Caltrop is underrated! Build transforming!

THANK YOU FOR THis!
i have yet to see any of you out there- i am the ONLY one ever using caltrops. ever.
the only time it becomes an issue: in group play…and specificly with druids/barbarians who have/use abilities that knock enemies out of your traps.
i don’t use flurry/spinning blades. i don’t use inbunement.
conceal, poison trap, death trap, caltrop are feature…
rapid fire is utility for me…and even less than that as i actually use caltrops for clean up/remaining enemies.
you won’t “run fast unstopped” thru dungeons, and you MUST control the board (which is why barbarians and druids aren’t compatible in group play)….
i focus my items bonuses on cooldown reduction, poison damage and upping SUB skills…
played smart, you barely get hit…
oh, and movement speed is needed.

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one question-
any one know if buffing cold damage increases the caltrop cold damage?
specifically, cold damg bonus on rings…
also, fridgid finesse…does this increase caltrop chill/damage?

Caltrops might work on a ranged build to put distance between you and the enemy, but it’s trash for melee builds where the backward flip puts you out of melee range. I much prefer Poison Trap with knockdown and damage resistance.

That’s what Dash is for!

Caltrop would be a lot cooler if any of the ranged options were at all worth using.

my ranged trap rogue is pretty fierce…
takes a lot of finesse but it’s a powerhouse. the sole drawback is cooldowns—but those are manageable enough…

and i count on frozen/stun grenade caltrops (buffed via paragon/items) for hitting groups after they’re already in traps (takes advantage of the dam to enemies in traps bonuses, frost dam, AoE buffs)
they’re incredibly useful.

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also, if you use conceal- adding opportunist aspect…if you break your conceal with caltrops, you get the chill, the stun grenades and then added stun grenades with extreme damage to that moment.

Did they finally fix it? (it wasn’t slowing)