PoE 3.3 Fire Trap, Bear Trap and Lightning Trap changes

In this post discusses some changes to Fire Trap, Bear Trap, and Lightning Trap that Poe is currently experimenting with.

Fire Trap
The version of Fire Trap Poe are experimenting with no longer has a cooldown. The purpose of removing the cooldown is so that the skill can be used as often as required, alongside other traps that have cooldowns.

This version of Fire Trap also deals additional fire damage to burning enemies, which makes it great to use repeatedly on targets that are already in burning ground from a previous Fire Trap.

Poe is also altering the burning ground from Fire Trap so that it’s much more intense but only lasts a short time. Poe is still in the process of adjusting its values but Poe is working towards making it so that using the skill repeatedly on a higher health target will be worth the effort for both hits and burning.

While we don’t have any numbers to confirm yet, the skill’s damage and area have been slightly increased.

To keep the skill in line with the above changes, Poe is planning to change Fire Trap from a Level 1 starting skill to a Level 12 Skill. The current plan is that it would first become available from “The Siren’s Cadence” quest. Poe is planning for a new trap skill to take its place as a level 1 “Enemy at the Gate” reward. We also intend for this new trap skill to have no cooldown.

Bear Trap
Bear Trap is another skill that Poe is working on at the moment. In our current plan, it applies a debuff on enemies that increases the damage they take from traps and mines. The trap still does massive damage to the target triggering it. These two effects should make it a powerful tool for taking on bosses.

The skill will still immobilize enemies for a duration that’s based on how much damage the skill inflicts on them. Poe is currently testing out having it also apply a significant movement speed reduction for a short time after the immobilization phase has ended.

Bear Trap

Lightning Trap
Lightning Trap will also be losing its cooldown so that you can use it as much as you want, like Fire Trap.

In our test version, Lightning Trap has a higher base crit chance and gains a large increased critical strike chance against Shocked enemies which should give it a much stronger critical strike focus. Poe is making these changes while also working on a new trap-specific support gem that should synergize well with Lightning Trap.

Other changes
The new trap-specific support gem will give you a chance to generate both Power and Frenzy charges when your traps are triggered while simultaneously giving you a Critical Strike Multiplier for each Power Charge and increased Throw speed for each Frenzy Charge.

Poe is developing changes to the Shadow starting area and other trap clusters. The Shadow will be offered passives that increase all trap damage right away, rather than having to decide early on between using elemental or physical damage.

Poe is planning to introduce a number of new Trap skills alongside these changes, which we’ll reveal more about as their development progresses.

It’s worth noting that Poe is also planning to increase the active trap limit significantly but this is still undergoing testing to assess the risk of doing so.

There may be other changes to trap mechanics coming, but Poe is still discussing these options. It’s likely that we will reveal more about this as we announce the other upcoming trap skills and continue to keep you updated on our plans. Keep an eye out!

More Trap see Preparing for Seismic Trap build

 

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