Chain Reaction / Charged Traps anti-synergy?

Seeking help from experienced Saboteur players before I potentially brick my build. It's my first time playing the class.

The Chain Reaction ascendancy says "When your Traps Trigger, your nearby Traps also Trigger".

The Charged Traps support says "Supported Skills have (20-30)% chance to gain a Power Charge when your Trap is triggered by an Enemy". The Blast Cascade and Master Sapper passives on the tree also have a similar wording. "By an enemy" is important; just letting traps time out and trigger at the end of their duration does not generate charges.

I am currently using all of the above to generate charges, but I have not yet allocated Chain Reaction. Here is my reasoning:

Let's say I throw four traps (with Cluster Traps), and an enemy walks onto all of them. Without Chain Reaction, all four are "triggered by an enemy", and thus I get four chances to gain charges.

With Chain Reaction, the enemy triggers the first trap, and the other three immediately trigger due to the ascendancy. Does this still count as being "triggered by an enemy", and thus grant charges? Or will it give me only one chance to generate charges with each cluster of traps triggered? This could be a pretty severe downside to an otherwise very useful ascendancy point.
Editado por útlima vez por Abdiel_Kavash#5296 en 5 ago. 2018 23:42:18
Reflotado por última vez en 6 ago. 2018 10:59:34
It's the same wording as Tinkerskin. Unless it was changed recently and I missed it, people have been complaining about the item since it was first revealed since the "trap chest" doesn't actually work well with trap builds. The first trap is triggered by an enemy, the rest aren't.
Yes as Namcap says its a long term beef that trappers have had with the trigger mechanisms for some of the trap bonuses.

Jaws of Agony has the right one, that just gives you a chance to gain a charge for every trap you throw. Pretty much all the others have the version where it has to be triggered by an enemy which gimps them pretty badly as both chain reaction and zero duration (sunblast etc) don't count.
When I was looking at build guides two months ago, I thought I read that as long as the monster that triggered the chain reaction was in the trigger radius, it counted for the tinkerskin charge chance. So if you had a large trigger radius, you’d still get most of the traps with the chance at charges. I don’t think I’ve read any GGG comments about the mechanic though.
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