage is a damage type, ignite is a status effect that does burning damage.

Still, the point is we got three elemental spells in fire category that do jack shit with their proprietary status effect while all lightning and fire spells can potentially cause meaningful status effect of their own. Perhaps that's in response to fire having a special support only for causing the elemental effect but some say it has something to do with fire being STR oriented and chance to ignite serves to compensate for lack of crits due to Resolute.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
I like this trap! :)
CASUAL GAMER
Really cool dude ;)
i fox widit
got to be good looking because im so hard too see.
This trap changes sounds amazing :)
This looks really good but I think that you need to change the way the multiple traps gem works to make pure trap builds viable. Instead of placing the traps in a straight line it should place them in the form of a small triangle so you can hit as many targets as possible in a group of monsters.
Ç̶̛̛̛̛̼̔̓͒̅̀̿̿̓͛́̊̎́͋͂͛̽̀͛͂̈́̐͐̋̈́̊͘͘̕͘͝r̷̢̢̛̝͇͍͕̯͓͍̟̣͙̜̟̘͓͓̦̖͔̝̭̯̬̺̀̊̈͛̒̈̈́̐̊̒̾͌͆̐͆̈́͛̐̀̃͗̿̀̏̏̌͘̚͜ͅͅơ̷̧̨̛̛̹͈̠̠̲̠̮̦̪͙̜͕̐̾̆̌͊́̆́̆̌͂̾͛͗̃͂̆̐͋̌̃̂͊̐̓͂̾̉̀̄͒̿͑̚͘͜͠͝͝ͅẃ̶̧̧͚̦̪̠̺͈̥͕̺͉̔̓͛̆͛̋̀́͒́̾̐̇́̆̐́̓̇̎͝͝͠͠͝ͅt̵̨̛̝͍͙͎̣̟͉̦̫͇̞̮͍̯͓̜̥̪̮̭͖͛͌͗̆̃̈̉̃̈́̈̋̏͋͛̓̓̎͛̽̊̈̑̐̿͗́̆́̾́͌͊͒̕̕̕̕͜͠͝ĕ̸̢̨̡͚̰̲͇̯̗̖̰̤̦̮͕͖͊̇i̴̡̧̧̡̡̧̢̨̠̻̻̞͉͇̟͎̳̖͔̝̦̦͉͇̱̜̣̖̱̬̹̗̬͉͙̲͖͇͇̝̯͓͎͍̻̯̔̄͋̓̀̀̂̿͛́̈̿̊͆̉͆̎́̉̂͑̄̃̐̅̿͑͛̌̓̋̉̈̋̓̐̈́̔͛̕͝͝͠ͅn̶̡̧̧̠͖̣̺͈̞̹͕͇̯̗̣̯̮̲̹̝̈́̌ͅ
Last edited by Crowtein#1029 on Sep 17, 2013, 6:10:07 PM
Lovely!
Playing since 0.9.2g
"
raics wrote:

Still, the point is we got three elemental spells in fire category that do jack shit with their proprietary status effect while all lightning and fire spells can potentially cause meaningful status effect of their own. Perhaps that's in response to fire having a special support only for causing the elemental effect but some say it has something to do with fire being STR oriented and chance to ignite serves to compensate for lack of crits due to Resolute.


If we had Ice or Lightning spells with the same mechanics as Incinerate, Flame totem or Firestorm their respective status ailments would be even less useful - you'd have difficulty meeting the damage thresholds to see any effect from them. It's just a result of the spells themselves more than a fire-specific thing.
trap updates are looking mighty fine

will be making a trapper when release happens

GO GGG
www.twitch.tv/knowfear823

IGN: knowfear
"
raics wrote:

The rest don't do direct damage so they can't ignite at all. Burning damage is a damage type, ignite is a status effect that does burning damage.


The ones that don't deal direct damage at all also have a support gem: increased burning damage. fire has 3 supports for its skills, lightning has 1, cold has 1, right?

Report Forum Post

Report Account:

Report Type

Additional Info