[1.0.2] Tri Element Trapper

Hey Arkon, do you think its worth to buy an 4 or 5 linked carcass? Are the increases aoe DMG and Radius boosting your DMG or is the Differenz to a nice rare 5l not essential? Thanks
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Mookie88 wrote:
Also agree with trap boots not being necessary


Maybe not "necessary" but they are dirt cheap and 18% trap throwing speed plus 30% run speed is more useful than anything else you could put in that slot. I certainly wouldn't even consider using Rainbowstrides over Deerstalkers.

One thing I don't get is why nobody else appears to use a pure ES shield. My weapons are:



and I don't see why I'd ever want to switch to a different shield type.

I should probably do something about my CwDT though. Finding the gem nearly useless post-nerf to be quite honest. Even at 440 damage threshold it goes off so rarely...
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Vorph wrote:
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Mookie88 wrote:
Also agree with trap boots not being necessary


Maybe not "necessary" but they are dirt cheap and 18% trap throwing speed plus 30% run speed is more useful than anything else you could put in that slot. I certainly wouldn't even consider using Rainbowstrides over Deerstalkers.


For the last couple days, I actually changed my build a little bit from what I have posted here, and also got rid of Deerstalkers for Rare boots that have Run speed, 90 HP, and resists.

Also, instead of using Cold Snap I'm using Ice Nova linked with Ele Prolif, Reduced Duration, and Trap.

The reason I switched to Ice Nova was because Cold Snap as a single trap, meaning without Multiple Traps seemed quite useless. Sure it was pretty effective at freezing enemies because of the built-in boost to freezing. However, because I am now using Ice Nova as a single trap, and it has such a wide AoE, AND boosted by my divinarius and Carcass Jack, it covers such a wide area on it's own that chilling and freezing packs is absolutely no issue at all.

I know the damage of Ice Nova is lower than Cold Snap, however the radius is probably 3 times the size. So for single targets, yes Cold Snap is better. But when I'm now able to hit 3+ extra monsters because the AoE range is so much larger on Ice Nova, it's actually doing more damage than Cold Snap was.

The other thing to remember, Deerstalkers only gives level 11 Trap. The trap gem gives up to level 20 which is 10% "MORE" damage.
IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
Ice Nova over Cold Snap is something I think I'll try out. I definitely agree with you that the main reason for the cold-based trap is for freezing and not for damage, so that seems like a good gem swap.

I'd have to have some exceptionally-well rolled EV/ES boots to give up the trap throw speed of Deerstalkers though, none of the other uniques would come close to cutting it imo. If I had Q20% Trap and Lightning Trap gems it'd definitely make a boot swap more tempting too. Quality gems are pretty low on the priority list right now though, I still need a 6L Carcass Jack.

And while the Trap gem gives 10% more damage, you lose Multiple Traps. In my initial testing of Ice Nova, it looks quite easy to hit targets with at least two of the three traps, which isn't quite 200% damage but it gets close with a L20 Multiple Traps gem. That would go a long way in making up for the damage lost switching from Cold Snap. Of course Multiple Traps is also buggy as hell indoors, can't be thrown over obstacles at all, is harder to target precisely, etc. so there's that to consider too.
Before dropping Deerstalker and Cloak of Defiance, was the build still good enough for late game? I don't think I'll be able to drop those two yet, still level 61 and spent most of my currency upgrading other pieces of my gear such the as rings and amulets for resists and item rarity.

Now I'm aiming to upgrade armor, looking for HP properties as well as resists. How significant was the change after your transition from the uniques to rare gear?

PS. WOW, your build really caught some huge interest now. I remember only seeing 4 pages last time I checked. Good job man!
Last edited by SenpaiTypeBeat#4068 on Nov 19, 2013, 8:37:23 PM
I'm still using 4L Cloak of Defiance and with my luck it's extremely unlikely I will ever see a pair of boots worth replacing Deerstalker with, and the old build is fine at 74. I plan to have a Carcass Jack long before I hit level 80 though.
Im half way A2 merciless on Nemesis using a HC version of this build. My low armor makes it a little tricky, but my damage output is decent enough. Besides the gems every thing is self-found or crafted;

Spoiler


I rushed IR and EE, and took most of the HP/res/evasion nodes that came close. My current skill tree is; Trap Build lvl64

Still left to pick;
- 13 life nodes
- 4 crit related nodes
- and if I didn't die yet... aura buff or reduced mana nodes...

Trap Build 102 points


I run around throwing ice nova traps, then follow up with fire and lightning. For single target I use bear traps with IR and culling. I might change the boots at some point, but it works for now.
Last edited by BakkieSloot#1794 on Nov 19, 2013, 10:16:30 PM
**Changed the guide quite a bit after playing the last few days with a modified build/gear.

First off, I no longer use Cold Snap in Deerstalkers. I now use a 4L of Ice Nova-Trap-Reduced Duration-Ele Prolif. My crit chance has gotten high enough that Ice Nova Freezes quite often, and with how big it's AoE is, things are at a minimum chilled basically every time I throw the trap.

Even though Deerstalkers have trap laying speed, it really wasn't all that missed. Sure I lay my rotation a tiny bit slower, but it almost doesn't matter at this gear level because a Fire Trap crit is what saves the day, and you don't need to continuously throw traps to watch things burn in flames. Besides, Quality Lit Trap, and Quality Trap support both add throwing speed, so eventually you'll pick some of it back up.

As far as passive point changes go, I removed the 7 points it takes to get Master Sapper. Because Ice Nova is NOT running on Multi Traps, that means you no longer have a need to have a 9 trap cap. You only need a 7 trap cap so the 2 additional traps from Master Sapper's cluster were not needed.

Because of those saved points, I was easily able to transition them into getting the 1.5% health regen node "Golem's Blood". Now with 2.5% regen, it makes chaos damage maps trivial. The goal of any build after all is to be able to deal with as many map mods as possible. As of the time I'm writing this, the "No Regen" mod is the only one I would say is an absolute "no-no". As much of a pain in the ass that the "Half Regen" mod is, it's still doable.

IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
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arkon9944 wrote:
**Changed the guide quite a bit after playing the last few days with a modified build/gear.

First off, I no longer use Cold Snap in Deerstalkers. I now use a 4L of Ice Nova-Trap-Reduced Duration-Ele Prolif. My crit chance has gotten high enough that Ice Nova Freezes quite often, and with how big it's AoE is, things are at a minimum chilled basically every time I throw the trap.

Even though Deerstalkers have trap laying speed, it really wasn't all that missed. Sure I lay my rotation a tiny bit slower, but it almost doesn't matter at this gear level because a Fire Trap crit is what saves the day, and you don't need to continuously throw traps to watch things burn in flames. Besides, Quality Lit Trap, and Quality Trap support both add throwing speed, so eventually you'll pick some of it back up.

As far as passive point changes go, I removed the 7 points it takes to get Master Sapper. Because Ice Nova is NOT running on Multi Traps, that means you no longer have a need to have a 9 trap cap. You only need a 7 trap cap so the 2 additional traps from Master Sapper's cluster were not needed.

Because of those saved points, I was easily able to transition them into getting the 1.5% health regen node "Golem's Blood". Now with 2.5% regen, it makes chaos damage maps trivial. The goal of any build after all is to be able to deal with as many map mods as possible. As of the time I'm writing this, the "No Regen" mod is the only one I would say is an absolute "no-no". As much of a pain in the ass that the "Half Regen" mod is, it's still doable.



can you explain crit with trraps?
Dynamic Environment - Day/Night, Rain/Lightning - http://www.pathofexile.com/forum/view-thread/110100


GGG's design philosophy in three words:
Quantity over Quality.
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laycast wrote:
Can you explain crit with traps?


Crit applies status ailments such as burning with your fire trap which does a lot of damage with Elemental Equilibrium on top of the extra damage if the target has shock stacks.

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TO arkon9944


Why do the Reduced Duration have to be level 1? Why not level 20 or replace them entirely?
Last edited by DisRuptive1#5179 on Nov 20, 2013, 2:16:18 AM

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