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
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
(10 to 50)% Movement Speed
+(5 to 30)% to Spell Damage
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.