[1.2] Quad Curse Trapper

Introduction

The impetus for this build is my fascination with the curse skills. There’s a multitude of benefits you receive from one curse so stacking four on each other seemed like a cool idea. Plus it gives you flexibility to swap out curses to fit the situation. When the passives tree was modified to improve the effect of the curses, I wanted to try and make a build that leveraged the 24% increase of effect for these spells. My first build was a summoner using three curses. By and large that was a success but I wanted a build that did not have to rely on minions to do the damage, can solo, and squeezed in that 4th curse. The quad trapper was thus born.

Videos

Here's a video of me slowing Kole so much it's a joke running around and not getting hit... although i do get hit even though I seem to be behind him.

Kole Katch Me if you Kan!

The next video is me solo'ing a level 70 map, the Underground Sea. This gives you a feel for how quickly/slowly I kill monsters.

Under Da Sea!

The video below shows party support for a level 66 map. I usually just end up cursing and letting everyone else blow things up. With higher level party mates, trapping becomes rare because I'm constantly trying to catch up.

Cursin' Like a Boss!... I mean cursing a boss


Pro & Cons

Pros:
== Survivability is good. You freeze, slow, weaken monsters into irrelevance.
== Awesome party support.
== Can solo.
Cons:
== Curse Immune monsters.
== Slow clear speeds. You’re waiting for mobs to step into your traps.
== Mobs with shields or high evasion if using a bow.

Synergies

There are several synergies I wanted to take advantage of. Arctic Armor (AA) is a great little skill. It protects you from fire and physical hits, but it has an added effect of chilling the monsters chasing you. Trappers have to kite monsters by default so AA is a good defensive choice. You can further slow down monsters with temporal chains. In fact, with 20/20 temp chains, 20/20 curse on hit, and the 24% increase from the nodes on the passives tree, you can slow monsters up to 55%. Add on the chill effect, it becomes a comical sight to see. Maybe in future patches I’ll be able to slow them down by 88% and see them go back in time.

The other synergy was using three other curses and elemental equilibrium (EE) to increase damage output. I picked fire trap as the primary damage dealing skill because the area of effect burning damage but there is plenty of potential to try out other trapped skills. Vulnerability gives s 33% damage over time increase in damage. This affects only the AOE burning damage and not the initial fire trap damage. Flammability, EE, and elemental weakness smash the resistances of the unsuspecting monster by 172%. This is with a 20/20 curse on hit, 20/20 elemental weakness, and 24% nodes from the tree. If you get all the increase damage trapper nodes, that’s another increase of 215%. Throw in a 20/20 concentrated effect and 20/20 fire penetration, you get an average of 5.6k per fire trap! Wow!… wait, that’s not as impressive as the two million DPS of the shatter chuck build, but this allows you to trash white mobs fairly easily.

For defenses, I combine AA with Acrobatics / Phase Acrobatics, and a shield to block.

Skills & Gear

My current setup:



Ball lightning. Ball lightning pierces all the monsters and is guaranteed to hit. Also, I proc EE on monsters to have lower fire and cold resists. The downside is that the AOE is limited and the ball flies slowly. A wand with increased projectile speed will definitely help. Overall, I find this to be the best spell to use for getting four curses on monsters in the time it takes to fire off this spell (roughly half a second). You can pick and choose which curses you need at the moment. If you're running a party heavy in fire users, then I go with Flammability, Elemental Weakness, Vulnerability, and Temp Chains. If the focus is more crit melee, then I use Assassins Mark, Vulnerability, Temp Chains, and Warlords Mark.

Cold Snap. With Cold Snap combined with elemental proliferation, and cursing the mob with frostbite and elemental weakness, it becomes very easy to freeze the crowd. You follow this up with a Fire Trap or a trapped Desecrate, and sit back to watch the mobs health dwindle as they perform a mannequin act. Quite fun to mess with monsters.

Fire Trap. I currently have this linked with increased AOE, and concentrated effect.

Vaal Flameblast Trap. Link this with trap, concentrated effect, and fire penetration and you have yourself a nice little damage dealer.

Auras. I run Clarity, Discipline, and Haste. Although you can run Herald of Ice in lue of Discipline if you have enough ES on gear.

Required Uniques


Doedre's Damning x2. It is possible to get a corrupted rare amulet with a +1 to curses. However, Doedre’s rings are cheap.


Tabula Rasa. This is great for swapping out curses on the fly. A corrupted 6L armor that gives you one or two white sockets, added ES and elemental/chaos resists, would be great. Or, perhaps a corrupted 6L’ed Lightning Coil/Cloak of Defiance with 3 white sockets would be most ideal? Richer folks than me can test that out. I got lucky with the Tabula, so that’s what I use.

Helpful Uniques



Dying Breath. This unique gives you 18% increase in effectiveness to your curses. The downside is that you need to be about half a screen away for this to take effect. I would use it but my resists are too low and a shield provides a higher block percentage.


Deerstalker boots. This gives you a 5 link and 30% movement speed. The downside is no resists.


Rime Gaze. This helm effectively gives you a 5L. I throw in Cold Snap, Trap, Increased AOE, and Elemental Proliferation.


Sunblast. This belt is good to increase your trap damage, but I need the resists more.

Passives Tree

Passive skill tree build at 30 points

The first 30 points are you trying to get arctic armor up and running. No small feat because of the mana regen that is required.

Passive skill tree build at 60 points

At this point, you should have EB and enough mana nodes to run arctic armor. The next series of points goes towards getting Acrobatics and Phase Acrobatics, the curse nodes, and trap nodes.

Passive skill tree build at 90 points

The rest of the points should go towards block and trap nodes:

Passive skill tree build at damn-near-impossible to get 120 points

Bandits

Normal == Help Kraitlin. He provides the +8% to resists. The 2 unique rings, tabula, and helm make it a bit tough to achieve maxed resists. Helping Krait here alleviates that problem.

Cruel == If you choose to go with a bow, pick Krait for the attack speed. If you're going with ball lightning like me, help Alira for the cast speed.

Merciless == Kill all bandits.
Last edited by curteck#4489 on Oct 15, 2014, 8:59:05 PM
This build look like ideal way to explore trapping and cursing for me. Got hyped to get it going already. Got tabula and rest of uniques look affordable which is very nice.

Few questions now:
*What bandit rewards to take ?
*How is it viable in beyond/hc league?
*Should I use something else to lvl up before going fully firetrapper/curser.
*Would be very cool if you could put skill point guideline (like 30-60-90lvl skills allocation)
*Any alternative uniques/rares to the build ?
*Which gems are priority to get quality on ?
Last edited by Taddis5#0970 on Oct 13, 2014, 3:12:47 AM
*I added to the guide to show what to pick for bandit rewards.

*I don't play HC league so I don't know. My guy can hold his own in maps even with a measly life pool of 1400. AA, blocking, and Acrobatics keep me alive in hairy situations.

*I used spectral throw up until around level 40. I switched over to traps to get a feel for the mechanics and to play around with what spells I should trap. Cold snap is great to freeze followed up with a fire trap to burn their health away. It's a good one-two punch because of Elemental Equilibrium. The lightning ball lowers their resists to the cold snap which comes first. If the monsters didn't die, the cold snap procs the monsters to have lower resists to fire damage... or you can just cast ball lightning again, which does the same thing.

*I'll add that in there. :)

*I forgot to add Dying Breath. This gives your curses another 18% increase in effectiveness. I don't use it because I lose too much in resists and my blocking goes down, but it makes a noticeable difference. A 6 linked Dying Breath would be cool to see because you would forgo the traps and simply blow through the mobs with a supported spell.

*Priority goes to Curse on Hit and Temporal Chains. Everything else is secondary, but elemental weakness and vulnerability are good ones to follow since quality increases damage dealt to the target.
"
curteck wrote:

Cons:
== Curse Immune monsters.
== Slow clear speeds. You’re waiting for mobs to step into your traps.
== Mobs with shields or high evasion if using a bow.


You forgot that in PVP I can drop you like a bad habit.

Also, that wet tee-shirt is ugly. Get an armor skin like a real man.
lol @ 27s into the kole video

i can attest to the utility of this build. seriously just freezes time. it's ridiculous.

after looking at your tree, it also seems like you could run this build as a scion pretty easily. wonder if you could even create a somewhat balanced tanky/dps melee scion based on my build with added curses and curse effects. hmm!
Rip'd at lvl 61, just too low hp. It was corrupted area boss (flicker strike spider) which landed quick 2 deadly strikes even though it was cursed with temp chains and enfeeble.
It might be cool utility build in party along with some1 running auras (like summoner) so you could spect into more hp nodes instead. 6L armor with 5blue and 1green sockets would fit pretty well too (most curse gems are blue and can still swap for situation quite a bit), but im too poor to get it.
"
Say_Ten wrote:

i can attest to the utility of this build. seriously just freezes time. it's ridiculous.
!


As long as he runs Assassin's Mark. :)
"
Taddis5 wrote:
Rip'd at lvl 61, just too low hp. It was corrupted area boss (flicker strike spider) which landed quick 2 deadly strikes even though it was cursed with temp chains and enfeeble.
It might be cool utility build in party along with some1 running auras (like summoner) so you could spect into more hp nodes instead. 6L armor with 5blue and 1green sockets would fit pretty well too (most curse gems are blue and can still swap for situation quite a bit), but im too poor to get it.


while i am all for trying new, random things, i, personally, would probably want to stay away from cursing and trapping. i think trapping makes sense for certain builds: ranged, summoner

i really think you could develop a good melee build that quad curses. curse on hit linked to some kind of AOE skill like lightning strike or spectral throw and then something like double strike or dual strike for close-quarter battles
It started to work pretty nice in merciless difficulty when i spec'd into trap dmg notables and got better gear. Even did beat some beyond unique mob spawns, went through nasty corrupted areas, that got me too cocky.

Kinda like trapping as all your dmg skills, feel like need actual skill to play the game. You have to put cursor precisely where enemy is/will be.

Last edited by Taddis5#0970 on Oct 17, 2014, 12:28:43 PM

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