there is passive in tree near witch area towards shadow, which gives you percentage chance of generating power charge whenever trap is triggered. I think it was 15%
Anyway with it you dont need jaws. Thats why i said that this 10% is just a bonus
About those new classes and new notables, are these included to the normal skill tree? Or how do GGG intend to implement these?
Indeed, since damage over time effects aren't considered a 'hit' (if they were they would trigger reflect or corrupting blood) they bypass the "your hits can only kill frozen enemies". It's a weird interaction with traps since technically they arent YOUR hits and should therefore ignore the mod alltogether but it worked in talisman and so far there has been no confirmation that this is indeed a bug.
Friend of mine played a bear-trap poison build in talisman that had great aoe clear because he would spread the poison via binos kitchen knife. Since the bear trap usually oneshot mobs he had to make sure that it wouldn't (by using southbound), and traps usually don't trigger binos "On killing a Poisoned enemy, nearby enemies are Poisoned" either. Thankfully damage over time is always attributed to the player so the combination of those two interactions made the build possible. Stuff like this is what made me fall in love with PoE.
Edit: This build kind of peaked my interest, looks a little bit too squishy but with the necromancer self-offering and constant bone offering casts this might easily reach 50+ spellblock (youd have to skip acrobatics though, so not sure if thats worth it).
Remember that the fact that "on kill" effect are attributed to you from degen effect even from traps and totems is a bug, and not an intended feature.
Yeah, it might be interesting how they will fix it, if they decide to fix it even. I just wanted to point out that this way of getting the on kill effect is considered a bug, not a feature so the likelyhood of it being changed is higher.Remember that the fact that "on kill" effect are attributed to you from degen effect even from traps and totems is a bug, and not an intended feature.
While I'm aware that this is a bug and that they may decide to fix it I feel like this is an issue that might be harder to fix for traps/mines than totems. RF totems for example are actually there when they kill stuff, mines/traps on the other hand simply do not exist. I would imagine that not having 'something' kill an enemy may cause issues with a whole lot of things depending on their code. I wouldn't bet my life on it staying unchanged but I feel like this specific interaction isn't something that is giving them headaches.