Entangling Trap is a skill commonly seen in the builds of endgame elite rogues. Some people would argue Shadow Veil is more useful and Trap is somewhat useless and outclassed by anything a Sorcerer can do. Today I present my idea to rework some of the Perks and Mechanics of Entangling Trap.
Mechanics
•Traps stay on the map for 10 seconds. After their timer is up they explode and break. Charging Trap no longer extends the length of an Activated trap's duration by 2 seconds.
•Newly created traps still retain their "trigger" time. After which a blue flicker of light indicates the trap will go off if an enemy steps on them.
Perks
•Adept Construction: This perk retains the same function it did before offering rogues a 20% chance to create another trap. Unlike before Adept Construction could allow a very lucky rogue to make up to 5 traps. This is now reduced to 3, after which the skill will go into a 10 second cooldown.
•Razor Wire: This perk has been modified, it no longer causes enemies to bleed. Instead enemies caught inside the trap's circle will take continuous set damage. The damage itself increases depending on how long the enemy stays within the trap.(Similar to Noxious Bolt's poison.) This gives trap it's own way of true damage.
The damage caused by Razor Wire
50-1 second
100-2 seconds
150-3 seconds
200-4 seconds
250-5 seconds
300-6 seconds onwards.
•Power Snare: The longer enemies stay inside a trap's snare the worse their movement debuff becomes. This is to give traps more utility as I've seen many enemies (especially in elites) scoff off my traps and run right towards me.
•Net Retraction: Trap's have a 45% chance to pull enemies within their radius. 95% chance on charged traps. Honestly Net Retraction is Entangling Trap's only saving grace. 95% isn't necessarily a gaurenteed pull, but it's a huge step up from 20% and gives people a reason to actually charge this skill.
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