[2.1] Tri-Element Equilibrium Crit Trapper
Brief introduction
Since patch 1.0 I had always enjoyed trapper builds, among my favorites are Elemental Equilibrium variants. This short build guide seeks to show a cheap trapper build that requires inexpensive 4-link gear to clear most maps. Due to the changes on evasion and mob damage, we aren't as tanky as in my previous non-crit guide, in return I focused the character on the damage output through crit while still being able to do most map mods.
Pros
- Cheap - Good crowd control - Great AOE - Great mobility - Immune to reflect and corrupting blood
Cons
- Low single target damage compared to other builds - Lower survivability compared with other builds
Trap Mechanics
This build is a crit trapper with high damage boost from Elemental Equilibrium keystone. That keystone is near Scion between the witch and templar that this build uses. Traps, unlike other spells, have charges and you can store 3 charges maximum at any given time. You generate a charge each 4 seconds, but each different skill (arc trap, coldsnap trap and fire trap in this case) has independent charges. Having 3 different skills allows you to, more or less, always have a trap really to throw, reposition and then throw again. Each trap, since we don't use Heralds, is pure in one elemental damage type, with the Elemental Equilibrium keystone each time one of the traps you throw damages a mob (burning ground doesn't count, only hit damage) the mob gets a debuff that reduces the resistances to the other types of damage, so the next trap will do a lot more damage as long its not the same element. Once you get the rhythm you can think of it as a "Song of Death", as each skill has a different explosion tune. :)
Gear
Recommended Uniques: * Belt: Sunblast (1 alch to 1 chaos) * Shield (only for high elemental bosses, for example Atziri and Crematorium): Saffell's Frame (1-2 chaos) Interesting Uniques: - Body Armour: Carcass Jack - Boots: Deerstalker Deerskin Boots - Atziri's Step - Helm: Rime Gaze (suggested by Laxaria) Shield: - main gear shield should focus on energy shield, spell damage and crit like: - offset gear shield should be "Saffell's Frame": Weapon: Elemental damage is better then spell damage overall because it increases the damage of Fire Trap ignite and burning ground, while spell damage only affects the initial explosion. With this in mind, for the same stats the Scepter implicit is better then the Wand implicit. To start you can try to find a weapon that has hybrid spell damage with mana and then master craft spell damage to it and you are ready to go. Since we are working with a crit based build, crit multiplier, global / spell crit chance are also other sources of damage. Doryani's Catalyst is a really nice weapon for this build but lacks spell crit multiplier that we can get from daggers or even well rolled scepters. Remaining slots: Over all you should seek to max out your effective hp, through life and energy sheild on gear, while capping your resists at first. Avoid depending on the shield to get resistance capped over 10% all resists, so you can switch to Saffell's Frame when needed without going under capped. Also, Shaffel's should have your Purity auras all the time, that you can use when needed. Spell damage, Crit chance, Crit multiplier and mana (regeneration, maximum mana) are nice to have on amulet and rings.
Gems
The links are by personal order of relevance: Traps: 4link: Fire Trap - Trap and mine damage - Fire pen - Crit multiplier 4link: Trap - Cold Snap - Trap and mine damage - Cold pen 4link: Trap - Shock Nova - Trap and mine damage - Lightning pen On the 5th links you can add Conc Effect on each trap for aditional damage at the cost of AoE or Crit multiplier on the traps that don't have it. Burning damage is also an interest gem for the fire trap if you 6-link it. Auras Clarity - Discipline (can be disabled in favour of a purity for specific fights) (on Saffel's offset shield): Purity of Fire - Purity of Lightning - Purity of Ice (activate as needed replacing discipline) Survivability/Mobility With 2.0 we have more options for mobility: 3link: Reduced Duration - Lightning Warp - Faster casting or 2link: Flame Dash - Faster casting Cast on damage taken can still be used with a self cast Enduring cry (level the CwDT to trigger arround +-50% of your maximum life): 3/4link: Cast when Damage Taken - Immortal Call - Increased Duration (- Molden Shell) Golem Personal preference depending on what you need more at the time (only takes 1 gem slot): - Survivability: Chaos golem - Damage: Ice Golem Avoid the Fire golem because it interacts poorly with Elemental Equilibrium, making the mobs resistant to fire damage and canceling out our only damage over time source (Fire trap). Curse Assassin's Mark: best curse for crit based builds or Elemental Weakness: if it helps your teammates more or Temporal Chains: increased the duration of all your elemental status effects and more control over the fight
Trap Sequences
Highest damage potential: - Shock Nova trap -> Fire trap -> Cold Snap trap Best crowd control sequence: - Shock Nova trap -> Cold Snap trap -> Fire trap Shock Nova trap at the start will apply shock to all mobs, increasing the incoming damage after. That buff can be used quickly with Cold Snap trap to freeze the mobs, stopping specially dangerous and quick moving packs, or with Fire Trap and then switching the resistances of mobs with Cold Snap for maximum damage.
Bandits
- Kill all or Oak (Life reward) - Kill all - Alira (Power charge reward)
Skill Tree with leveling steps
[2.1] Tri-Elemental Crit Trapper https://www.pathofexile.com/forum/view-thread/1534482 [2.0] Explosive arrow Blood magic Marauder https://www.pathofexile.com/forum/view-thread/1343673 [1.3.1] Tri-Elemental Trapper (not updated yet) https://www.pathofexile.com/forum/view-thread/1199527 Last edited by raquinvil#1821 on Dec 26, 2015, 8:35:38 AM
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Current Gear
Talisman
Videos
Here are some videos of the build in action on 2.1 patch in the Talisman league:
Map Pier@lvl76
Slightly choppy video and low volume, testing new obs setup still not optimized for POE. Video - https://youtu.be/zID_F4wWyIs Map info Defences page Changelog: 25/12/2015 - Basic guide [2.1] Tri-Elemental Crit Trapper https://www.pathofexile.com/forum/view-thread/1534482 [2.0] Explosive arrow Blood magic Marauder https://www.pathofexile.com/forum/view-thread/1343673 [1.3.1] Tri-Elemental Trapper (not updated yet) https://www.pathofexile.com/forum/view-thread/1199527 Last edited by raquinvil#1821 on Dec 25, 2015, 11:38:59 AM
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Hello,
i'd like to test this build out but im a new player and have a problem :) 4link: Trap - Lightning Nova - Trap and mine damage - Lightning pen There is no skill called lightning nova, can you help me out pleasE? |
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He means shock nova
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" Yes it's Shock Nova (http://pathofexile.gamepedia.com/Shock_Nova). [2.1] Tri-Elemental Crit Trapper https://www.pathofexile.com/forum/view-thread/1534482
[2.0] Explosive arrow Blood magic Marauder https://www.pathofexile.com/forum/view-thread/1343673 [1.3.1] Tri-Elemental Trapper (not updated yet) https://www.pathofexile.com/forum/view-thread/1199527 |
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" Thanks for spotting that out, if you find anything else that isn't correct feel free to point it out. :) [2.1] Tri-Elemental Crit Trapper https://www.pathofexile.com/forum/view-thread/1534482
[2.0] Explosive arrow Blood magic Marauder https://www.pathofexile.com/forum/view-thread/1343673 [1.3.1] Tri-Elemental Trapper (not updated yet) https://www.pathofexile.com/forum/view-thread/1199527 |
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