[1.0.2] Tri Element Trapper

Won't multiple traps + elemental equilibrium + fire trap make your second and third fire trap from multiple traps deal less damage since the first fire trap would proc EE? Same for Shock Nova.
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Thyx wrote:
Won't multiple traps + elemental equilibrium + fire trap make your second and third fire trap from multiple traps deal less damage since the first fire trap would proc EE? Same for Shock Nova.


They hit at the same time and fire trap doesn't hit the same targets. Shock nova is all about shock anyway so the possible(?) damage mitigation is irrelevant.
Have you considered going to the trapper wheel in the lower right of the tree by point blank?

The damage increase is almost double compared to the trapping wheel in the top right that you go to. However, I am unsure how effective the high explosives node is. Is Maybe eventually spec into both?
Hey, i recently died with my lvl 81 char and started new character and thought trapper might be a fun. Used this build and I have few tips for ppl leveling:
-use lightning trap untill u have sunblast cuz shock nova without instant explosion is so useless
- if u have money and some good leveling items u can take those crit nodes near shadow and delay hp nodes/iron reflexes, it will boost ur leveling great time, very big diffrence
-shield is a must have

Few things i thought about and wanted your insight:
- we dont use cast speed but trap throw speed so
seem to be extremly good, dunno if maligaro would be any good with additional crit chance + multi, and voidbringers dont look any good with +80% mana cost, need to see how im standing with mana pool in end game since im lvl ~50
-rings, as we use tons of elemental statuses we could use some OP shit in this game.
The Taming:
15% increased Elemental Damage
5% chance to Freeze, Shock and Ignite
10% increased damage per Freeze, Shock and Ignite on enemy
well nothing to say this would give us shitload of dps, it probably works vs statuses on monster but still with 2-3 shocks applied with nova we have +30% increased fire trap dmg and +40% with ignite dmg on frost nova but this is prette expensive shit, 2 exalts+ probably
Berek's Grip:
5% of Damage against Shocked enemies Leeched as Mana
5% of Damage against Frozen enemies Leeched as Life
this might like totally remove mana problems againts packs i belive, just imagine this mana leeched and occasionaly life to make u even more stable while farming some RIP map
+ this ring can be bought for 10c+
Berek's Respite:
Shock a nearby enemy for 2 seconds on killing a Shocked Enemy
Ignite a nearby enemy on killing an Ignited enemy
although this might be total overkill and i think isnt as good as others

Using those rings and any of unique gloves makes us lose slots for resists so i assume other gear need to have very high tri resists or we could end up just with Berek's Grip to have extra sustain and second ring just with resists.

Lightning warp seem to unreliable for me, i prefer to throw shock nova, it has decent dmg and now im pretty much clearing packs with only it and just throw fire trap for left overs.
New skill doesnt look any good for this build either cuz if delay, we want to apply shocks and just burn them. Maybe if it could work as instant trap or mine it might be good but it needs testing when patch comes out.

Going into more dps after getting key points, hmm depends probably on your gear i would say its better to get more HP, survi as bosses in end game maps(temple, torture temple) will rip out of ur ass. Build is definitely for HC, nemesis mods are a joke for traps, maybe camo predator is a bit ennoying. But still i belive high explo would be better than master sapper.

Going back to discussion about searing touch, i think shield is key to this build. Without much of a sustain u need more mitigation + this crit from ur weapon, divinarius seems like a best choice untill u get some sick rare dagger probably. Crits are much more usefull here than flat spell dmg.

A tip i would like to have: Any ideas how to increase single target dps? Bear trap is ok but well farming bosses doesnt look very good. Should I try to stack 2-3 shocks with shock nova then spam bear trap, or maybe remove multi traps from fire trap and use conc effect. TBH didnt test any of this cuz im rushing to merci to start farming but would be nice to know what ur doing to burn bosses.

And for ppl wondering about prices on Nemesis:
- 40%, gave for it 21c
- very high eva+hp- only 3c
shock nova +14% - bought for 5c and gcped it

ING: Glored
Last edited by Glored#2339 on Nov 26, 2013, 5:02:27 AM
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jhahn812 wrote:
Have you considered going to the trapper wheel in the lower right of the tree by point blank?

The damage increase is almost double compared to the trapping wheel in the top right that you go to. However, I am unsure how effective the high explosives node is. Is Maybe eventually spec into both?


I have thought about it, but here's the reasoning behind not getting it. First, you could either chain down the left or right side of that cluster. The right side would be less useful as we already have a 7 trap cap (multi trap + Saboteur). That is the number of trap cap needed to maintain our rotation (3 shock, 3 fire, 1 ice).

That being said, assuming you went down the left side of that cluster would be a total of +30 dex, 43% trap damage, and 6% trap laying speed. Seven points spent in total. First off, the 3 dex nodes to get there are absolutely worthless. Accuracy means nothing to this build and +evasion from dex is cancelled by the fact we use Iron Reflexes. Trap Laying speed is welcomed, but we already throw traps pretty fast with our other passives + Deerstalkers.

Onto the 43% Trap Damage. The reason that +Trap or +Spell Damage is relatively not needed in this build is because of the Multi Trap Support Gem. It gives a -40% LESS modifier. Bear Trap is a luxury, and even though it would receive the full benefit of the 43% Trap Damage (+50% because of it's damage effectiveness), our aim in this build is not to have completely devistating Bear Traps. Ice Nova would receive the full 43% damage as well, however it is the weakest of our 3 elemental traps. Because Shock Nova and Fire Trap are our "big hitters", and both are linked with Multi Traps, they would only receive 60% of the benefit of the Trap Damage nodes. Meaning you would spend a total of 7 passive points for 6% laying speed and +25% Trap Damage to the two main traps of this build, doesn't seem to be quite the tradeoff.

The reason that "High Explosives" is so effective, is that it affects all 4 of our Traps (Yes, Bear as well cause of Added Fire Gem). There is also not a penalty to the elemental penetration provided by it. Lastly, for our main skill, Fire Trap...it double dips. First, the raw explosion of the trap will penetrate 10% fire resists, causing ignites to be a bit stronger. Second, the actual ignite damage itself will then penetrate it's own 10% resist, causing that node to be double dipped by Fire Trap.
IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
"
Glored wrote:
Hey, i recently died with my lvl 81 char and started new character and thought trapper might be a fun. Used this build and I have few tips for ppl leveling:
-use lightning trap untill u have sunblast cuz shock nova without instant explosion is so useless
- if u have money and some good leveling items u can take those crit nodes near shadow and delay hp nodes/iron reflexes, it will boost ur leveling great time, very big diffrence
-shield is a must have

Few things i thought about and wanted your insight:
- we dont use cast speed but trap throw speed so
seem to be extremly good, dunno if maligaro would be any good with additional crit chance + multi, and voidbringers dont look any good with +80% mana cost, need to see how im standing with mana pool in end game since im lvl ~50
-rings, as we use tons of elemental statuses we could use some OP shit in this game.
The Taming:
15% increased Elemental Damage
5% chance to Freeze, Shock and Ignite
10% increased damage per Freeze, Shock and Ignite on enemy
well nothing to say this would give us shitload of dps, it probably works vs statuses on monster but still with 2-3 shocks applied with nova we have +30% increased fire trap dmg and +40% with ignite dmg on frost nova but this is prette expensive shit, 2 exalts+ probably
Berek's Grip:
5% of Damage against Shocked enemies Leeched as Mana
5% of Damage against Frozen enemies Leeched as Life
this might like totally remove mana problems againts packs i belive, just imagine this mana leeched and occasionaly life to make u even more stable while farming some RIP map
+ this ring can be bought for 10c+
Berek's Respite:
Shock a nearby enemy for 2 seconds on killing a Shocked Enemy
Ignite a nearby enemy on killing an Ignited enemy
although this might be total overkill and i think isnt as good as others

Using those rings and any of unique gloves makes us lose slots for resists so i assume other gear need to have very high tri resists or we could end up just with Berek's Grip to have extra sustain and second ring just with resists.

Lightning warp seem to unreliable for me, i prefer to throw shock nova, it has decent dmg and now im pretty much clearing packs with only it and just throw fire trap for left overs.
New skill doesnt look any good for this build either cuz if delay, we want to apply shocks and just burn them. Maybe if it could work as instant trap or mine it might be good but it needs testing when patch comes out.

Going into more dps after getting key points, hmm depends probably on your gear i would say its better to get more HP, survi as bosses in end game maps(temple, torture temple) will rip out of ur ass. Build is definitely for HC, nemesis mods are a joke for traps, maybe camo predator is a bit ennoying. But still i belive high explo would be better than master sapper.

Going back to discussion about searing touch, i think shield is key to this build. Without much of a sustain u need more mitigation + this crit from ur weapon, divinarius seems like a best choice untill u get some sick rare dagger probably. Crits are much more usefull here than flat spell dmg.

A tip i would like to have: Any ideas how to increase single target dps? Bear trap is ok but well farming bosses doesnt look very good. Should I try to stack 2-3 shocks with shock nova then spam bear trap, or maybe remove multi traps from fire trap and use conc effect. TBH didnt test any of this cuz im rushing to merci to start farming but would be nice to know what ur doing to burn bosses.

And for ppl wondering about prices on Nemesis:
- 40%, gave for it 21c
- very high eva+hp- only 3c
shock nova +14% - bought for 5c and gcped it



Life and Mana Leech does nothing for this build. You can't Leech from Traps. They count as their own entity, so when a trap explodes, and leeches, it's leeching life/mana to itself, not to you.

Read my above post as to why +Spell/Trap damage is not as useful for this build as it would be for pure spell casters. Again, the +40% or whatever The Taming Ring adds to your elemental damage would be cut down harshly because our two big hitters, Shock and Fire Traps, are linked with Multi Traps, giving a -40% penalty.

A diamond ring, with HP, resists, and whatever else is stacked on would provide much bigger bonuses than The Taming. Don't waste your exalts on it.

As for single target DPS, I surely don't feel like I'm lacking in that area at all. I generally throw 2-3 rotations of our elemental traps to try and get whatever shocks and ignite I can on it, then triple bear trap it. There's not really that much that'll live beyond it. The other benefit this build gains in this game is the fact that bosses are almost never alone, there's always adds. If you watch my video, at the end I fight the boss of Pier Map. I purposely run past it to the pack of skeleton casters so that my AoEs and status ailments are all proliferated onto the boss. You see how quickly it dies because of being near all the carnage.
IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
Last edited by arkon9944#7814 on Nov 26, 2013, 5:39:03 AM
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Thyx wrote:
Won't multiple traps + elemental equilibrium + fire trap make your second and third fire trap from multiple traps deal less damage since the first fire trap would proc EE? Same for Shock Nova.


Shock Nova all hits at the same time because they explode instantly, so EE wouldn't be wonky with Shock Nova.

As for Fire Traps, because they are not instant, if a monster would run over 2 or 3 of the traps by themselves then yes it can suffer from EE being wonky for it...however, that is the sole reason on using Ice Nova and throwing it after fire trap. With how big of an AoE Ice Nova is, it would flip EE back to being Ice Resistant and Lit/Fire weak allowing Fire Trap to do it's job. The burning ground left by Fire Trap and any Ignite damage does NOT cause EE to flip to fire resistant, just the main explosion of triggering a Fire Trap.
IGN: Arkon_Melee_LoL

https://www.twitch.tv/arkon9944
"
Life and Mana Leech does nothing for this build. You can't Leech from Traps. They count as their own entity, so when a trap explodes, and leeches, it's leeching life/mana to itself, not to you.

I actually bought the ring to see for myself, i turned off clarity, and when i did hit cluster of mobs my mana raised very quicly, so i assume this works but i belive there is same cap on mana leech as on life, u can regenrate at maximum 20% of ur mana per sec so when u have clarity+ regen nodes it doesnt give that much. Gonna check out if this gonna work better when i have bigger mana bank. I will ask devs about it.
ING: Glored
I´m excieted about what the 1.0.2 dot changes will bring to this build and what we can modifiy in the skilltree and gear...

"As of 1.0.2, generic modifiers to damage dealt will now apply to damage over time that your character causes. Damage over time is not spell damage, nor attack damage, so modifiers specific to those types will not apply. Non-specific "increased damage" modifiers will apply to damage over time. Type-specific modifiers will apply as well. For example, "increased fire damage" modifiers will apply to fire damage over time."

http://www.pathofexile.com/forum/view-thread/650913
Thanks alot for answering my shock nova shock question.

Got one more , soon ill be able to use my 5l carcass jack, its rrggb at the moment should i use prolif or conc effect?
I'm leaning towards conc for quick damage. Since my crit isnt that high at the moment for ignite to proc reliably.
Cant chrom the chest cause I use the exact same links on another build i have.

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