Can be somewhat difficult to get a lot of movement speed on the character, which is its only real limiter for clear speed. Have to use a mana flask and clarity, or eldritch battery, until you can get The Slavedriver's Hand Very early in the league, the key unique items can be moderately expensive, costing as much as 2div for each of the wands and gloves. Most players really like the build but it's the biggest complaint. Can feel squishy on a low investment, if you haven't yet learned the playstyle or obtained a tinkerskin or glorious vanity. A simple 30% more damage multiplier from lowlife Pain Attunement is simply unable to compete in dps. Overall at 10 maximum charges, my power charges quintuple (5x) my dps, and my frenzy charges triple (3x) my dps. This is in addition to everything else in the passive tree, on gear, and from jewels. At 10 maximum power/frenzy charges we get a total of 620% increased spell damage, 480% increased critical strike chance, 200% critical strike multiplier, 100% trap trigger radius, 40% MORE damage, 100% increased trap throwing speed, 40% increased cast speed (converted to increased trap throwing speed), 40% movement speed and 80% increased mana regen. Each frenzy charge (max frenzy charges are equal to max power charges) gives us the following bonuses:Ĥ% MORE damage, 10% trap throwing speed, 4% cast speed, 4% movement speed. Each maximum Power Charge gives This build the following bonuses: 62% increased spell damage, 48% increased critical strike chance, 20% Critical Damage Multiplier, 10% Trap trigger radius, and 8% increased mana regeneration. Getting more than 10 however can be exceptionally expensive (100+ Div per additional charge). Getting 9 to 10 maximum power charges is very doable with a mild investment. * Bonuses such as "If you haven't killed recently", and "If you haven't crit recently" will ALWAYS be active * Modifiers such as "If you've killed recently" and "Chance to Gain _ on critical strike" and "Curse enemies with _ on hit" will NEVER grant you their bonus with trap hits/kills. This means reflected damage hits the trap instead of you, the traps leech instead of you, and they are hitting/killing instead of you. * Traps count as their own entity, and gain hit and kill credit. There is a unique pair of gloves that allows cast speed to affect trap throwing speed. * By default, only trap throwing speed modifiers and action speed modifiers (such as tailwind) can affect the speed you throw traps. Simply pressing one button to place the trap is enough. * Unlike mines, traps trigger simply for being near an enemy, and do not require you to detonate them with a second button. This is why bosses like shaper can be instantaneously phased (killed in final phase) if your damage is high enough. You can 'store' multiple seconds worth of traps (dps) on the ground, to be instantly triggered when an enemy becomes damageable. In sustained trap throwing you could have over twice as much dps as PoB calculates you at. PoB doesnt calculate Average traps per throw (1.6 with swift assembly lvl 20), Chance for traps to trigger twice (25% from ascendancy, 10% from clever construction notable), or double hits from divergent lightning trap or other methods of returning projectiles. If you are willing to sacrifice almost all survivability, i've seen one player have over 200mil dps on poe.ninja. If you are willing to make some sacrifices for survivability, 40-50mil dps is absolutely achievable. I was the highest lightning trap dps character on poe.ninja in archnemesis league while still having 4.7k life, 2k energy shield, and 20,000 evasion rating. I've played this build twice in two leagues and both times got to over 25mil PoB boss dps. Enough I can turn boss kills into gifs (30+ mil) * THESE GIFS ARENT INTENDED TO BE AN EXPECTATION OF WHAT THE BUILD SHOULD BE ABLE TO DO ON A SMALL BUDGET, BUT RATHER WHAT THE BUILD IS CAPABLE OF ON A LARGE BUDGET
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