Rusev wrote:I want to update that guide but still leveling.On my notice from recent patch the end game should be better now because you can wear
Clockwork Slippers
Clockwork Slippers
Boots (Sacred)
Defense: 651 to 671
Required Level: 80
Required Strength: 500
Item Level: 105
Incineration Trap Radius Reduced by 50%
Catalyst Trap Cooldown Reduced by 10 seconds
+1 to Assassin Skill Levels
20% Cast Speed
(20 to 50)% Movement Speed
+(5 to 30)% to Spell Damage
Socketed (4)
and still reach 16 yards incineration trap.But thats for like lv 125 allready i will test it.Also the shokwave spreads faster and in wider area is super nice for normal/nightmare. Will update soon
16yard radius with clockwork? Where do you figure this? I'm lvl 125, lvl 27 incineration trap and it's like 8 measley yards.
Speaking of, I'm really starting to think that Trap spec is actually just a trap, since it feels pretty horrible this season. Don't get me wrong, the survivability is great but the actual damaging mechanics feel very clunky. Look how badly clockwork gimps incineration trap:

a 50% reduction in radius is way more than a 50% reduction in effectiveness of a range skill. When you reduce the radius by 50%, you're removing a hell of a lot more area - about 75% of it.
End game mana issues. I've rarely had mana issues on a character past level 125. I'm sitting at 111% mana regen and 3k mana, and can't sustain damage without feeling like every other build is just better. Hard dumping points into traps and Specialization to cap pierce was a good idea on paper, but maxing the traps made the mana cost far out of reach. And on a build that has a vitality synergy with 0 reason to put stats into energy other than to have more mana, that feels really bad. The damage is decent, but you can't even kill a goblin due to running out of mana, even when chugging pots.
I've always loved this build, but I think this is the last time I'll play it.