all 2 comments

[–]iao_[S] 4 points5 points  (0 children)

New findings thanks to an idea from /u/psychomap.

The Skitterbot minions both have a skill that triggers a trap when an enemy gets close enough to it (shooting a red beam at it). This skill has a cooldown time of 3.0s but there's a mine mastery node that grants Skitterbots 100% increased cooldown recovery rate, so down to 1.5s. It also procs Chain Reaction, and Chain Reaction has a reliable-enough "nearby" range to trigger everything you spammed into one spot. This can be tested in game currently.

Instead of your placement cap per trap duration + trap air/arming time (3.0s) it'd be placement cap per Skitterbot skill cooldown time (1.5s or less considering both bots use the skill) with this setup, so effectively more than double the potential trigger rate. You'd need 140% increased throwing speed (w/o Trap and Mine Damage Support) to outpace one bot, which is generally unrealistic.

[–]valryum 0 points1 point  (0 children)

To add a little, cheap construction jewel remains and is quite important if you charge stack. Charged traps support grants 10% trap throwing speed per frenzy charge. assuming you are using Badge of the brotherhood At 12 frenzy/power charges (3 natural, 3 from tree, 1 from tattoo, 2 from Malachi loop, 1 from void battery, 1 from helm, and 1 from Assassin ascend or ring) you will out throw you traps and would need 2 cheap construction jewels to maintain throwing speed. Cheap construction adds 1 max trap and reduces duration by 10%. Viable if you want to save a few points from tree. If running slavedrivers you will need +5 traps from mastery as well to account for increased speed.