[1.0.2] Tri Element Trapper

In desired links section, could you add what gems you would prioritize for 4 and 5 links? Just curious which gems to remove from your desired 6 link. Thanks.
Great build, was using it for my first time playing and on nemesis. Unfortunately i died on the last dungeon, Lv40.. was quite sad, nevertheless, awesome build!
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arkon9944 wrote:

Going back to your comparison chart, it looks more like this:


YOURS >>> MINE

24% inc mana >>> 3%+ of *TOTAL* mana regained through reservation. Also remember that Grace is a % aura. Which means out of the 24% extra mana from those nodes, 43% of it is being soaked up by Grace. That means you're really only gaining 13% of your *BASE* mana, while I gain 3% of my *TOTAL* mana. It's pretty close.

40% mana regen >>> Boosted Clarity which offsets about half that, also jewelry is more effective for me than you because it's boosting a bigger base.

24% inc life >>> 5% extra damage mitigation (You have a bigger pool, I have less spikes)

no answer >>> 39% increased damage to elements, 24% to bear trap (Let's also not forget that when it comes to Fire Trap, and Conc Effect Gem, the 39% gets another 69% *MORE* damage. Also Increased Burning Damage Gem, the more fire damage you do up front, the more damage that gem increased for the burn. And lastly, my shocks and freezes will last longer.)

Yes you will have more mana, and more mana regen, however those 2 things are 2 things that I have no issues with at the levels I have them currently.

The Life vs Dmg Mitigation is a simple one to weigh. You win against "Kole" type monsters that smash the hell out of you hard, I win against hordes of smaller monsters. You also gain the edge against elemental based bosses like Piety.

As for the spell/ele damage, that one is 100% completely a win for me. You have absolutely nothing to counteract any of those gains.

All in all, because the mana and mana regen gains really don't do anything for this build, it's your increased life vs my damage mitigation and increased damage output. I personally would say your build might be the more "safe" build for doing nemesis, while mine can cruise a bit quicker through map farming. Just a matter of preference really I suppose.


Couple questions about the build/making a scion build. First of all mine isn't the same as Daltonium239s. Here is my planned skill tree
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgABBS0Gdw5IES8RlhUgGNsZhhzcHpQhYCQ8JpUnqSj6KaUqTSzpLagvbzGeMhg1kj8nQKBBh0YrRnFJUUp9SshN404qTptQQlMxVUtWLVptW69d8l76YEtnoG6qb55wUnC7cNV07XTxeu9_xoIegseDCYUyh3aIQohriPGMNo_6ks2S85MnmK2do565oi6mV6bnp1ysP6xHrFmsf7GQtAy18rb3tz63dbfWwFHBxcM6ykrZE9sL21nb59xX3Q3jhOdj6yzuFfId-ej8q_zF_gr-jw==

I don't think the resistances near the scion start are worth it since its basically getting 3 +6% to all and nobody gets those. And since you're saving 3 points you can go for nullification in shadow area (you get +10 dex, +8%ev +6%es, +10%ev +10%es +8% all res). Seems worth it to me.

Another thing I was wondering about is if you think it's worth it to get Charisma in place of Path of Warrior plus the life nodes leading to it. It might be enough reduced mana to run determination(or another aura?) or just to have more mana available. But I'm not sure if you need that extra dmg for bear traps end game.

Also something to think about is that scion gets to IR/EE quicker than shadow but that obviously only matters early on.
Edit: Oh and I wanted to add I am level 31 right now and having a ton of fun!

Edit2: Also I would like to know what you think are the most important gems (if any) to get Q on besides temp chains.

Edit3: I know that temp chains makes burn last longer but is it still better than elemental weakness?
Last edited by ender9#4588 on Nov 22, 2013, 12:38:46 AM
Do you level up lightning trap or just use it to trigger EE ??
Last edited by PhillTheWill#2379 on Nov 21, 2013, 4:31:24 PM
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PhillTheWill wrote:
Do you level up lightning trap or just use it to trigger EE ??

Why not level it so it does a little damage as well?
Can you add your current gear to the guide so that we can have a general idea of what kind of mods or gear we should aim for?
Just want to say thank you for your guide. I'm lvl 53 and really enjoying it.
Keep up the good work!
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jhahn812 wrote:
In desired links section, could you add what gems you would prioritize for 4 and 5 links? Just curious which gems to remove from your desired 6 link. Thanks.


I personally would go in the order I already have Fire Traps set up. The first 4 being pretty much needed for a 4L. As for 5th and 6th, that's your own taste. Conc Effect would be more damage, Increased Burning would be a bigger AoE if you're strictly working with a 5L.
IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
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I don't think the resistances near the scion start are worth it since its basically getting 3 +6% to all and nobody gets those. And since you're saving 3 points you can go for nullification in shadow area (you get +10 dex, +8%ev +6%es, +10%ev +10%es +8% all res). Seems worth it to me.


For the first part, I can't believe I didn't see that getting Nullification costs as much to get as the 3x resist nodes. I've not only changed it already in my guide, but also already used 3 regrets on my own character. Thanks for pointing that out.

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Another thing I was wondering about is if you think it's worth it to get Charisma in place of Path of Warrior plus the life nodes leading to it. It might be enough reduced mana to run determination(or another aura?) or just to have more mana available. But I'm not sure if you need that extra dmg for bear traps end game.


The HP nodes are worth more than Charisma for this build. The reason I took "Path of the Warrior" was because as a Shadow, I need 109 STR to use Reduced Mana at Level 20. Without that STR boost, I come up short and don't want to waste a gear roll specifically to have a bit more STR when I can have IIR or something instead.

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Edit2: Also I would like to know what you think are the most important gems (if any) to get Q on besides temp chains.


Temp Chains would be priority #1. After that, the more Q20 gems the better. My plan is to flip my supports once they hit level 20, and use GCPs on the 4 Trap Gems (Yes, 80 GCPs *sadface*). Obviously getting Q20 on things like your auras, or reduced mana isn't necessary. As for the order of my 4 Traps: Fire > Ice Nova > Lightning > Bear

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Edit3: I know that temp chains makes burn last longer but is it still better than elemental weakness?


When I was figuring what curse to use, I came up with 3 options. Temp Chains, Ele Weakness, and Enfeeble. Ele Weakness being the most offensive, Enfeeble the most defensive, and Temp Chains being a bit of both because of increased status ailment durations (not just ignite). I kind of ruled out Enfeeble quickly because being a ranged character, Temp Chains offers nearly as much defensive ability by slowing monsters and letting me run away...which leaves me with Ele Weakness vs Temp Chains.

I ended up going with Temp Chains solely because of Cast When Damage Taken. 90% of the time you're going to be blowing up monsters without taking any damage, which means Ele Weakness would only be effective if you hard cast it instead of doing CWDT. Between Elemental Equilibrium, High Explosives passive, Fire Penetration, I figured I'm already eating into their resists quite a bit and ended up choosing Temp Chains for it's more defensive capabilities.

It really comes down to personal choice. If I were to use Ele Weakness, I would obviously get rid of the Temp Chains - CWDT - Enduring Cry 3L that I'm using, and end up going Ele Weakness - Faster Casting - Increased AoE. I suppose I'm just lazy and would rather begin my trap rotation a little earlier than constantly casting a curse.

IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
Last edited by arkon9944#7814 on Nov 22, 2013, 2:07:19 PM
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reitaaaxD wrote:
Can you add your current gear to the guide so that we can have a general idea of what kind of mods or gear we should aim for?


Current Gear


Finally got my Carcass 6S, now the painful journey of getting it 6L...*sighs*.

The way I personally pick gear is as follows:

-Divinarius, Carcass, and Sunblast are perma items, so no need to worry about those slots.

-The other 7 slots I always make sure have HP first.

-Out of the remaining 7, I try to make sure everything except my shield has IIR on it. (I know, my boots *sadface*)

-Crit Chance on all 3 pieces of jewelry.

-It goes without saying you want max resists.

-Once I start getting crazy high end rares for certain slots, I'll be looking for things like Mana Regen on Jewelry, Crit Multiplier on Neck, and possibly using a Pure ES shield for Spell Damage and Spell Crit.

-As for Flasks: My two HP Flasks are exactly where I want them. The first one has a boost to HP gained and Curse Immunity. The second one Removes Bleeding and the +15 charges lets me use it 3 times if I have to (Hello Dominus). My mana flask I'm being lazy about, I do want the "Bubbling" prefix, but the 67% evasion is bleh, whatever. I think I want "Bubbling" and Shock Removal. The Jade Flask I wish the armor roll was a little higher, but with +20 charges, I can use it twice in a row. Quicksilver is whatever, run speed and charge recover. The rolls could be better but it works fine as-is.
IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
Last edited by arkon9944#7814 on Nov 22, 2013, 3:15:22 AM

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