Deploy Mass Traps
Throw 4 explosive traps at target locations. Each trap takes a turn to activate. When active, trap will explode when a character approaches it.
Requires Pyrokinetic 2
Deploy Mass Traps is a Pyrokinetic Skill in Divinity Orginal Sin 2.
Deploy Mass Traps Spell Book Location
- Obtained by combining any Pyrokinetic Skill book and any Huntsman Skill book. (At least one of them must be Source Skills)
Deploy Mass Traps Requirements
- Requires Pyrokinectic 2
- Requires Huntsman 2
- Cost 2 Memory
Notes and Tips
- The trap deals Fire damage and applies Burning.
- If the thrown trap hits, or is hit by, a fire source that is "owned" by a character, it will explode for 167% scaling with the attribute-independent spell level scaling, alongside the owner's pyrokinetic skill and other relevant stats.
- If the thrown trap simply goes off from proxy detonation, it explodes for the same 167% scaling but without using any character's pyro skill or other stats.
Divinity Original Sin 2 Builds: Blazing Deepstalker
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wait so. For bosses you can set 3 of the non SP traps, then 4 of these in the same spot. then instantly teleport the boss on the 7 traps?
Or maybe you have to setup the 3 traps then fire ground with the elemental affinity talent, stand on it and tp enemy into traps in combat. Then throw the 4 SP traps as grenades on them for a full 4 AP turn.
Avoid using this skill as a full pyromancer if you want to have fun playing game, it deals more damage than a 3 sp 4 ap meteor storm aoe (because it will hit any enemy with all ticks) and can work not as traps but grenades that just explode instantly and deal stupid amounts of damage, nothing else. Most of the fights you can just delete a group of enemies standing together just with this one skill that you can use as soon as you arrive to Driftwood. Still, it's a good choice for honour mode (played fair), true solo and playing ranger who uses this skill as real traps, not grenades.
little Suggestion for people want to try using this skill and/ or not the Blazing deepstalker build above for your Red prince
Switch mnemonic or far out men (or both too...) for Ambidextrous TALENT, and you will need only 1 ap for launching grenade in case you are too far away for using Dragon Blaze, also you may not need invest 2 points in Aerotheurge for teleport and Uncanny evasion,teleport will cost only 1 ap.
there arent any scroll with uncanny evasion but it has a lot of limitation and you may choose use instead chamelon cloack or invisible potion are craftbable too or just invest point in polyform and get it togheter with other skills work good that work well with the build and torturer talent such as bull rush and skin graft.
The build of the blazing deepstalker has an excellent OFFENCE power, both against phisics or magic armors, but also it's very FRAGILE for a melee
Consider the idea of switching mnemonic or far out men for living armor, and/ or adding some survival skills such as bone cage, vampiric hunger (if you get living armor, FREAKING GOOD), shaclke of pain.
big Thanks fextralife for the deepstalker build, super love it, so flexible build
please write if you have other or better suggestion or if I have just wasted 10 minutes of life v.v
I just did some testing.
Somehow, when I active it manually by shooting it with talent [Savage Sortilege], I could deal critical damage with it.
While throwing the traps, if I'm on high ground + active it normally, It got bonus damage from [Huntsman].
So... the damage will base on Level + Pyro level + Hunstman (High ground require)...
I one shot kraken yesterday with this. I wouldn't recommend using it for anything else lol
What it scales off? Int? Pyro? Int and Pyro? Or Traps have damage linked to level?
Most powerful pyrocinetic spell. A qick comparison: Right now for me, each trap does 800-850 damage, epidemic of fire 900-1000 but that spell only hits each target once. You can lay all 4 traps on a single target or since it has an aoe on multiple targets standing close.
If you have Savage Sortilege, the trap will crit but only during your turn. It will not crit on the ennemy turn (probably an oversight). So, detonate it during your turn with another spell or shoot it.
Currently the most powerful skill in game, can be trigger up to 8*4=32 explosion (details see Throw Explosive Trap)using special arrow to detonate, dealing massive damage, probably a bug.
Agree that it's underrated. One of the best skills in the game for geo/pyro funnily enough. The traps pretty much equate to a fireball and are set off by fossil strike, impalement, etc.
Underrated skill. Put this on my Glass Cannon Ranger and it's surprisingly good. Here's how I used them to great effect against Grog the Troll.
1- As the turn starts, cast this skill and deploy the mines right on top of Grog.
2- Normally the traps take a turn to become "active", but if you are a glass cannon or have adrenaline skill, you should still have more than enough AP left to trigger them with a fire arrow.
3- Use a fire arrow on Grog. The traps are positioned on him so they will explode with the fire arrow. He is dealt a critical hit from the arrow and massive fire damage from all 4 explosive traps triggering at once.
This saves you from using more fire arrows while dealing similar, if not more, fire damage to the target than you would with spamming fire arrows.