[1.0.2] Tri Element Trapper

Thanks so much for this guide! It's incredibly well written, and the constant updates are really valuable.
+1
IGN: JimJimeson
Going back to the question about what stats on gear. I figured this might be some help. Assuming Divinarius, Carcass Jack, and Sunblast stay put, here's a list of like "perfect" items to get per slot.

To start things off, I have -19 Resists in Merc when wearing those 3 "perma" pieces of gear. I do get a little bump in Fire Resist from Sunblast, which will come into play in these gear choices.

-19 Resists means I need to make up roughly 95 to all resists. I generally like to have ~30ish or so over cap for Ele Weakness maps, bringing the total to hit up to 125 to all.

When I write these piece by piece, following the rules of rares, I'll put the 3 prefix, then the 3 suffix. Also, when it comes to resists, even though 45 is max rolls, I'll assume +30% because you'll be hard fought to find +45 tri resist pieces.

Helm and Gloves (EV/ES): HP, Item Rarity, +base ES /// Tri Resists

Boots (EV/ES): HP, Item Rarity, Movement Speed /// Tri Resists

Shield (ES base shield): HP, +base ES, Spell Damage /// Spell Crit, Lit Resist, Cold Resist (These will make up for the bump in Fire Resist from your belt.)

Rings (Diamond Ring base): HP, Item Rarity, +base ES /// Item Rarity, Resist All, Mana Regen

Amulet (Gold Amulet base): HP, Item Rarity, Spell Damage /// Crit Chance, Crit Multi, Mana Regen

If by some miracle you are ever able to collect these kinds of specific pieces, it will give you roughly +140% or so to all resists. About 180% IIR. And well over another 100% Mana Regen.

Granted, these are like "dream" items...but at least now you see what mods I'm looking for per piece.

Carcass Jack and Sunblast are 100% absolutely never going to change, however, I would change out a Divinarius should I ever be able to find something like this:

Dagger (Platinum Kris base): Spell Damage, +base Mana, Spell Dmg/base Mana combo /// Spell Crit, Mana Regen, Global Crit Multiplier
IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
Last edited by arkon9944#7814 on Nov 22, 2013, 3:54:08 AM

How much could we expect to pay for a average Carcass Jack and Divinarius on standard?

keep up the great work! Thanks!
You should post, at the top or in the title, the date you made the last change and then update it anytime you do make a change no matter how small.

Also what is your numerical mana regen in combat?
Last edited by DisRuptive1#5179 on Nov 22, 2013, 5:09:58 AM
"
netherall wrote:

How much could we expect to pay for a average Carcass Jack and Divinarius on standard?

keep up the great work! Thanks!


Not sure about Standard, I play on Domination, but I'm sure they're similar.

My Divinarius is nearly perfect, just 2% away from perfect crit. I paid 4ex for it.

My Carcass Jack I paid 2ex for.
IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
"
DisRuptive1 wrote:
You should post, at the top or in the title, the date you made the last change and then update it anytime you do make a change no matter how small.

Also what is your numerical mana regen in combat?


At the bottom of that first post it shows the date and time of when I did edit it last. A few ppl have contacted me in-game and suggested a "Change Log". I'm probably gonna do that just thinking of a good layout for it.

My mana regen is 183 mana/sec
IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
"
arkon9944 wrote:
The way I personally pick gear is as follows:

-Divinarius, Carcass, and Sunblast 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.


I've already gone almost 60 levels without having this information. I thought it was a shame that it wasn't included in your original post. I think for those of us leveling through the build, you should add information on how to evaluate gear. I think it will make your guide more comprehensive and more popular as well.

Put it in a spoiler tag to keep the guide uncluttered for people who don't care to read it. Maybe even do a slot by slot breakdown of rich/average/poor items. Rich items would be specific uniques or a listing of which stats you would want on a rare item (you might have to research what can and can't be rolled on specific items in specific slots but don't worry about the actual rolls; let people research that on their own). Average items would be cheap uniques or the top 3 stats you'd want on a rare. Poor items would be the minimum 2 stats you'd want on a rare or magical item.

Here's a basic outline

...although I'm sure you could format it better.

Head
Rich-Unique item 1/2/3 or a rare item with Mod1, Mod2, Mod3, Mod4, Mod5, and Mod6.

Average-Unique item 4 is ok or a rare item with Mod2, Mod4, and Mod5.

Poor-Any item with Mod2 and Mod4.


Chest
Rich-Unique item 1/2/3 or a rare item with Mod1, Mod2, Mod3, Mod4, Mod5, and Mod6.

Average-Unique item 4 is ok or a rare item with Mod2, Mod4, and Mod5.

Poor-Any item with Mod2 and Mod4.


Belt
Rich-Unique item 1/2/3 or a rare item with Mod1, Mod2, Mod3, Mod4, Mod5, and Mod6.

Average-Unique item 4 is ok or a rare item with Mod2, Mod4, and Mod5.

Poor-Any item with Mod2 and Mod4.


Weapon
Rich-Unique item 1/2/3 or a rare item with Mod1, Mod2, Mod3, Mod4, Mod5, and Mod6.

Average-Unique item 4 is ok or a rare item with Mod2, Mod4, and Mod5. I was able to use Unique Item 5 in Merciless and was still taking names.

Poor-Any item with Mod2 and Mod4.


Shield
Rich-Unique item 1/2/3 or a rare item with Mod1, Mod2, Mod3, Mod4, Mod5, and Mod6.

Average-Unique item 4 is ok or a rare item with Mod2, Mod4, and Mod5.

Poor-Any item with Mod2 and Mod4.


Boots
Rich-Unique item 1/2/3 or a rare item with Mod1, Mod2, Mod3, Mod4, Mod5, and Mod6.

Average-Unique item 4 is ok or a rare item with Mod2, Mod4, and Mod5.

Poor-Any item with Mod2 and Mod4.


Amulet
Rich-Unique item 1/2/3 or a rare item with Mod1, Mod2, Mod3, Mod4, Mod5, and Mod6.

Average-Unique item 4 is ok or a rare item with Mod2, Mod4, and Mod5.

Poor-Any item with Mod2 and Mod4.


Rings
Rich-Unique item 1/2/3 or a rare item with Mod1, Mod2, Mod3, Mod4, Mod5, and Mod6.

Average-Unique item 4 is ok or a rare item with Mod2, Mod4, and Mod5.

Poor-Any item with Mod2 and Mod4.


Weapon/Shield Swap
Rich-Unique item 1/2/3 or a rare item with Mod1, Mod2, Mod3, Mod4, Mod5, and Mod6.

Average-Unique item 4 is ok or a rare item with Mod2, Mod4, and Mod5.

Poor-Any item with Mod2 and Mod4.


Last edited by DisRuptive1#5179 on Nov 22, 2013, 8:18:32 AM
Can I also get your thoughts on the following unique items? I'd like to upgrade my gear and don't want to upgrade it to what you have unless you consider what you're wearing to be the best.

Infernal Mantle

Gifts from Above

Voidbringer

lv 69 on nemesis atm.
Slightly modified your build mainly filling out all hp nodes before i go EE / EB / MoM.
Just hit 4k hp basically dropped whole CwDT instead went faster casting + smoke mine + devouring totem. Played way more into this build then damage taken setup. Advantage of smoke mine anything comes into it after u will then have 75% to miss you which works very well with our setup. not only that i could use it to evaluate danger in area e.g. sewers then easly get outa danger if needed. devouring totem made mana problems nearly non-existant so long as one body i can easly spam traps.
Do not have culling gem so have bear trap on 3L

personally if i had alpha's howl + 6L i would prolly go after charisma node to run extra aura an use Lightning trap + (icy snap/ice nova) + trap + reduced duration + elemental proliferation + multiple traps

this way free up 1 piece of gear to play with other stuff


my current passive tree:
http://www.pathofexile.com/passive-skill-tree/AAAAAgYB3nfVT_v1tDjlGYw2UEItRxzcf8YnqVptJDynXElREZZwu9kTL28OSPF244TuFbd1iGu29xEvmZrrY4fbYeKTJ7QMRnGDCW-eykpGK06bwzpWLax_GYaS86xHks3rLCpNPydKyG6qtfI1kv6PTeOmVzGeOuHyRf4K52OI8axZtz5Bh_noFSAs6d0NW69OKiml_MVnoId2Sn2dqmKs1p2Kr--gVUsmlW17
Last edited by crbomega#4712 on Nov 22, 2013, 9:11:55 AM
Arkon, What do you think about using Shock Nova+Trap+Multi trap instead of lightning trap? Wouldn't there be a much higher chance of getting more shock stacks on a target and higher damage potential? Also, What about elemental weakness?

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