1.0 "It's a Trap" Tyrliths Endgame Trapper - HC+ VIABLE! "WE ARE FINE"!
also, ill be revisiting all the current video materials to include gameplay based on gifts from above.
it has made this build significantly more potent Last edited by Tyrlith#3242 on Oct 11, 2013, 5:23:42 AM
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Ehy man, the first trapper is talking to you XD
Wonder how much mana and mana regen you have |
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" mana regen is about 200 + for me atm, with about 1300 mana (450+ for use of throwing traps after reserve with an avg cost between 130-150 mana per trap deploy) im still missing some mana nodes out of the full 120 build, should be corrected soon Last edited by Tyrlith#3242 on Oct 11, 2013, 9:03:23 AM
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reformatted the OP today, going to see if i have some time to capture some 72+ solo maps
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Just wondering, why do you have an un needed +10 int node at the left of the middle of the tree, while you could spend it on either +30 int next to it, or secrets of the order in the Templar area.
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a remainder of build changes.
thanks for informing will be relocated |
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Hi i grabbed the leak skilltree and planned a 120 nodes build with photoshop.
"use arrow keys for easy navigation" this is the results. "instant boom is only avialable to mines, or using reduced duration on each skill hence i will be ignoring it" Gains, +1% life regen<- good +trap nodes, including trap immunity <- good. (assuption 2 more +1 trap nodes, increasing the grand total to 9 wich would allow for all 3 skills to be deployed before firing x3 multi) consider you can now drop 7 traps, with 3x3 charges totalling 9 on a single trap, we are talking high chance of passive tree trap incease by atleast 2 more traps, to allow single trap multitrap to deploy 9 traps " basicly increasing the dps" Loses, - some strength, requiring me to use atrizi over eye. "not a big problem." - Crit, in favor of the new trap nodes There is a high chance that SPELL dmg will not be the main scaling for traps anymore, or something along the lines of RF not aplying to them. im keeping my options open regarding this matter(im assuming here that they are implementing DAMAGE nodes for traps, this to not be able to gain trapdmg purely off gear,like other classes you will most likely need to spec atleast some damage nodes). Fire trap on a +1+2 wand is simply too powerfull with RF. "conc/chd lvl 23 firetrap with significant crit mult can oneshot anything in this game apperantly" heres the actual edit, on top of the tree with remarks on the new nodes reminder, this isnt the finalised tree, some changes might occur. ![]() Last edited by Tyrlith#3242 on Oct 16, 2013, 10:22:03 AM
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updated the 1.0 skilltree image, had infact 121 before, has 120 exactly now.
also identified another trap cluster below ranger. placed several comments over the skilltree |
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What bandits do you help?
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spell dmg (wand) vs elemental dmg (mace/scepter). Which one yield or scale more dmg?
Last edited by shunwukon#3376 on Oct 16, 2013, 9:50:02 PM
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