I expect this to be the first people to farm Inferno. I figured I'd share my interesting find with the world.
For those that don't know, Spike trap is something you place on the ground as a demon hunter, and after 1.5 seconds becomes active dealing 275% damage to all enemies within 8 yards of the trap. You can have a maximum of 3, increased to 6 via a glyph. That's 1,650% weapon damage per player - before any bonuses. With steady aim(+20% damage when no enemies are within 10 yards), Archery(With bow increase damage by 15%, crossbows might be better depending how crit is handled) and sharpshooter(gain 3% crit per second, every second until you crit), You're looking at 100% chance to crit, 2227.5% damage.
That means, a party of 4 Demon hunters, can instantly do 8910% damage to an entire group before including crit(which they can follow up with whatever aoe they like).
http://us.battle.net...jSQT!YeT!ZaZaYb
Maybe not the best build, but Frost Arrow for a slow, Bola shot for a controllable AoE, Mark for Death placed on ground, for obvious reasons, Multishot and Boar companion for moar aoe damage. You could easily re-purpose this for single target. Probably want to change something out for vault(I'd swap the boar, personally).
Someone played Baldur's Gate
But since you don't talk these champion packs into hostility, it could get tough to lure them into the minefield. Though if I think through the beta, this would work on most of the purple mobs. I like the idea.
Someone played Baldur's Gate
But since you don't talk these champion packs into hostility, it could get tough to lure them into the minefield. Though if I think through the beta, this would work on most of the purple mobs. I like the idea.
Never played it, the idea actually came to me when I was talking to someone about how multiple classes stacking certain abilities could become very powerful(4x Witch doctors and Mass Confusion with 45 sec cd glyph, 4x Monks with Inner Sanctum & ranged attacks, 4x barbarians with ground stomp and 12 second cd glyph, and 4x wizards using wave of force in succession). I also recall something similar to Guild Wars(1), where you'd get a group of hunters, go into the hardest area in the game - drop all of your traps, and lure mob groups into them.
If groups are hard enough that you may die to any group - I think this may be a way to farm even regular, white mobs. Especially looking into acts 3 and 4(170k white swings are really daunting).
Spike traps are a ranged skill. You don't have to place them underneath you...in fact...in the demon hunter spotlight video you can see her placing the traps like 15-20 yards away. =).
The burst damage of 6 pre-laid traps is huge only if you can get all of the traps up ahead of time (for a cost of 180 Hatred) and then lure the enemy into the traps. With all of the Waller, Vortex, Jailer etc mobs in Inferno, it may be difficult to kite enemies backward into pre-laid traps. Still, if you can do it, it's a HUGE amount of burst damage. It's not quite "8910% to a whole group" though - in a large group you have to expect that a lot of traps will only hit 1-2 monsters on the edge of the group.
As a DPS ability used in the middle of a battle, Spike Trap is decent but not great. The 1.2sec delay is not that long, so you can cast it directly on top of enemy groups like a Meteor. (although its range is limited so it's not as safe) 275% base damage is very similar to the 200%+60% damage of Meteor, although Meteor appears to have a larger AoE radius.
It sounds like a really strong ability, but I don't think it'll be game-breaking like how the OP makes it sound.
Someone played Baldur's Gate
But since you don't talk these champion packs into hostility, it could get tough to lure them into the minefield. Though if I think through the beta, this would work on most of the purple mobs. I like the idea.
Never played it.
This is only on Baldur's Gate, so other readers may skip this.
In that game's 2nd part, you could play as a Thief-based class and lay some very nasty traps. The strongest mobs in the game used to be Dragons and Liches, most of which had to spawn or turn hostile prior to the actual combat. The combination made for some of the biggest exploits in the game. Like planting 20 traps right below a Dragon, who was neutral to start with(didn't consider you a threat), then talking to him choosing the aggressive options and then insta-killing him with the traps which triggered the instant he turned hostile, before he could cast his protective spells.
This was very common, at least on the forums, so I figured, you'd have that idea from there.
On a side note: I'd bet, that most of today's "casual gamers" wouldn't be able to defeat said BG2 Dragons in a regular way, they used to be challenging
edit: Short -non complete- list of purple beta mobs, this would work on:
Mira,
this event mob husband (what's his name? )
Manglemaw(to some extent),
Chancellor Eamon,
Skeleton King
They all give you some time to lay traps before engaging and you know exactly, where they will be.
6 at 30 hatred cost a piece, and requires set up time etc. Also a hope that a fast sprinting mob (which you will get a shit ton of in inferno) doesnt sprint through and trigger all your traps so they cant deal AOE dmg, and thus all 4 DH's use ALL their hatred, killing 1 mob, then proceed to get face stomped...
It wont be as effective as you think it will be, I can see the method behind the madness, but that rune choice is poor in comparison to scatter or sticky bomb for inferno. Teleporting, walling, sprinting, etc. mobs, are going to fuck this plan up the ass hard and fast.
4 Barbs with Earthquake runed Mountain call with boon of bul kath, would be way more effective, and that puts that combo ona 75s CD, but atleast they dont dump all their resources, and it cant be foiled by tp, wall, sprinters etc. and its radius is 2x bigger. Then they could just get ancients with duty to clan, and use that on the next huge pull, rotate between earthquake and ancients lol.
For whatever way you find to cheese shit, people will always find better ways.
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"...We few, we happy few, we band of brothers; for he to-day that sheds his blood with me
shall be my brother..."
Someone played Baldur's Gate
But since you don't talk these champion packs into hostility, it could get tough to lure them into the minefield. Though if I think through the beta, this would work on most of the purple mobs. I like the idea.
Never played it.
This is only on Baldur's Gate, so other readers may skip this.
In that game's 2nd part, you could play as a Thief-based class and lay some very nasty traps. The strongest mobs in the game used to be Dragons and Liches, most of which had to spawn or turn hostile prior to the actual combat. The combination made for some of the biggest exploits in the game. Like planting 20 traps right below a Dragon, who was neutral to start with(didn't consider you a threat), then talking to him choosing the aggressive options and then insta-killing him with the traps which triggered the instant he turned hostile, before he could cast his protective spells.
This was very common, at least on the forums, so I figured, you'd have that idea from there.
On a side note: I'd bet, that most of today's "casual gamers" wouldn't be able to defeat said BG2 Dragons in a regular way, they used to be challenging
edit: Short -non complete- list of purple beta mobs, this would work on:
Mira,
this event mob husband (what's his name? )
Manglemaw(to some extent),
Chancellor Eamon,
Skeleton King
They all give you some time to lay traps before engaging and you know exactly, where they will be.
SK is EXACTLY who I was thinking about. Group of 4 go in - first hit, all 4 hit with traps. 2nd hit, 3 lay traps while 1 distracts. repeat til dead. Huzzah! Or just use it as an initial boost in damage.
For those that don't know, Spike trap is something you place on the ground as a demon hunter, and after 1.5 seconds becomes active dealing 275% damage to all enemies within 8 yards of the trap. You can have a maximum of 3, increased to 6 via a glyph. That's 1,650% weapon damage per player - before any bonuses. With steady aim(+20% damage when no enemies are within 10 yards), Archery(With bow increase damage by 15%, crossbows might be better depending how crit is handled) and sharpshooter(gain 3% crit per second, every second until you crit), You're looking at 100% chance to crit, 2227.5% damage.
That means, a party of 4 Demon hunters, can instantly do 8910% damage to an entire group before including crit(which they can follow up with whatever aoe they like).
http://us.battle.net...jSQT!YeT!ZaZaYb
Maybe not the best build, but Frost Arrow for a slow, Bola shot for a controllable AoE, Mark for Death placed on ground, for obvious reasons, Multishot and Boar companion for moar aoe damage. You could easily re-purpose this for single target. Probably want to change something out for vault(I'd swap the boar, personally).
Watcha think?
But since you don't talk these champion packs into hostility, it could get tough to lure them into the minefield. Though if I think through the beta, this would work on most of the purple mobs. I like the idea.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Never played it, the idea actually came to me when I was talking to someone about how multiple classes stacking certain abilities could become very powerful(4x Witch doctors and Mass Confusion with 45 sec cd glyph, 4x Monks with Inner Sanctum & ranged attacks, 4x barbarians with ground stomp and 12 second cd glyph, and 4x wizards using wave of force in succession). I also recall something similar to Guild Wars(1), where you'd get a group of hunters, go into the hardest area in the game - drop all of your traps, and lure mob groups into them.
If groups are hard enough that you may die to any group - I think this may be a way to farm even regular, white mobs. Especially looking into acts 3 and 4(170k white swings are really daunting).
I plan to use Spike Trap on my DH.
As a DPS ability used in the middle of a battle, Spike Trap is decent but not great. The 1.2sec delay is not that long, so you can cast it directly on top of enemy groups like a Meteor. (although its range is limited so it's not as safe) 275% base damage is very similar to the 200%+60% damage of Meteor, although Meteor appears to have a larger AoE radius.
It sounds like a really strong ability, but I don't think it'll be game-breaking like how the OP makes it sound.
This is only on Baldur's Gate, so other readers may skip this.
In that game's 2nd part, you could play as a Thief-based class and lay some very nasty traps. The strongest mobs in the game used to be Dragons and Liches, most of which had to spawn or turn hostile prior to the actual combat. The combination made for some of the biggest exploits in the game. Like planting 20 traps right below a Dragon, who was neutral to start with(didn't consider you a threat), then talking to him choosing the aggressive options and then insta-killing him with the traps which triggered the instant he turned hostile, before he could cast his protective spells.
This was very common, at least on the forums, so I figured, you'd have that idea from there.
On a side note: I'd bet, that most of today's "casual gamers" wouldn't be able to defeat said BG2 Dragons in a regular way, they used to be challenging
edit: Short -non complete- list of purple beta mobs, this would work on:
Mira,
this event mob husband (what's his name? )
Manglemaw(to some extent),
Chancellor Eamon,
Skeleton King
They all give you some time to lay traps before engaging and you know exactly, where they will be.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
It wont be as effective as you think it will be, I can see the method behind the madness, but that rune choice is poor in comparison to scatter or sticky bomb for inferno. Teleporting, walling, sprinting, etc. mobs, are going to fuck this plan up the ass hard and fast.
4 Barbs with Earthquake runed Mountain call with boon of bul kath, would be way more effective, and that puts that combo ona 75s CD, but atleast they dont dump all their resources, and it cant be foiled by tp, wall, sprinters etc. and its radius is 2x bigger. Then they could just get ancients with duty to clan, and use that on the next huge pull, rotate between earthquake and ancients lol.
For whatever way you find to cheese shit, people will always find better ways.
for he to-day that sheds his blood with me
shall be my brother..."
SK is EXACTLY who I was thinking about. Group of 4 go in - first hit, all 4 hit with traps. 2nd hit, 3 lay traps while 1 distracts. repeat til dead. Huzzah! Or just use it as an initial boost in damage.