[GUIDE] The Tri-nuke -version1.3

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JunKx wrote:
im not sure how the burning ground affects EE...any clear ups?


Burn damage does not trigger EE, so this doesn't work either.

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JunKx wrote:
edit: im also curious how you survive. i mean clearning out white trash is never a problem for any character but how do you deal with the devourer boss, or temple piety or something that WILL hit you, and when it does you're either dead or you definitely cannot take a second hit.
can you cope? or mainly just glass cannon


Don't fall under the wrong impression here: Blue and Yellow mobs are 1-shotted just as easily in most cases. Throwing two tri-nukes at any given pack more or less guarantees that they won't survive. As for bosses... Well, how well this build fares depends on what boss its going up again. Most map bosses are no issue at all. They fall quickly. Hell, I've even managed to 1-shot several of the lower map bosses. Dried lake, Tropical Island, Vaal Pyramid, Sewer off the top of my head.

That being said, there is an obvious deficiency in survivability here. This is nothing like my sorc for example. My sorc will go up to pretty much any map boss and not give a fuck. Hybrid widow, Piety, Devourer boss, etc.. Stand in their face, tank a hit or two and then take them out in 3 shots.

The tri-nuke build is nothing like that. This build is much more skill based in the sense that you have to move around, manually dodge enemies and abuse trap placement and corners in order to not get ganked. Keep in mind that I developed this build with PVP in mind. There is no spell block, life leech, or anything like that because I plan on using my mobility to avoid death while I try to land a tri-nuke on someone. That's how it is.

This build is still in the development phase. I'm still twinking with shit to find out what works best for different situations. When I finish, I plan on offering this in two variants - a PvP and a Map centric build. Either way, the tri-nuke is awesome.
fair enough

in all games im always a glass cannon dps type, but i dunno why in this game i have a strong mindset you can't do dps when you're dead. i started a ranger with dominion in order to do an evasion/dodge/spell block trapper build but i really like the concept you have here.

im definitely going to incorp the skill set up - lightning warp and the way it acts as a trap is too badass to pass up. im just going to try to make the build slightly more tanky, in case of mistakes, while retaining the deeps.
Interesting build. Starting to build a Scion right now for it.

However, 1) I'm interested in knowing how a CI/ES might fair to be a lil more tanky. (Linked build uses one more point then yours)


2) Also, if keeping to your original build; for one point more, would it be better to skip "Mana Geyser" and get "Shaper" for the 1% hp regen. Otherwise you get the same stats.
That CI variant could work. The only thing I am concerned with is a possible lack of mana. As it is, I get a lot of my tankiness from running high level arctic armor. I also feel that you'd have to sacrifice Carcass jack for an es chest. A nice es chest with comparable links is a bit more expensive than C. Jack as well. I would also suggest going for vaal pact if you're going CI - as the leech you get from your support LW helps a lot, though if you don't mind a slower play style I suppose you could just said for energy shield recharges... I dunno, test the CI version and let me know how it works out for you.

Edit: Regarding taking Shaper instead of Mana Geyser for the extra point. I think this is certainly an option. If I were to obtain a high enough level; however, I would actually consider taking both. If you can only have one, I think both are good options - it depends on how stingy you are with the points.
Last edited by MetalheadNorm#6595 on Nov 4, 2013, 12:37:43 AM
Hi, that is one really interesting looking Build.
But I was bothering for quite a while after i discovered this, if it would be possbile to add another mechanic.

The idea was to switch Carcass Jack for Soul Mantle, and thus instead of spawning Traps to do the Damage to spawn Totems (that were spawned by a Trap) to do it.
But there still are some unanswered questions, how about a little theorycrafting? ;)

If you were to still use Multiple Traps, would you spawn all three totems (with Ancestral Bond) in one throw or could you possibly get 9 totems (which seems rather unlikely now that i think about it :D).
So, if I am not mistaken, since there is no real need for Multiple Traps it would be more beneficial to use Remote Mine instead for increased damage.
This way the newly freed slot (a.k.a Multiple Traps) could be switched for Increased Area of Effect to compensate for the loss of Carcass Jack a little, or maybe even something to further boost the damage.
And now the thing that is bogging me the most, if a Trap/Mine spawns a Totem, does the Totem get benefits from all passive Skills concerning Totems AND Traps/Mines?

And would it even be possble to make a build based on how scattered these nodes are? :D
Last edited by Wylver#6314 on Nov 4, 2013, 4:41:40 AM
awesome build. i'm leveling it right now.

one variation i'm thinking about is instead of traveling down to arrow dodging + the trap node, would it be better to go double curse and get an extra 20% chance to shock? so the extra shock chance + double curse would make up for the lack of one last trap node. also the Purity of Flesh node is amazing.

i really hate wasting so much points on traveling that far to get that one trap cluster :/
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Wylver wrote:
So, if I am not mistaken, since there is no real need for Multiple Traps it would be more beneficial to use Remote Mine instead for increased damage.


What makes you think that multiple traps is not needed? The multiple trap gem more than triples your trap's trigger radius, and for PvE purposes almost doubles your damage. Not to mention it raises the amount of traps you are allowed to place by 3- double the base allotment, and of course 1.5x more than you'd be allotted with just trap passives. Play without access to more than 6 traps at a time would be painfully weak by comparison.
Yes, i know that multiple traps is mandatory for the trapper build.
But i was talking about a slight variation where i would like to use remote mines to deploy spell totems, if thats even possible.
And in this scenario multiple traps would simply deploy the totems faster, despite the fact that it only works in conjunction with trap and not with remote mine?!?

So maybe, reread my last post cause it is about using a soul mantle and transforming this into a Trap/Totem build if possible. :)
Last edited by Wylver#6314 on Nov 4, 2013, 9:23:59 AM
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MetalheadNorm wrote:

This build is still in the development phase. I'm still twinking with shit to find out what works best for different situations. When I finish, I plan on offering this in two variants - a PvP and a Map centric build. Either way, the tri-nuke is awesome.


I'm interested to see what changes you'd make in a dedicated map-optimized PvE build, not particularly interested in PvP and this build looks like fun.
Have you thought about going for power charges (cast on crit, gmp, ice spear)?
ign: ZeoZergs

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