[1.1.2] INVASION Its a trap! [ - EB MOM EE - ]Trapper Witch

Hi, just decided to share my trapper build, since ive got asked about my build few times in last 24 hours
This build is based on insta shock and perma frost delivery, also its fun to play around with elemental equilibrium :)

Combo: light trap for shocks -> cold snap trap for freeze -> fire trap for dps -> repeat

Changelog:
Spoiler
- changed 3 nodes (took harier instead haste path)
- updated passives to lvl90
- changed some passives for more life output
- added 39points tree
- switched Elemental Proliferation to Concentrated Effect in the 5L chest linked to the Fire Trap


so here we go:

Pros:
Spoiler

- not expensive
- perma frost
- shocks
- had no problems with 66-74 maps so far
- good support for team
- faceroll groups of monsters


Cons:
Spoiler

- chaos damage gonna hurt you
- life regen / potion dependant
- sometimes team dependant
- dunno


39 Points tree:


Current tree:


90lvl tree:


Items:
Spoiler


What you will need in your items:
Wand: Spell damage and high % critical strike chance for spells is a must
Shield/Armour/Helmet/Gloves: High ES + Evasion + Life + Res
Amulet: Atziri's foible - core item - perfect stats for our trapper!
Rings: Resists + life - if u can afford try to get Resists + life + mana + mana regen
Boots: Deerstalker - core item
Belt: Sunblast - core item
Potions: U need set of insta potions to remove frozen / shocks / burning

Gems:
Spoiler
5L Chest: Fire trap + Fire penetration + Multiple traps + Concentrated Effect + Reduced duration
Helmet: Bear trap + Item rarity + Culling strike + Added fire damage
Gloves: Lightning trap + Multiple traps + Elemental proliferation + Reduced duration
Boots: Cold snap ( get quality one its cheap! ) + Multiple traps + Elemental proliferation + Reduced duration
Shield: Lighting warp + Faster casting + Reduced duration
Wand: Clarity + Grace + Reduced mana


Bandits:
Spoiler
Normal: Help Oak
Cruel: Passive
Merciless: Passive


Q&A
Spoiler
Why reduced duration gems? - your traps will trigger instantly and wont get destroyed by monsters


Credits:
DHMarian - idea of trapper witch and help with skill tree
Ign: JessieRogers_
Witch trap build: http://www.pathofexile.com/forum/view-thread/887619
Last edited by promote#7933 on May 16, 2014, 8:48:22 AM
NICE BUILD!
As you are cycling through the elements, the fire/cold/lightning increase nodes only contribute 1/3 of their value, whereas the % increased elemental nodes at the shadow start get applied every time. Instead of 30% elemental for three points you get (adjusted for their real contribution) 24% single element for six points. Even when taking into account the ailment bonus, you would be better off with the three 10% elemental nodes + three crit nodes as the crit chance also means higher chance to trigger an ailment.
Last edited by Bada_Bing#4191 on Apr 13, 2014, 12:34:55 PM
"
Bada_Bing wrote:
As you are cycling through the elements, the fire/cold/lightning increase nodes only contribute 1/3 of their value, whereas the % increased elemental nodes at the shadow start get applied every time. Instead of 30% elemental for three points you get (adjusted for their real contribution) 24% single element for six points. Even when taking into account the ailment bonus, you would be better off with the three 10% elemental nodes + three crit nodes as the crit chance also means higher chance to trigger an ailment.


just did small research on it and somehow youre right just not sure if it worth it 0.06% chance for crit on cold snap per 15% critical strike chance node vs 5% chance to freeze
Ign: JessieRogers_
Witch trap build: http://www.pathofexile.com/forum/view-thread/887619
"
promote wrote:
"
Bada_Bing wrote:
As you are cycling through the elements, the fire/cold/lightning increase nodes only contribute 1/3 of their value, whereas the % increased elemental nodes at the shadow start get applied every time. Instead of 30% elemental for three points you get (adjusted for their real contribution) 24% single element for six points. Even when taking into account the ailment bonus, you would be better off with the three 10% elemental nodes + three crit nodes as the crit chance also means higher chance to trigger an ailment.


just did small research on it and somehow youre right just not sure if it worth it 0.06% chance for crit on cold snap per 15% critical strike chance node vs 5% chance to freeze

I was thinking of Assassination + 2 transfer crit nodes, which would get you 80% increased crit chance and 20% crit multiplier. For cold snap that's 3.2% on top of base crit, for fire trap 4%. That's a bit less chance for triggering the status ailment, but will get you higher initial damage (along the 20% crit multiplier) which also increases secondary damage/duration.
Last edited by Bada_Bing#4191 on Apr 13, 2014, 2:02:04 PM
"
Bada_Bing wrote:
"
promote wrote:
"
Bada_Bing wrote:
As you are cycling through the elements, the fire/cold/lightning increase nodes only contribute 1/3 of their value, whereas the % increased elemental nodes at the shadow start get applied every time. Instead of 30% elemental for three points you get (adjusted for their real contribution) 24% single element for six points. Even when taking into account the ailment bonus, you would be better off with the three 10% elemental nodes + three crit nodes as the crit chance also means higher chance to trigger an ailment.


just did small research on it and somehow youre right just not sure if it worth it 0.06% chance for crit on cold snap per 15% critical strike chance node vs 5% chance to freeze

I was thinking of Assassination + 2 transfer crit nodes, which would get you 80% increased crit chance and 20% crit multiplier. For cold snap that's 3.2% on top of base crit, for fire trap 4%. That's a bit less chance for triggering the status ailment, but will get you higher initial damage (along the 20% crit multiplier) which also increases secondary damage/duration.


thanks for saving my time doing the math i really appreciate this, gonna check it soon on poe builder and i will make decision which path i want to chose cause somehow both factors - dps and freeze chance have the impact on survivability and now im pretty much confused :D

before respec / after respec dps:
Fire trap: 1059.4 / 1220.4
Lightning trap: 527.6 / 598.5
Cold snap trap: 761.4 / 864.3

Ign: JessieRogers_
Witch trap build: http://www.pathofexile.com/forum/view-thread/887619
Last edited by promote#7933 on Apr 13, 2014, 3:31:32 PM
great build, it works
Looks cool!

Why is witch to be prefered over shadow?

In which order should i pick up nodes?

"
rassefrasse wrote:
Looks cool!

Why is witch to be prefered over shadow?

In which order should i pick up nodes?



witch has better start as u can see, also updated build with 39points tree to give u an idea what u want to take at the beginning, u want to have all 3 key passives around level 60 (EB, MOM, Iron reflexes)
Ign: JessieRogers_
Witch trap build: http://www.pathofexile.com/forum/view-thread/887619
Last edited by promote#7933 on Apr 15, 2014, 7:11:45 AM
Hi promote!

I assume I'm not aware some part of trap mechanics and I'm wondering whats going on with Reduced Duration linked to all 3 trap skills. Is it increasing dps somehow or what?

Report Forum Post

Report Account:

Report Type

Additional Info