Path of Exile 2.4.0: Atlas of Worlds Patch Notes

As far as I can tell vortex AoEs don't overlap, either with minefield cluster trap multiple traps or whatever. The only dot part of vortex that "could" stack would be ignites in the case of a CtF Taming/Emberwake vortex. But, uh, that's kind of weird and probably not exactly feasible.
Last edited by PathOfShalti#0065 on Sep 2, 2016, 6:24:17 AM
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PathOfShalti wrote:
As far as I can tell vortex AoEs don't overlap, either with minefield or whatever. The only dot part of vortex that "could" stack would be ignites in the case of a CtF Taming/Emberwake vortex. But, uh, that's kind of weird and probably not exactly feasible.

true for mines.
false for traps. multiple traps support (3 in row) normally use for AoE increase (and more control of affected area). trow 1 row of fire trap and 1 row of vortex - stack their dots (and slow mobs so they stay longer on burning ground). for hard cases add desecrate trap - voila! area in hell dot.
nerfed
#RussiaIaATerroristState
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VS_Revan wrote:
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PathOfShalti wrote:
As far as I can tell vortex AoEs don't overlap, either with minefield or whatever. The only dot part of vortex that "could" stack would be ignites in the case of a CtF Taming/Emberwake vortex. But, uh, that's kind of weird and probably not exactly feasible.

true for mines.
false for traps. multiple traps support (3 in row) normally use for AoE increase (and more control of affected area). trow 1 row of fire trap and 1 row of vortex - stack their dots (and slow mobs so they stay longer on burning ground). for hard cases add desecrate trap - voila! area in hell dot.
nerfed


Oh you mean having a bigger aoe. Okay then, why not.
They still won't overlap though (or you call that shotgunning?), as the dots from multiple vortex aren't cumulative. (Has been confirmed somewhere in the gigantic clusterfuck of technical questions to the ggg dev team)

The dot from vortex is more of an afterthought anyway, the initial damage is way high enough to not matter, and if you're using fire traps in the vortexes, the chilling effect is enough to achieve what you want.

To be fair, that sounds like an unnecessarily clumsy build. It would work, sure, but you'd have similar results playing selfcast vortex with a GMP frostbolt and single 4L flame traps, with a DoT-oriented build.
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PathOfShalti wrote:
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VS_Revan wrote:
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PathOfShalti wrote:
As far as I can tell vortex AoEs don't overlap, either with minefield or whatever. The only dot part of vortex that "could" stack would be ignites in the case of a CtF Taming/Emberwake vortex. But, uh, that's kind of weird and probably not exactly feasible.

true for mines.
false for traps. multiple traps support (3 in row) normally use for AoE increase (and more control of affected area). trow 1 row of fire trap and 1 row of vortex - stack their dots (and slow mobs so they stay longer on burning ground). for hard cases add desecrate trap - voila! area in hell dot.
nerfed


Oh you mean having a bigger aoe. Okay then, why not.
They still won't overlap though (or you call that shotgunning?), as the dots from multiple vortex aren't cumulative. (Has been confirmed somewhere in the gigantic clusterfuck of technical questions to the ggg dev team)

The dot from vortex is more of an afterthought anyway, the initial damage is way high enough to not matter, and if you're using fire traps in the vortexes, the chilling effect is enough to achieve what you want.

To be fair, that sounds like an unnecessarily clumsy build. It would work, sure, but you'd have similar results playing selfcast vortex with a GMP frostbolt and single 4L flame traps, with a DoT-oriented build.


wrong wrong wrong
it seems that you never played trapper with level 90+ (or my english really very bad)
1) traps cd - often bottleneck for clear speed. so have one more 4L damage trap very useful - trow 1 fire and 1 vortex better than throw 2 fire for cd (and of course we won't stack 2 fire traps dots)
2) vortex dot not significant? 688 inital hit and 684 dot per second for 3 second - 300%! yes 3 seconds not significant for mobs, but not for bosses/rares/magic!
3) need cast speed for self-cast, traps throwing much faster. and of course we won't get bonuses from fat trap damage nodes from three/
4) vortex dots not overlaps with each other, but overlaps fire trap dot with vortex dot - that is the point
#RussiaIaATerroristState
Last edited by VS_Revan#6591 on Sep 2, 2016, 6:57:26 AM
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VS_Revan wrote:

wrong wrong wrong
it seems that you never played trapper with level 90+ (or my english really very bad)
1) traps cd - often bottleneck for clear speed. so have one more 4L damage trap very useful - trow 1 fire and 1 vortex better than throw 2 fire for cd (and of course we won't stack 2 fire traps dots)
2) vortex dot not significant? 688 inital hit and 684 dot per second for 3 second - 300%! yes 3 seconds not significant for mobs, but not for bosses/rares/magic!
3) need cast speed for self-cast, traps throwing much faster. and of course we won't get bonuses from fat trap damage nodes from three/
4) vortex dots not overlaps with each other, but overlaps fire trap dot with vortex dot - that is the point


I did play a couple trappers, and yeah I hadn't gotten your point.
1°)Traps cd only bottleneck if you're not playing sab or if you're spamming way too many traps for your own good. I'm pretty sure one vortex (with increased area of effects, maybe a couple mines active to increase the aoe further) would be sufficient to kill most packs, unless you're in a 45%+ map, but that doesn't happen that often.
2°)No, Vortex dot isn't significant unless you scale it specifically. It has been theorycrafted over and over again, you're better off optimising the initial burst and considering the ground effect as an afterthought. Also regarding clearspeed, I call relevant only what effects the general clear of the map, bosses are trivial in most cases anyway.
3°)Point taken on the cast speed.
4°)I was only talking about the vortexes not stacking, I never said vortex dot and fire trap dot wouldn't overlap oO

In your specific case then, you'll still have way enough damage with a 6L vortex trap + 6L fire trap (using a +1/+2 staff for, likely, vortex setup, maybe fire, would have to crunch the numbers.) But in the overwhelming majority of cases (wouldn't use multiple traps personally, again, and instead scale the aoe size as much as possible), one vortex trap should oneshoot virtually anything, so the firetrap sounds overkill outside of specific cases like uber atziri or 60%+ life maps
@PathOfShalti
I see your point and agree mostly, but I was talking about trap-dot-ground build.
After vortex release it become possible, but everyone played poison bladefall (cause it was much better).
I new that poison will be nerfed and was really looking forward to play trap-dot-build, but with poison nerf they also break down and this idea.
#RussiaIaATerroristState
Last edited by VS_Revan#6591 on Sep 2, 2016, 7:28:16 AM
Is there a list with all new Atlas of World Uniques?
New account ,new league,nice
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BlazeSTX wrote:
So.. some guys would like forever to play one and only build for no reason with some super-duper-uber boosted item which actually had to be patched and never existed to this far ?
( aka "legacy" item ).

Great. Unfortunately for them - the game is not about them and their little "precious", which never should be coming this far, but it is about trying the newest possibilities.

So get a life, took a deep breath, wait 12 more hours, patch your game, and start thinking. ye thinking - as once before, because this is what PoE is all about - THINKING and TRYING !

If Your brain is already frozen - then I have a bad news for you.

And no. The game wont just disappear because there is 20 peoples which is using same build copy/pasted it from the forum to their inventory. The builds just went from 3000 to 6000 different ( or something ).. Enjoy it! It's PoE, not some crappy version of Diablo where only one build exists, and this is the end of the world if it is nerfed with about 5-10%.


Like i said before, people that have a LIFE only have time to build one good character every couple of patches. We play a little every night to get to our "precious" items that make a good character for us to get on and play maybe an hour here or there and enjoy the game.
In Prophecy, I made 91 lvl Deadeye that was able to run red maps (never tryed core because didn't dropped it, but most of red maps) in ~200h. Don't tell me that you dont have 200h in 3 months (2-2.5h per day)
Sure, maybe you wont make 100lvl full geared Uber Pro Elo Elo character that one-shot every boss in the game, but you have more than enough time to do most of the content.

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