How Flamethrower Trap of Stability felt as a league start skill

This is a write-up on how Flamethrower Trap of Stability (FToS) felt as a league starter skill. This write-up is meant for a generic league start character and not specifically for Bog Shaman: which is the ascendancy I played. I played the skill up until early maps and stopped, since the reason for playing this event was for TotA. However, after playing this skill I am confident that you could continue in maps, get your void stones and farm currency, without the skill falling off and you needing to switch skills.

TLDR: Feels really nice as a league starter and is a fun skill, high damage, usual trap playstyle, low defences.

What is it like to league start:
You can pick this skill up after first lab and (should) be able to switch without any re-spec. The damage is A tier, as any trap skill should be. You can stack a huge number of traps on a stationary single target, meaning the campaign is a breeze. Clear is also good since this skill has a duration and doesn’t just go off then disappear. It is a trap play style, which if you know you know. The defences, like any trap build, are low and you need to run Grace. I ran Purity of Elements and regretted that decision.

Ascendancy Choices:
In the core game your best bets are: Elementalist, any Shadow ascendancy or Scavenger. The witch and shadow both offer good offensive options, but only Trickster gives any meaningful defences. I do not love Trickster as a choice though. All of these options give damage, but don’t provide a complete package unless you are looking to be a glass cannon. The best choice would be a Scavenger if there are good nodes; this way you would have easy access to both skill effect duration wheels in the centre.

A few people have played the skill with Chieftan and Inquisitor. These also work mid-late game, but at league start are harder to pull off vs Shadow/Witch and Scavenger.

Scaling the skill:
A part from the usual damage scaling nodes for a fire spell skill, there are a few additional scalers which are needed.

Cooldown reduction is mandatory and you should run Advanced Traps during campaign. After campaign more CDR can be obtained through gear, you only need the support gem in the campaign.

Skill effect duration is actually one of the biggest scalers for both clear and single target. This is because the longer the trap burns for, the more overall damage it pumps out and the higher the chance of it hitting/killing enemies. On single target, it allows for more than your trap limit, since once they are activated, they no longer count to your trap limit (from my understanding) and you can stack huge amounts of traps onto the enemy. In practice this does feel true, if it is false, then it still is a valid sentiment since you can still stack to your trap limit quicker thanks to the duration.

AoE is not as essential as you may think, but still has the usual large benefits since this is an AoE skill. There is a duration on the skill, it is therefore not essential that the initial hit does hit the target and this is why AoE is less important vs duration.

Passive Tree:
The biggest early damage pickups would be: the skill effect duration wheels in the centre of the tree, Elemental Overload, Overprepared wheel (not essential), fire damage nodes and at least 1 trap wheel for the mastery options.

Bog Shaman:
My idea for this Phrecia event was to take Bog Shaman specifically for Toad Pact, which is the most powerful FToS node anywhere in the game. The rest of the ascendancy is C-B tier. The build goal was to life stack and go low life with pain attunement and Petrified Blood, for a high max hit. Take regen for mana and life as your recovery. Steal Gladiator’s Determined Survivor and run Kongming’s Stratagem, taking block nodes to get to 75:75 block. Overall, we have high damage from the nature of traps, high avoidance from block, high max hit from life stacking and low-mid tier recovery from regen. I still believe this is a good build package for the future.

Summary:
Would I recommend this as a league start skill? Yes. It is very strong during campaign and was fun to use. The scaling options make this skill really fun vs a generic build damage trap build. The game is not very pro trap at the moment and it would be helpful if GGG buffed some of the trapping options i.e. passive tree wheels, Sabo Chain Reaction and improving the trap playstyle delay. I am hoping that we have good Scavenger options for FToS in the future i.e. Sunblast, and look forward to playing this skill again.

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u/o0oSAMoOo — 20 hours ago

Breaking TotA via Action Speed Theory Craft

Given the time frame of this event and the fact I won't be able to test it, share it and then for others to give it a go. I am sharing a theory on how to break the TotA league via action speed reductions.

Below is a PoB with a template showing the numbers of how to achieve these values.

https://poe.ninja/poe1/pob/916b7

We are scaling temporal chains and chill to reduce action speed by up to 79% of enemies. My temporal chains has a x2.26 multiplier with 46sec duration. My chill effect is a min of 30% per hit (chill mastery) with a 9sec chill duration. Note: this is not min-maxed and can be improved.

Mob type action speed reductions:

  • Normal/Magic (1-0.31*2.26)*(1-0.3) = 0.21 Action Speed remaining
  • Rare/Unique (1-0.21*2.26)*(1-0.3) =0.37 Action Speed remaining

I believe the only TotA mob to watch out for would be Kahuturoa who is slow immune.

We achieve the Temporal chains level of slow through the legacy tattoo "Hinekora Makanga" and "Warrior's Tale", there are three spots to use this tattoo in the top tree side. Then we just scale curse effect through existing options. I have omitted the curse duration mastery in this calculation intentionally.

Chill effect is guaranteed 30% using the chill mastery and chill scaling.

I am hoping this will work as intended and others can push this further. I have given a foundation but there is a lot to improve upon. I am only using Bog Shaman for the 75% skill duration ascendency, but you may be able to take a different ascendency entirely.

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u/o0oSAMoOo — 11 days ago

Daughter of Oshabi will be very strong this Phrecia league

Mirage introduced the new Screams belt, when combined with the Daughter of Oshabi Phrecia Acendency, evasion and shrine stacking will more powerful than ever before.

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The Acendency provides:

-40% shrine effect (small nodes)

-50% shrine effect (Acendency)

-3% inc attack damage per 450 evasion

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Combine this with a Gull and you have 165% inc shrine effect.

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Lots of options on where to go from here. But, the impenetrable shrine is very common from the screams belt, meaning you get 265% increased evasion, Armour and ES. This synergies with the EV stacking node for easy damage.

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We then get a shrine buff every 8sec from another Acendency and with Inc shrine duration they last over 30sec each.

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So, we have huge damage, huge evasion and a bunch of QOL effect as we cycle through shrines. All coming from 165% Inc effect shrines stacking on us.

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You also have an easy Acendency to tattoo over: the one preceding our EV stacking node (the empty socket Acendency). Early game this is great but late game it falls off.

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u/o0oSAMoOo — 15 days ago

Here are a bunch of Phrecia Acendency + Forbidden Tattoo ideas I had.

Blocking Antiquarian's Goliath Knuckle. Then taking something like Steel Willed to allow for damage scaling. You have easy access to 75:75 block, recovery on block and armour scaling for damage and max phys hit. Armour stacker?

Whisperer's there is more, plus Devout of Ralakesh from Polytheist for 3 min endurance and 7 min frenzy/power charges. Then late game if you are Polytheist, flesh flame into conviction of power for a total of 11min power and 7min enduance/frenzy charges. Do need to find some more max charges to enable this.

Polytheist stealing Toad Pact, with Devout of Lunaris and Pyroclast mines. Gives you auto targeting, +2 proj, 105% AOE, 75% proj speed and skill duration. Huge clear.

Stealing Tireless Frenzy and then any Dualist build. Lots of options here for fortify abuse with flesh flame champions fortify ascendancy. Or you can steal the node and play melee anywhere. Elemental hit, this node, Celestial Brace and Aristocrat is alot of damage.

Paladin lvl30 determination aura blocking Behemoth's rampage node. Then armour stacking with his other armour based nodes.

Incorruptable node stolen. Then converting damage taken to chaos damage via incandescent heart plus divine flesh. Volatile vaal orbs can boost this to 80% ele taken as chaos. Then you get armour applies to chaos damage taken. Huge tankiness for any armour build anywhere on the tree.

Boon of the first ones stolen, gives you headhunter for any build including minion builds.

Primal Roar and then steal Broodguard. Total 120inc attack speed and 300% increased damage with poison. Strong base for a poison build anywhere on the tree (only using spiders for their passive benefits)

Please add your ideas to the comment section. Given the short league time it's good to get ideas out early.

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u/o0oSAMoOo — 16 days ago