this i think might be wrong, given the fact that we have seen rogues st potential already, and there is stuff floating around like sorc unstable currents, which can be made to procc 1-2 spells per cast, which would massively favor AS in that burst window.
Maybe constant single target dmg will favor barb/druid. But even there im not so sure, given the fact that cdr is a thing at endgame.
Yeah, could be, everything we discuss could all be wrong in 2 weeks time. I have heard from Closed Beta feedback that Rogue felt very underwhelming at late game, but this could all change again before release.
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Since this is a âDOTSâ topic Iâll ask my question here:
Does anyone know the mechanics of Rogueâs Poison Trap?
1st- I vaguely recall reading/hearing somewhere that PTs do not stack.
Just wondering thatâs the case.
2nd- Full Damage Value - The enemy must remain âIn the PT aoeâ for the 9 second duration to take full damage?
Thanks!
(apologies - Iâm utterly atrocious when it comes to game semantics)
As with Firewall, you cannot stack one on top of the other. However, Poison Trap can be put right next to each other. Poison Trap has initial damage that takes time for full effect, Caltrops has a similar mechanism but with slow. According to Icy Veins, under Poison Trap it states, âyou can have 4 traps activated at onceâ but does not state if that is just Poison or all traps. Also, Enhanced Caltrops and Subverting Poison Trap is a modifier that increases damage while they are in the area. So that means even more damage while they are in the area but only with those modifiers.
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Thank you so much!
As I said - I have cognitive issues regarding game semantics. I wonât use the vulgar I normally apply to myself⌠itâs frustrating.
So the PT can hit for X dmg over Y time regardless of âin the areaâ or just âAffectedâ by it for 1 second?
âPlace a Trap that Arms in x,x seconds. It activates when an enemy moves within Range, Applying xxx.xx% Poisoning Damage -Over 9 Seconds- to Enemies in the Area.â
This is what kills me with these games.
So - if an Enemy sticks their TOE in the trap and gets âHITâ - they take xxx.xx% Poisoning Damage over 9 Seconds?
Or - They must keep said TOE in said Area for 9 full seconds to take the total xxx.xx% Poisoning Damage?
If we are talking semantics, PT effects (not affects) for X seconds. So, A steps into PT and it does a total of (for the sake of math), 100 damage over 10 seconds. That means, if A has 83 hit points, it dies just after 8 seconds.
In the area means the original area of effect. Otherwise, stepping out of the area would stop the damage - for any class. This means that stepping away from Werewolf with Rabies would end the effect.
In your example it is scenario A, unless there is some sort of mitigating factor. For instance, some bosses are immune to Crowd Control. So, the initial poison does not effect them at all. However, the poison does allow the boss to be stagger (as well as vulnerable but not slowed). At a certain point, that Stagger maxxes out and the boss loses immunity. For how long, I do not know.
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Thanks once again for your response.
In the OB I played with the Conceal/PT aspect and was just theory crafting for pve/pvp.
Whether or not Iâd have to find a way to make a target stay in PT for a full duration is a huge hurdleâŚ

heâs not counting impact damage btw in case youâre confused. so dots are 17, 35, 35, 35, 35, 35, 35, 35, 17