So we heard you wanted to reduce your trap cooldown...

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ScrotieMcB написал:


FTFY
Скрытый текст
I'm on my phone, that's the best I could do
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
I gotta say, that sounds really really underwhelming. Like, a complete waste of a link on literally everything but conversion trap.


Honestly, traps already use up a lot of sockets with multitrap/clustertrap on top of the various other supports used to support the spell/attack/whatever damage and the usability. And god help you if you're using the Trap gem in the mix too, that's another link down (too bad, too, cuz at 4 seconds it could really use the cooldown improvement). I don't see how anyone would be expected to actually make use of this support for any remotely damage/clearing oriented trap, and there's not really any other type of trap usage out there.



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Perq написал:
Afair, traps didn't have that many supports, back in the days I was playing. We've got Trap/Mine Damage now, so not so sure about that. More choice is still better, amarito?


damn near every damage trap has a boatload of useful supports, because in addition to the trap/mine damage gem and multitrap (and soon clustertrap), most can also be supported by the type of stuff you use to support attacks or spells or whatever.

Like, i've got a character using blast rain traps. Trap/mine damage would be about 10th on the list for support gems i would link because there's so many above it

in rough order of importance:

-blast rain (obviously)
-trap (obviously)
-multitrap
-weapon elemental damage
-pointblank (assuming i don't have the keystone, though i do)
-ppad
-fire penetration
-added fire
-increased aoe (better clearing and more capability to overlap on targets)
-concentrated effect (higher damage amp than added fire, but i'd rather not lower my AoE. I'd still take it over trap/mine damage though)
-then finally trap/mine damage


and most traps, be they spell or attack or DoT, pre-packaged or not (besides bear trap, which is slightly more limited as it's secondary damage, which is a pain to support) tend to follow in this manner, though not quite to the extreme i had to sort through; there's a whole lot of good supports available to the style, and i don't see this cooldown gem pushing any of them out, it compromises the damage too much for relatively little alternative gain... it'd be like expecting faster attacks to push melee phys or weapon ele damage out of a setup: you'd be making more frequent actions at less damage per attack and less overall dps, whilst also hurting your one-shot/stun/elemental-ailment potential and paying more mana per time. Its use in any damage trap would just be poor mathematical planning.
Последняя редакция: Shppy#6163. Время: 18 февр. 2016 г., 02:09:57
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Shppy написал:

Honestly, traps already use up a lot of sockets with multitrap/clustertrap on top of the various other supports used to support the spell/attack/whatever damage and the usability. And god help you if you're using the Trap gem in the mix too, that's another link down (too bad, too, cuz at 4 seconds it could really use the cooldown improvement). I don't see how anyone would be expected to actually make use of this support for any remotely damage/clearing oriented trap, and there's not really any other type of trap usage out there.


Trap support is +39% more damage at lvl 20. It's a fiar trade for spell echo that would normally occupy its place.

This gem, sunblast belt and new trap jewels will allow me to build Cold Snap / Ice Nova grenadier. And no, not Saboteur :)
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Turbodevil написал:
Trap support is +39% more damage at lvl 20. It's a fiar trade for spell echo that would normally occupy its place.

This gem, sunblast belt and new trap jewels will allow me to build Cold Snap / Ice Nova grenadier. And no, not Saboteur :)


Except Spell Echo is a 52.1% dps amp at level 20. And doesn't restrict your sustained dps with cooldowns.

Don't get me wrong, I like the Trap support (aside from the unjustly-long cd) and appreciate the damage boost, but it's got nothing on spell echo.
Последняя редакция: Shppy#6163. Время: 18 февр. 2016 г., 02:03:14
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Shppy написал:

Except Spell Echo is a 52.1% dps amp at level 20. And doesn't restrict your sustained dps with cooldowns.

Don't get me wrong, I like the Trap support (aside from the unjustly-long cd) and appreciate the damage boost, but it's got nothing on spell echo.


Isn't trap casting speed 0.5 second regardless of skill? If so, it's HUGE damage increase on slow spells, like Ice nova (80% more dps just thanks to casting speed), further improved by 39% More damage, if only there was a way to bypass the cooldown... Oh wait, they just released the way :P

And I can have 3 Ice nova per cast thanks to multitrap.

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Последняя редакция: Turbodevil#3930. Время: 18 февр. 2016 г., 02:09:03
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Turbodevil написал:
Isn't trap casting speed 0.5 second regardless of skill? If so, it's HUGE damage increase on slow spells, like Ice nova (80% more dps just thanks to casting speed), further improved by 39% More damage, if only there was a way to bypass the cooldown... Oh wait, they just released the way :P

And I can have 3 Ice nova per cast thanks to multitrap.




Nope, 1 second cast time, and it needs its own more-difficult-to-acquire stat to speed up (it's pretty much only available through the passive tree, aside from a couple uniques).

And 30% increased recovery speed at level 1 isn't bypassing cooldowns, it's just allowing you to throw them 30% more frequently (assuming you have no other increased recovery speed... if you did it'd be even less of a frequency amp). Compare that to the damage support you'd be leaving out to take that, which would likely provide some 30-40% more damage at level 1, and you'd actually be killing your sustained dps and especially your single-use damage in taking it.
Последняя редакция: Shppy#6163. Время: 18 февр. 2016 г., 02:18:35
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Shppy написал:

Nope, 1 second cast time, and it needs its own more-difficult-to-acquire stat to speed up (it's pretty much only available through the passive tree, aside from a couple uniques).

And 30% increased recovery speed at level 1 isn't bypassing cooldowns, it's just allowing you to throw them 30% more frequently (assuming you have no other increased recovery speed... if you did it'd be even less of a frequency amp). Compare that to the damage support you'd be leaving out to take that, which would likely provide some 30-40% more damage at level 1, and you'd actually be killing your sustained dps and especially your single-use damage in taking it.

My bad about cast time, ty for providing accurate info.

Disagree about not bypassing cooldown. What you are saying is true if I stay in one place and spem skill. What reallky happes is: I cast skill, move around, avoid attacks, cast other spells, pick loot... at some point cooldown revcovery will allow me to dps without any noticable downtime. Ofc there is matter of tough enemies, I plan to cover them by having two trap dps skills on my bar (new ice trap + ice nova in deerstalker? Need to think it thorugh once stats are known)

Disagree about killing my sustained damage too. Trap allow me to use multiple traps. I can cast three overlapping ice nova (cold snaps? ice traps? so many choices :) ) in one cast at 21% less damage. If all 3 hits the target, he takes 137% more damage than single skill cast. And he can be crit three times, which sounds perfect for applying freeze to boost my defences.

More importantly, I can cast ice nova at my cursor, countering its biggest downside.
Not a signature.
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Jonmcdonald написал:
I have a question, now that I think about it.

There are other skills that use cooldowns and charge-based usage (Frost Wall, Desecrate, Flame Dash).

So why not just have it work with all of them and call it "Cooldown Recovery?"

Or even "Charge Recovery" to be clear it doesn't have any effect on cooldown skills without multiple uses (Flicker Strike, Blink Arrow, Warcries, Golems, Phase Run)

I don't think it would be overpowered for any of the multiple use ones to cool down faster. It's not like they're used as primary damage skills like traps are.


Good point, +1

Последняя редакция: GeorgAnatoly#4189. Время: 18 февр. 2016 г., 03:57:34
I'd personally not use this, waste of a link that I could get damage from.
I'd rather kill enemies 1 trap faster, than throw 1 additional trap.

Put this shit in the Passive Tree, or make it a Unique Jewel.
Unless this new Support Gem have the most absurd scaling pr. level, I doubt anyone than niche-players will use it.
Participated in the working of the Dyadus Avatar of Fire Templar:
http://www.pathofexile.com/forum/view-thread/896505
Последняя редакция: Derpey#6519. Время: 18 февр. 2016 г., 04:06:27
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ScrotieMcB написал:


FTFY
Скрытый текст
I'm on my phone, that's the best I could do




Maybe 'faster recovery' would fit it, to complete the 'faster' trio, and it should be red.

Wish the armchair developers would go back to developing armchairs.

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Последняя редакция: raics#7540. Время: 18 февр. 2016 г., 04:06:16

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