Let's kick-off the Incursion teaser cycle with a new unique item!
" Maybe your use to seeing it just for passives but this does not state passives so other forms of cast speed would apply. Last edited by Kavlor#3571 on May 14, 2018, 12:27:52 PM
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Some of the new trap skills scale with cast speed, no? One could probably try and build around that then.
"Into the Labyrinth!
left step, right step, step step, left left. Into the Labyrinth!" |
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Good idea for these gloves, but as mentioned before the lack of life (for a build type that struggles to get a good amount of effective HP) and competition with awesome Gloves of Shaping makes these undesirable.
Last edited by Unburied_One#7213 on May 14, 2018, 5:34:19 AM
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I haven't played traps much but everytime i have been trying to do so, manaproblems(not so much for leveling but -regen/no regen maps :cries:) and cooldowns quickly made me re-roll... this atleast solves 1 problem.
d:-D*
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" You're still eating a 30% reduction in total speed just for having the gloves on - GGG is generally pretty consistent about wording this kind of thing. That's a significant deficit to make up before you start seeing benefits from the secondary passive, which is part of my concern. It's not too often I'd be happy about eating a 30%+ reduction in cast speed, particularly for something like traps (where being mobile would be a bit better since I wouldn't be able to as reliably use leech to stay alive). I'm still not 100% convinced 10% increased AoE and a 10% chance to generate a charge is worth it. However, if it underperforms too badly, I don't see why they wouldn't (eventually) buff it in the end. Hell, I'm still wary of Doedre's Tenure/Malevolence, even though I already know that one maths out very much in my advantage. That's just me, though. |
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Looks good, but trappers need tree changes more than anything else they are the most point inefficient playstyle of any i've tried, extremely awkward to get a decent health/ES pool with any kind of defense post the double dip nerfs.
You generally end up with 160% life which kinda forces you into a belly or the like, these gloves provide some slight other options but i'm hoping overall you can make one with a nice 6k life that doesn't massively compromise on damage, miners are in a good spot hopefully trappers will get that too. |
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as long as GG puts 8/4 sec CD on traps who cares about Trapper uniques who would be nice if there would be no CD ... introducing Clearspeed Incursion league while giving us multiple 4/8 sec CD traps even with sabo + multiple ex worth of CD recovery boots and belts you still sit around at close to 2 sec cd while mines have no such thing and meta builds clear 3 screens with no cd either... and the aoe on explo trap etc is just garbage even if it was shown off without any aoe scaling 4 stack reave would probably still have bigger aoe than any of these traps + both aoe wheels + aoe gem
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" It's not 30% LESS throwing speed, just 30% reduced. The penalty is fairly easily overcome by the cast speed present on Frenzy Charges, Passives, and equipment into a net positive. It turns what was a useless junk stat you couldn't help but get around 30% of into a functional one for trappers. I imagine it also allows you to use a Faster Casting support on your non-cooldown trap, allowing you to fling traps way faster than ever before if you so desire. The new Cooldown traps (besides Siphon) already all benefit from Faster Casting. Since they have a cooldown, they don't really gain much other than speeding up the throw animation once per 8-4.5 seconds. I guess the gloves let you get back to throwing your non-cooldown trap a little faster, but that isn't a significant dps increase. My biggest complaint with the gloves is the lack of Life. A unique without Life needs to offer a substantial power increase to justify the loss of effective health, this one does not offer that kind of power. The idea for the gloves is good in that you can now take advantage of cast speed, but few trappers would ever get much more than 40-50%. And while being able to use Faster Casting support is cool, traps are not lacking powerful support gems. I can't give up Life, resists, and mana for 10-20% throw speed. Add in the fact that these gloves are competing in a slot that could be giving me another 6 link with life, mana, cast speed, and trap damage. Or a 5 link with with an extra trap thrown (potential huge power increase) with Life, Mana, and Cast Speed. There's no way I'm touching these gloves. The other seemingly good part of the Slavedriver's Hand is the Blood Magic for traps, but this is a solution for a problem that shouldn't exist in the first place. I'm perplexed why traps still apparently have the mana cost problem. They have enough drawbacks mechanically (cannot leech in any way, no trap echo) that they should not have such a steep endgame mana cost in a 6 link. I'm not saying they should be attack skills with trivial mana costs, but substantially cheaper for the traps without cooldowns, somewhere in the 10-15 mana range at level 20). The cooldown traps can keep their high mana costs. TLDR: GGG add Life to these Slavedriver's Hand Gloves! Substantially reduce mana costs for traps skills without cooldowns at level 20 (if you haven't already)! The Blood Magic on Slavedriver's Hand will still make sense when people are at 5 trap throws per second with a bunch of cast/throw speed! Last edited by Unburied_One#7213 on May 14, 2018, 1:18:57 PM
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I think some folks need perspective. Not every unique needs to be designed to be BIS.
I think it's very reasonable to have some nice gloves, which these are, until you find the best solution for your build. The expectations that all unique have life, or tri res, or +skill modifiers are just unrealistic and contribute even more to power creep. *Note: we haven't even seen the trap balanicng and changes yet. "Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln |
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no life.....garbage.
learning is a painful process ... knowledge is the most deadly weapon.
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