[1.0.2] Tri Element Trapper
" yes spell dmg affect your trap dmg. |
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I am lvl 80.
Solo is great, duo also but i think more and your damage mught fall down I am using Ice nova / Shock Nova / Fire trap / Bear trap My gear and links :
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i need the shock nova to be Q20 because it is very powerfull (leveling it up :( ) I am thinking in linking my fire trap with increase critical strike instead of burning, i prefer the sound of a critical fire trap :D Passive Tree :
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http://www.pathofexile.com/passive-skill-tree/AAAAAgYABS0OSBGWFSAY2xmGHNwhYCQ8JpUnqSj6KaUqTSzpL28xnjIYNZI64T8nQKBBh0YrRnFJUUp9SshOKk6bUEJTMVVLVi1abVuvXfJe-mBLZ6Buqm-eb7xwUnC7cNV07XTxeu9_xoIegseDCYUyh3aIQojxjDaP-pLNkvOTJ5itnaOeuaIuplenXKxHrFmsf7MDtAy0OLXytz63dcHFwzrKStVP2RPbC9vn3FfdDd5344TlGedj6yzuFfId8kX56Pv1_Kv8xf4K
I might repesc the trap nod with 10% penetration and take critical node instead.. dont know yet. |
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You can't effectively spread shock stacks on most monsters without insta-detonation, multiple traps and elemental proliferation. For that you need 5L which is easy to get with Deerstalkers, Sunblast and 20% Shock Nova. Shocking is the reason this build shines in groups, your damage isn't the most important thing. That's why I'm trying something different.
Cold Snap have been discussed before, but its AoE is low and that basically forces you to link it with Multiple Traps. Also, you need 9 max traps for that. I decided to stop using Multiple Traps on Fire Trap and switched it with Increased Area of Effect. Unfortunatelly, I still haven't leveled Cold Snap high enough to replace Ice Nova and test it. AoE from single Fire Trap isn't so problematic with Divinarius, Carcass Jack and Increased Area of Effect and damage is much higher ( 40% less damage is huge reduction in damage ). Last edited by DavorMarin#1258 on Jan 5, 2014, 1:32:15 PM
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" Having Ripped at lvl 75 mapping, I can tell you that the damage is through the roof when playing solo. Everything melts so fast you can't even toss your bear trap out in time before the rares are dead. I rolled another cookie cutter ST build after this trapper and I'm falling asleep at the keyboard. I'm a twitchy player, and the insane mobility and twitch playstyle of this build is very very fun and addictive. If you like a character that moves fast, hits hard and does the damage on the move and away from danger. This is it. There are two primary cons to this build. 1. The moment where you are cycling traps to a point that you run out of traps, your DPS tapers off significantly. This is typically occurs in a party environment or boss kills. 2. Not enough HP Nodes, should have been adjusted due to Nemesis, but I was greedy for damage. I was trying to get High Explosives and passed off some nodes to try to get it earlier. Though keep in mind, this "con" is mitigated by MOM and the mobility of this build. I think I'm bored out of my mind with ST and may just roll this trapper again with a few tweaks Last edited by protonova2#5826 on Jan 5, 2014, 1:55:02 PM
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If I level up Reduced Duration is that going to effect duration of shock stacks?
Wondering why it was left at level 1. IGN @dime
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I started this build today and currently level 41.
One question for now, I'm wondering why Fire Trap seems to never proc elemental proliferation, but ice nova procs it constantly? Does fire trap need to crit to proc it? Currently i have fire trap linked to increased burning and elemental proliferation, using a searing touch to level up with. maybe i need multiple traps linked to fire trap to get more elemental prolif? someone chime in please. edit: i figured it out. i thought fire trap dot counted as 'burning damage' but it seems it doesn't. and i guess enemies have to ignite to procc elemental proliferation. so why not use Chance to Ignite gem? maybe instead of Fire Pen Last edited by magflue#7555 on Jan 6, 2014, 4:50:06 PM
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" We don't need more than one level of it. I think it reduces duration of shock stacks/chill/freeze, but I'm not sure. One more reason to keep it lvl 1. " With Ice Nova ( and cold spells in general ) you can chill enemies without critting. With crit you can freeze them. Fire Trap can only ignite enemies on crit and that's why you almost never proc elemental proliferation on early levels. Also, ignite effect is kinda hard to see when enemies are also burning from trap. What do you guys think about Rime Gaze? Cheap item, easy 5L for Fire Trap, downside means nothing to us because of EB, a lot of mana, but no defense stats. Last edited by DavorMarin#1258 on Jan 6, 2014, 5:01:38 PM
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" " yeah it is a bit hard to see but still noticeable. still wondering about Chance to Ignite vs Fire Pen gem though. Is the Fire Pen necessary, and could the extra chance to ignite make it worth dropping the fire penetration? if gems are level 18 it would be 33% Fire res penetration vs 42% Extra chance to Ignite. also, does the increase burning damage gen increase any burn damage fire trap, or only burn caused by ignite? on wiki it says the built-in burn from fire trap doesn't count as 'Burning Damage' like from an ignite. "Burning Ground Effect: The burning area left behind after a Fire Trap explosion does not act like other burning damage. It will do fire-based health degeneration damage simultaneously with other burning damage for as long as an enemy is within the radius of the Fire Trap" from the wiki. I assume the increased burning damage gem does increase any burn damage caused by fire trap but just making sure that it doesn't only increase burn damage caused by ignite. Last edited by magflue#7555 on Jan 6, 2014, 5:33:44 PM
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" There is an article about penetration on PoE wiki which explains why Penetration is so good. It does not only reduces target fire resistance, it also reduces target maximum resistance cap. Elemental Equilibrium does not do much versus fire resistance mobs ( I believe their maximum resistance is 120% or even 150%, but it's capped on 75% ), however Fire Penetration gem heavily improves initial damage and ignite damage ( because initial critical hit will be stronger and ignite damage is based on initial critical hit ). However, it doesn't improve trap burning damage because it is degeneration effect. Increased Burning Damage improves trap burning and ignite part of damage. Last edited by DavorMarin#1258 on Jan 7, 2014, 6:01:27 AM
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Right!
..but, correct me if I'm wrong, in early level chance to ignite is the best option I think... then when u start to get some crit nodes, in the last part of our build (late merciless), that it's the point to change chance to ignite and switch with fire pen, coz even with 20% to crit, one of the tree fire trap will crit (helped by fire pen) an enemy and here it's the moment that proliferation gem will do is best.. ;) ...a question, I don't love to link temp chain with CwDT, I found so usefull to engage a pack of enemy "throwing" temp chain before start to rotate trap, especially in party, when our pure damage will be a little reduced.... walkin' around with our speed (deerhunter) and curse everything looks dangerous to us and then: trap trap trap!! I prefer this playstile instead of a passive cast only when we took an amount of damage, but then I need a defensive combo with 2 remaining socket, maybe even without CwDT, i don't now.. that's my question.. :) Any idea to the best defensive combo for our trapper playstile? CwDT ---> enduring cry? molten shell? immortal call? or maybe another 2 different gems?? What u think guys? Btw, level 85, first char on POE and it's extreeeeeeeemely funny!! even with carcass only 4link (damn currency!!), shocknova liv 19 Q0% (when I reach 20 I'll GCP to 20%Q, I want it soooo bad!!) and only one crit ring, cuz i'm not rich at all and I have to cap all res first, to keep me alive.. ;) ...and the moment when your party do any massive elemental damage and u know it, and u proc EE with right trap, uuuuh! ..FUN AS HELL!! :P That's my gear, carcass-divinarius-sunblast-deerhunter are "shopped", the remaining items are selfound, trying to max life, mana and all res... :)
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Last edited by Rhadoo#2345 on Jan 7, 2014, 7:16:29 AM
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