Asking for Feedback

Just started playing recently, and have an idea for my next character. Wanted to get some feedback before I begin.

I've been reading some on the forums, and watched a PVP tournament video. I came away with the understanding that people stack insane defenses and insane offense so that most engagements last just a few seconds. So here is my idea for offense:

1. Bear trap + Assassin ascendancy for unblockable, unevadable 95% crits.
2. Stack trap damage and crit multipliers and added fire damage.

The questions I have:
- Any reason that wouldn't do tons of damage?
- Is it worth it trying to convert it to Fire or Chaos damage?
- Would Flame trap be better, if I had the spell block reduction gem and +spell damage stuff?
- Any gotta-have gems or equipment for a build like this?

Thanks!
Last bumped on Apr 4, 2016, 5:30:08 PM
Welcome!

I unfortunately do not know that much about traps, just that they are extremely OP so you probably can't go wrong. The trade off is, you are easily 1-shottable by most attacks and in a 1v1 arena it'd be easy to get you with ea spamming. Some people have fun with traps in sarn. Big glacial cascade trap/mines that take up damn near the whole screen lol.

Good luck!
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with current pvp meta traps are not viable anymore.
yes probabily the dmg will be somewhat good, but you cant compete with other specs out now.
in the past with 75/75 block and 14k ES i was able to tank dmg while trying to lure opponent into traps, but now with bcr and all other things you cant tank so easy, so you dont have to hit the opponent.
PvP Team Omniscient

IGN: aBearTrap / AnExplosiveArrow

[quote="MullaXul"]ICU + alpha, bad idea[/quote]
traps problems:
- absurdly high unmanageable Arming Time ( you're unable to play aggressively vs proper opp )
- LA or Arc will chain
- traps are targetable in period before arming right after throwing - with CC they'll generate power charges / surgeon's flask charges to opp.

"
Any reason that wouldn't do tons of damage?



This old tooltip (atziri flask up, no other situative buffs) is around 3-4k non crit damage (first trap) to 6-8k crit damage (second trap - add vulnerability + hypotermia effect)

reason - pvp penalty cuts hard hitting things too much.

conclusion - traps are strong but various mechanical problems makes them usable only vs weak/non-experienced players.



Problem: impostor syndrome
Solution: nerf everything
Result: depressing mess
Thanks everyone for the feedback!

"
a_z0_9 wrote:
traps problems:
- absurdly high unmanageable Arming Time ( you're unable to play aggressively vs proper opp )
- traps are targetable in period before arming right after throwing


These I didn't know, but the second does explain something I thought I saw in PvE with my current even with Clever Construction.

Guess it is back to the drawing board.
Also, I saw this video after my OP:

https://www.youtube.com/watch?v=eHHZkpxafHU

This paints a very different picture of PvP than the video I saw before.
https://www.youtube.com/watch?v=eHHZkpxafHU&t=30m22s got the picture? :P
Problem: impostor syndrome
Solution: nerf everything
Result: depressing mess
Gotta say it doesn't look like fun PvP, but it does make me want to think of a way to beat it.

What about using Tempest Shield and % chance to block spells?


There's Block Chance Reduction gems for that. Works wonders sometimes.
Explosive Arrow bypasses block for the most part if you're unaware.

PvP CAN be fun, it revived my main from the dead, but it's in shambles right now, sadly.
Lavender or Leave.
PvPresident, 2016
//
You'd better run.
“EA is fine” -relith
I think you should go for it, bear traps counts as secondary dmg so it cant be blocked/dodged/evaded. Clever construction node is a must it gives traps cant be damaged for 5 sec after being throwed.

So maybe go for high throwing speed? cluster first so you have a higher chance to get em stuck then a main single that you could just spam on the target for the high dmg so they just stay in one place all the time.

And yea skip the chaos dmg since many plays with CI

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