"The Acid rainer"(Updated for Prophecy league!)INSANE DMG

I'm currently levelling a char based on this build in Prophecy. My 1st trapper and it seems really fun. I enjoy the running around to avoid getting hit.

The only question I have is how do you generate power charges? They are not generated by the traps. For now I sometimes use Blade Vortex. That is not going to work late game because mobs will shred me if I get close.

EDIT: The ascendancy does not generate charges through traps, but the passive node 'Blast Cascade' sure does. Ignore the question.
Last edited by Karinst#7430 on Jun 5, 2016, 10:12:55 AM
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Karinst wrote:
I'm currently levelling a char based on this build in Prophecy. My 1st trapper and it seems really fun. I enjoy the running around to avoid getting hit.

The only question I have is how do you generate power charges? They are not generated by the traps. For now I sometimes use Blade Vortex. That is not going to work late game because mobs will shred me if I get close.

EDIT: The ascendancy does not generate charges through traps, but the passive node 'Blast Cascade' sure does. Ignore the question.

Check his items they are generate by traps :) shield 25 % chance to gain power charge when throw trap :)
Wondering what your thoughts were on choosing Crit over Non Crit? I can't decide which way to go.
Hi,
I am doing your build, actually on the new league.


I have a question:
how many Mana cost your main trap ?

Do you have enaught Mana ?

You run 2 Curses.
Is it possible to run 3 curses, if I use the item Heretic's Veil ?

Is this a good idea to use Vulerability ?


About the "bear trap" : You use it to fixe in place the boss, right?

On it, you use "poison support": OK, to be able to kill, and to Reg with Bino
But why do you use "Trap and Mine Damage Support" ?
ANd why do you use Critical Chance support" ?

Is this not better to use : "cluster trap support" ?
And perhaps: "increase aera of effect" ???? to Locks more enemy in place
But bear-Trap is not a AOE action.


Last edited by ManuZB#0432 on Jun 6, 2016, 11:56:27 AM
i was start with this build in prophercy but to be honest hmm coldown damn i think saboteure wil be realy bether with that with more clear speed and chain reaction another one you say belly hm i think its not good choise i think carcass wil be much more bether for aoe and dmg hp from belly dont make big difrence with tactics kill or be kiled
I based my current character in prophecy off your build and I cant work out why my dps is showing 1/10th yours??

youre much better geared and have prob 150% crit chance more than me but my core items and tree are about the same bino's/jaw of agony but I'm using a tabula atm. the difference shouldn't work out to be that much. as it stands my saboteur in standard trounces my assassin trapper in clear speed by a good margin. all the traps usually trigger and he has built in cooldown support so no wasted gem slot. oh the other thing is saboteur gets bomb specialist, which gives 8% dmg per trap. if you lay 11 traps down just before a fight that's an extra 88% trap dmg which double dips with poison dmg. this prob makes it better than the toxic delivery ascendency when fighting bosses.

in my six link I run: bladefall > poison > trap > concentrated effect > trap cooldown > cluster traps.

I get about 5k dmg per trap whereas youre getting 40k!@!@ HOW? even taking into account atziri flask charges (only explains 25%) that is inexplicable :/

in summary. I think if you tricked out a saboteur the same as you did with you assassin he'd be absolutely killer.



Last edited by zfky09#7978 on Jun 7, 2016, 12:39:05 AM
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Madhatter0 wrote:
Wondering what your thoughts were on choosing Crit over Non Crit? I can't decide which way to go.

Crit all the way. We scale the initial hits, only the strongest DoT from a poison is active on an enemy, so having 1 dot that is does 100 poison damage is much better than having 10 dots who each do 10 poison damage. This btw is the official dot mechanic.

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ManuZB wrote:
Hi,
I am doing your build, actually on the new league.

I have a question:
how many Mana cost your main trap ?

Do you have enaught Mana ?

You run 2 Curses.
Is it possible to run 3 curses, if I use the item Heretic's Veil ?

Is this a good idea to use Vulerability ?

About the "bear trap" : You use it to fixe in place the boss, right?

On it, you use "poison support": OK, to be able to kill, and to Reg with Bino
But why do you use "Trap and Mine Damage Support" ?
ANd why do you use Critical Chance support" ?

Is this not better to use : "cluster trap support" ?
And perhaps: "increase aera of effect" ???? to Locks more enemy in place
But bear-Trap is not a AOE action.

Mana cost is pretty steep, 120-140 per bladefall-cluster. we need a seething mana flask to regen.
don't run 3 curses, or you can't cast any traps. we use the supports indicated since the all boost the first hit of bladefall traps as well as bear traps. bear trap is a single target skill to take out enemies with ridiculous HP or those with proximity shields. dont use cluster, it will reduce damage and is not beneficial to your mana management at all.

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Shecutor wrote:
i was start with this build in prophercy but to be honest hmm coldown damn i think saboteure wil be realy bether with that with more clear speed and chain reaction another one you say belly hm i think its not good choise i think carcass wil be much more bether for aoe and dmg hp from belly dont make big difrence with tactics kill or be kiled

the tree has cooldown recovery (top between shadow and witch). no, sabo is not the way to play this build. I'm clearing pretty fast with this, even. the time on bosskills etc is zero, literally. two bladefall traps take out ghosted map bosses fractions of a second, you can even see this in the videos (like atziri, can't even start to cast her skills mostly).

"
zfky09 wrote:
I based my current character in prophecy off your build and I cant work out why my dps is showing 1/10th yours??

youre much better geared and have prob 150% crit chance more than me but my core items and tree are about the same bino's/jaw of agony but I'm using a tabula atm. the difference shouldn't work out to be that much. as it stands my saboteur in standard trounces my assassin trapper in clear speed by a good margin. all the traps usually trigger and he has built in cooldown support so no wasted gem slot. oh the other thing is saboteur gets bomb specialist, which gives 8% dmg per trap. if you lay 11 traps down just before a fight that's an extra 88% trap dmg which double dips with poison dmg. this prob makes it better than the toxic delivery ascendency when fighting bosses.

in my six link I run: bladefall > poison > trap > concentrated effect > trap cooldown > cluster traps.

I get about 5k dmg per trap whereas youre getting 40k!@!@ HOW? even taking into account atziri flask charges (only explains 25%) that is inexplicable :/

in summary. I think if you tricked out a saboteur the same as you did with you assassin he'd be absolutely killer.

tooltip dps does not matter. OP posted the numbers for lvl 94 tree with perfect gems (lvl 21/20) etc., don't use that as a measurement yet, what is your level and gem levels? how do you proceed while playing? as long as one trap clears a whole screen it does not matter at all :)
saboteur is not the way, you lose so much crit and you probably don't have all 4 ascendant keystones unlocked yet. if you want to 'feel' all traps triggered at once, get a sunblast belt for some alts and try it, it's nothing you are missing once you have levelled gems and enough cooldown. as a reference, I sport 11k tooltip dps with a 6L tabula (all gems lvl 18 only): bladefall - trap - trap&mine damage - poison - concentrated effect - cluster traps. no atziri flask yet :) from level 17 gems (around 6k tooltip) it doubled right up. even while levelling in a 5L (deerstalker boots), the traps raped everything they touched.

TLDR to all of the above: Assassin's crit is what makes or breaks this build. poe's dot mechanic emphasized few strong hits over many weak ones. the gem levels matter alot, since bladefall is a spell still. OP has a perfect setup with a lvl 94 tree, don't get over tooltip dps too much. if you have clearspeed issues, replace trap&mine damage with trap cooldown support for low maps, works very well. 2 curses are enough, use an instant mana pot.
IGN: WildTortillaFart
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Crackhöhle wrote:

we can go dual curse in 2.3, by dropping the force shaper cluster + entopy + clarity gem, then we get whispers of doom

Could you please elaborate what exactly changed in 2.3 that specifically allows (or makes it more viable?) to go dual curse now? Or were you referring to Cospri's Will? But with that, we don't need to get Whispers of Doom do we?
I don't know if this was mentioned yet but the +10 Int node next to Ghost Reaver can be safely removed and put elsewhere.

I'm running this build in 2.3 and am liking it so far. i need major gear upgrades to really give give a judgement but i will continue it and hopefully repost with some good news.
Last edited by BGonzo#0879 on Jun 7, 2016, 9:01:58 PM
Been playing this build, I went with Ambush in normal, and got the toxic delivery at merc lab. Been slaying really well, had the Tabula Prophecy in act 3 normal, so that made lvling easy. I'm not sure if I'll get assassinate, or respec to deadly infusion when I get the end game lab done.

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