How does the Bomb Specialist bonus work?

Agree with the 10% reduced mana cost. Trap and mine have ridiculous aman consumption. Some reduced mana cost from Saboteur can help a lot, while giving more incentive to player to pick Saboteur as trapper/miner (if you go sunblast path as trapper, you probably won't pick Saboteur).
(╯°□°)╯︵ ┻━┻
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Mark_GGG wrote:
The only time the player has traps is when they're placed in the world. A number of cooldowns on a trap skill is not a number of traps.

This is supposed to be worded exactly as the bonuses per minion, but I've discovered those were changed after the point those descriptions were finalised, without being re-checked. Fixing this is on my to-do list, but may not make it into the initial ascendancy patch.


So, the bonus promotes NOT detonating traps and mines? You want us to play trap / mine build and reward us with bonusses for NOT blowing things up with them? Shouldn't it be the other way around? "For each trap/mine triggered recently you gain +x% damage/ =x% inc aoe" or something similar?

I hate the idea of "here's the power you get for NOT using the skill to kill enemies"
Not a signature.
Can we also clarify whether the "10% chance for trap to trigger an additional time" works the same way as the Unstable Payload Unique Cobalt Jewel, where the trap does not 'trigger' a second time but 're-arms' after trigger so it can be triggered again?
Coz currently Unstable Payload is trash, and if it is the same mechanic it would also make that part of Bomb Specialist trash. Which is really disappointing because I've just started to enjoy playing as a trapper.

I would suggest either change the mechanics so that the traps will ACTIVATE/explode/'go boom' twice. Or drastically increase the chance of this kind of 'trigger twice' (both jewel and ascendancy). Because at the moment, either you one shot or monsters would move away from your initial trap location, both makes the 'trigger twice' mechanic close to useless.
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sinxyc wrote:
Can we also clarify whether the "10% chance for trap to trigger an additional time" works the same way as the Unstable Payload Unique Cobalt Jewel, where the trap does not 'trigger' a second time but 're-arms' after trigger so it can be triggered again?

It's word-for-word the exact same modifier, so yes, it is the same modifier.
Does the "You gain 8% increased Damage for each Trap" applies to the spawned minions from those traps? I know minions don't get bonus dmg from traps and mines, but this seems to be a general bonus dmg% applied to everything, eg 5 active mines = 40% increased dmg...

And since this is related, does the "30% increased damage against blinded enemies" applies to the dmg dealt by my minions?

thanks!
Last edited by D3adGh0st on Nov 27, 2016, 8:48:18 PM
Minions don't get your Trap bonuses, correct.
They also don't get your generic Damage bonuses.

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