Only true advantage of Arc traps would be if you plan to stay very far away from enemies and throw traps at edge of screen or something.
Path of Exile - Page 1421
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-Archangel-
Croatia7457 Posts
Only true advantage of Arc traps would be if you plan to stay very far away from enemies and throw traps at edge of screen or something. | ||
Duka08
3391 Posts
On May 29 2018 18:36 -Archangel- wrote: As for this trap talk, I think arc mines should still be better than arc traps. New trap support will no longer give a damage boost, travel time and arming of traps is as long as for mines and with mines you can link detonate mines with totem or cwdt to have them activate for you. And you don't need sunblast+2 jewels or saboteur to play mines. Only true advantage of Arc traps would be if you plan to stay very far away from enemies and throw traps at edge of screen or something. Yeah I guess I just don't know enough about the difference between traps and mines, fundamentally. I played a GC miner very early on in my poe experience after 3.0 launched and enjoyed it but didn't really know what I was doing, just following guides and being squishy. I guess I always had the impression that traps were better for distance and not having to manually detonate, but at the cost of having a cooldown and less smooth gameplay. But so much seems to be changing in 3.3 that I don't know how much of that is true anymore, if it was even accurate in the first place. I don't have a preference for traps vs mines I just assumed traps would be hot right now with all the changes. If something about arc mines is just better for whatever reason then I'll just do that instead lol. Still like Arc either way though. And even with mines the Saboteur (or Scion Sab+other) seems too good to pass up, even though you don't "have to" for mines. Just worried about getting enough life on the tree. | ||
bo1b
Australia12814 Posts
On May 29 2018 17:56 -Archangel- wrote: What bow would you use for this? Also what about accuracy issues? Other option could be trickster, he gives you nice defense and regen bonuses since you cannot do leech with ignite builds. Only penalty is you need to use ignite prolif support but that one has bigger AoE than Elementalist prolif. What is the advantage of using a bow burning arrow ignite over say fireball ignite? Don't know yet, still considering deadeye if only for tailwind, double accuracy and pierce. Bow would be xoph's nurture, ignite prolif is op anyway next patch I'm not worried about that. | ||
HolydaKing
21253 Posts
On May 29 2018 18:36 -Archangel- wrote: As for this trap talk, I think arc mines should still be better than arc traps. New trap support will no longer give a damage boost, travel time and arming of traps is as long as for mines and with mines you can link detonate mines with totem or cwdt to have them activate for you. And you don't need sunblast+2 jewels or saboteur to play mines. Only true advantage of Arc traps would be if you plan to stay very far away from enemies and throw traps at edge of screen or something. I completely agree. But one big issue of arc mines for my char was that every "allied enemies can't be killed" or whatever that mod was called was horrible, especially if on totems. You basically needed to do a skill swap for these or run directly to them and hope you don't die. The new arc and vaal arc forking might make it work better though. Travel time and arming of traps might me reconsider my choice, I felt it was very noticeable in Ziggy's video and yes, it nowadays makes a giant difference in poe if things are instant or have a small delay. | ||
Velr
Switzerland10598 Posts
+ With the nem Arc this shouldn't be much of an Issue anymore? If your Arc jumpst 7+ Timpes and splits on any hit, you will probably hit about everything anyway. | ||
HolydaKing
21253 Posts
On May 30 2018 00:22 Velr wrote: I just used Firetrap against stuff like that, they do more than enough damage in an elemental-miner build. + With the nem Arc this shouldn't be much of an Issue anymore? If your Arc jumpst 7+ Timpes and splits on any hit, you will probably hit about everything anyway. Prior to the next patch Arc even with multiple mines and 7 chains would often only target the first 5-6 enemies if they cannot die, totally ignoring a totem standing behind. | ||
-Archangel-
Croatia7457 Posts
On May 29 2018 23:18 HolydaKing wrote: I completely agree. But one big issue of arc mines for my char was that every "allied enemies can't be killed" or whatever that mod was called was horrible, especially if on totems. You basically needed to do a skill swap for these or run directly to them and hope you don't die. The new arc and vaal arc forking might make it work better though. Travel time and arming of traps might me reconsider my choice, I felt it was very noticeable in Ziggy's video and yes, it nowadays makes a giant difference in poe if things are instant or have a small delay. My essence drain trickster solved those by shield charging through enemies so I can hit the totem directly. Similar trick should work for arc mines but even easier. | ||
Velr
Switzerland10598 Posts
On May 30 2018 00:51 HolydaKing wrote: Prior to the next patch Arc even with multiple mines and 7 chains would often only target the first 5-6 enemies if they cannot die, totally ignoring a totem standing behind. I know... I just threw a 4 link firetrap in that case or threw mines next to the totem if possible. Sure its annoying from time to time but it wasn't a big problem... Aside from (twinned) Springs Boss... That took an eternity. Main thing speaking against Arc Mines is that GC Mines exist anyway ![]() | ||
Haasts
New Zealand4445 Posts
A bit disappointed Harbinger's gone from Zana's map mod pool - had hoped to use The Tempest's Binding in a build. Random Lacerate/Ice Crash buffs, huh. | ||
ggsimida
1125 Posts
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EchelonTee
United States5241 Posts
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Alur
Denmark3900 Posts
On May 29 2018 15:55 Alur wrote: Looking at uberdans RF jugg, it takes a while for him to kill uber elder. You could add a dyadus in offhand instead of saffels and use ancestral protector or pandemonius to trigger chills, effectively doubling the damage output. Thoughts on having 100% more dmg (some of the time) and using leap slam vs +4 all max with shield charge? NEVERMIND | ||
r.Evo
Germany14079 Posts
Rude nerf. RIP. | ||
-Archangel-
Croatia7457 Posts
On May 30 2018 12:36 EchelonTee wrote: almost no nerfs? and tons of buffs. we'll see how tough the incursion stuff is but the player power level has gone way up They nerfed some vaal skills. You can no longer get them from vaal orbs or vaal side area. Only temple and strongboxes (probably including lab boxes as well) | ||
hunts
United States2113 Posts
Really not sure what I want to play this league. I kind of want to do wander, but I feel like it would be pretty bad for doing red elder/shaper etc.. early on. Maybe go windripper and weapon swap chin sol for bosses? I have no clue lol. Thought of maybe gc mines, but the mine playstyle is really annoying. | ||
TheFoReveRwaR
United States10657 Posts
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HolydaKing
21253 Posts
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bo1b
Australia12814 Posts
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bo1b
Australia12814 Posts
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HolydaKing
21253 Posts
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