[1.1] [1.2] [1.3] [2.0 RIP build]. Maawk Firetrapper
Yeah I've just started maps. I'm lvl 67 and I can run them but I do take a lot of dmg. Mainly from the leapers and when cursed with vun.
My passive tree is like this
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgUABAcEswj0EZYWbxo4GmwfAiSqJy8o-iqNLR81kjbFNtg26TpYPAU9X0GHQ8hFnUbXSRtMs08EUlNTUlXGW6BfKmP9aPJqQ20ZcYV65nwOfEt-WX_Ggh6Cm4LHg9uQVZUglnSXlZf0mjua4J2uogCio6cIp1WsmLc-uJO86sAawFTAZsHz1abYJNi92t3bC-Fz42rkIuvk6-7sOOxV7TzvfPAf8WzyRfnd-ej-Cg==
As for gear im not sure how to link them from my iPhone but basically im short 1 red socket to have immortal call. Not sure if this is the game changer . I use carcass jack and just abunch of rares. Just changed a ring and I am now a few fire resist short of 75/75/75. Currently run disc/clarity/herald of thunder and I have a lvl 15 AA in a +2 cold sceptre I think my problem is maybe I'm not used to the damage incoming and it's just normal and I should add a few more life points as im sitting at 3430ish hp now many thanks. Rich Ps when I get home I will try and add my gear Last edited by RichTwirl#2875 on Jan 12, 2015, 5:58:04 PM
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Do the +Damage over time nodes in the tree effect burning damage? Might be worth taking some of those if so?
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" Well you see most builds out there rely on leech mechanics and do 123345679 dps cause its what keeps them alive fire trap is not very reliable it terms of leech as it doesn't do 123456789 dps and it strength lies in multipliers from links resulting in pretty good burning damage that spreads via prolif. On a bright side it never reflects and its fairly easy to toss left and right , can be used while running almost .. *Cough* AA alone will not make super tanky. Ever since I started to use flameblast and doryani's I noticed a little bit of leech which helps at times. The major difference between your build and my build is armor and mitigation it provides combined with AA and Lightning Coil in my case. It is possible to play with out armor but do not expect being very tanky, you will have to play very careful on mods that amplify incoming damage. Wherever you were to use Carcass Jack or Lightning Coil or even Belly of the Beast for some reason... they all have certain amount of evasion where as little evasion won't make any major difference in terms of dodge any amount of extra armour will help to mitigate physical damage. So if you were to insist on using hybrid or EV based chest piece it would be handy to extend those few points and get yourself Iron Reflexes. You may not be mapping in a party much now but you will be eventually as high lvl maps tend not to be cheap to run solo... When you do run in a party and anyone runs grace / determination you will notice major increase in your armour value and when you pop your granite flask you gonna be ..... O_O "?! Keep in mind if you should have your flasks ready and if you do not have much armour bleed / freeze / shock / any curses that amplify incomming damage are NOT your friend, you should have at least one of flasks rolled and ready to counter those situations. Being cursed is fairly common if its an issue for you just use 2 flasks that remove curses. Solved. You also overextend for cast speed nodes that are not that much of use if your primary focus is fire trap. I use spell echo and faster casting gems in 3l set up on doryanis for flameblast and is enough to cast it really quick. Basically it comes down to what gear you use as per passive pathing and set up, but if you ever went to push enough mp% regen towards total mp regeneration to sustain your high lvl AA with out having to resort to Discipline it will give you alot of unreserved mana. Now if you feel like / will be able to buy yourself alpha's and will be willing to invest those cast speed nodes into aura reservation nodes by templar side you will be able to run 2 purities and 1 more herald instead of that Discipline. It is where your resists can go up considerably higher (corruption , + 2 alphas , inner force and devotion as factors) and perhaps might let you to replace some of your gear since it alot of resists will be catered from auras. You will also notice dps increase due to extra herald, those really do scale well tru elemental damage nodes too btw. If you are not playing with Searing touch but + cold gem lvl scepter you REALLY SHOULD get yourself Saffell's Frame, forget block or spell block its just a tiny bonus, it is about that 4% max resists its HUGE buff to pre flask resistances on top of what you can get from purities and you can always swap out one flask for elemental flask too if you are running map with lets say +90% damage dealt as cold, you swap one of your flask for Sapphire rolled wwith anti freeze and change one of your purities for one with cold resist and you are safe and sound. So yeah once again if you run high lvl maps in a party and if your tooltip dps on fire trap is 5k or 5,5 k or 6k wont make a shit difference because you are not providing DPS just by yourself but if you are dead you are no use. 10% xp loss or GG back to standard. Noticed alot of people bring up Cloak of Flames which is kinda good early game to help mitigate physical damage but mind you L Coil gives armour and evasion, cloak does not and thats like 1.3 flat armour if you have IR that multiplies by AR nodes you can take at templar / maras side of the tree. That's a chunk of physical mitigation right there. Obviously chunk of flat hp goes with out saying... " Yes ma man they do affect burning damage however what is our main and primary focus is initial hit of fire trap that causes that havoc wreaking burn proliferation effect. See burning damage and damage over time nodes affect only "burning" part of whole process, whereas fire damage and elemental damage nodes will affect initial hit as well as teh burning part, so its more desirable to acquire nodes that "double dip" for fire trap as general direction. You may as well take into consideration other skill gems you use, flameblast would benefit far more from fire damage or elemental damage nodes then dmg over time nodes that would only affect burn that can be caused by fb. Mind you are forced to take additional 10 int node to bare able to that dmg over time cluster so for effectively 4 points you are having 45% dmg over time which is as good as Holy fire node on its own... Not the very best deal if you ask me. On the other side burning damage nodes at templar can be taken with right pathing with no need to overextend, resulting in gain of 75% burning damage for mere 3 points, that's a fairly better choice if you are looking for more dps. There is alot of fire damage / elemental damage and burning damage nodes to take but if you are yet overextending yourself to dmg over time or trap dmg nodes then forget tank ability :P Sorry for TLDR; but when I post something ITS GOTTA BE WALL OF TXT. *drops da bomb* Edit: probably won't be lvling maotzu atm as there is bunch of spec I would like to test as "self-found" for challenge and to see how viable they can be in terms of trash-pick-up + master craft they can be starting from 0. Gotta do something fun from time to time not to get myself burned out with mindless map spam lol. Last edited by maotzu#4149 on Jan 13, 2015, 12:43:05 PM
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So after some leveling and experiances in game I do have a few more questions just about to hit level 80 and now that I'm here I've had some time to work out my gear. I have a 5 link carcass jack and a 6 socket one that im hoping to 6 link but I also just got a cloak of defense which i 6 socketed in 4 jewellers thanks rng. So I have 2 chests to work on now. Ok gear rant off. Aside from small upgrades and adding health / damage nodes I feel like the only thing left to figure out is trying to reduce those mega hits that armour doesn't really effect . Like kole smashes and Brutus hits which are the only fearful thing I have left to worry about in bloodlines as I've taken on every encounter I've come across yet and the only dangerous one I've had so far was the Brutus map hit which scared me as he droped me 3500hp in a hit. I have 4500 now and adding more each level. With my transition to a saffels and a CoD big hits will be reduced and it will be just thoses cursed extra dmg big hitters that will be left to worry about but with the movement of firetrap I don't see the need to get IR for the 10 skill points for a very minimal damage reduced as the big hits crush armour. Or am i mistaken?
I've looked at your passive tree and took some ideas from it to move me closer to the aura passive in the next few levels for herald of ice to bring up my dps. Currently only 2100 fire trap tooltip dps. (5linked and with level 18gems) and the 67-70 maps I've gathered have been a breeze. Even some Zana 72 library with no curses and fire resistant mobs die from my burn. As I've never been to 76-77maps as I usually solo play and my drop luck hasn't been great and this is my first char I've spent time on in a few leagues is 5k firetrap dps a endgame target to get ? Or is 5k only reachable with 2hand / doryians? Thanks again for the responses Rich |
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Uhh no 5k was a random example I got only 3.9k dps tooltip using Doryani's and Saffell's. See the nice thing about Searing touch is it can be 6L and it gives free +2 fire gem lvl its what you would be using trying to maximise dps in terms of tooltip dps, of course you can use Empower it does take a link tho. If I pull out my lvl 2 Empower from AA set up and toss it at fire trap 6L set up gains me another 260 dps, I do like my fire pen way more then that 260 dps on tooltip.
Idk really about getting hit by Kole he is kinda easy to kite around, Brutus jumps around but only thing to watch out there is poison clouds that pop up off zombies that die in cross fire lol. You are not supposed to face tank Kole or Brutus, is not the goal of this spec... I don't really need high dmg on tooltip to clear maps solo at reasonable speed, its just ppl trying to 1 hit stuff in full party for a show off. Idk if that's your thing or your desire but then you might as well look for a burstier spec or build "paper" or just play with flameblasts if you dont mind watching out of reflect and lil casting time it does really good dps in 6L. As for IR its not as minimal as you think it is and its very based on your gear, I have only 6244 armour on my own with no buffs no pots which yields only 37% physical damage reduction, yes its not a glorious amount of base armour but its what i have off items I am using. See now I use this: And my armour goes to 17128 which gives 62% physical damage reduction. Which is already not that bad. I also have Lightning Coil that provides me with 30% physical damage taken as lightning damage that bumps off my 85% lightning resistance And I run lvl 21 AA which help a bit too (if only my Empower was higher lvl or I had more 20/20 AA gems to yoloswag corrupt one to lvl 21...) I'm gonna use this as reference run in Alpha's to let you see what would happen if you was lets say 2 manning map with someone who run grace and I swap in grace instead herald so I can see some NUMBERS. And I have 12311 armour pre flask (which gives 54% physical damage reductions) and 25492 armour post granite flask I linked earlier on (which gives 71% physical damage reduction) If there is someone who runs determination in your party obviously numbers will be far higher but you get the concept of stacking armour off auras / potion / IR conversion / nodes multiplicative by now I hope... The whole point of this is to reduce incomming damage so that you will be more resistant to "burst" In case you did mistake in fight with Kole and you got smacked but you were able to survive that and run away. GG you didn't die is the whole point. One of the bright sides of extending to IR it gives bunch of dex nodes on the way , saucy ev / armour node that works for IR very well that also comes with 10% ele res, which is nice for try to overcap towards being not affected by ele weakness mods. As we all know amount of dex needed depends fairly much on items and gems you are using, if you don't run grace or use Alpha's Howl which have fairly high dex requirements you might get away with out those using 30 dex nodes + Atziri's Foible. CoD is fairly speficic chest piece and to use it effectively you will need to have fairly chunky amount of unreserved mana. In my case I run 2 Heralds 2 Purities and Clarity as usual and that does not leave you with much unreserved mana and MoM is all about being able to split big hits between you hp and your mana, if you don't have the latter unreserved it won't work very well. So you have few choice to drop Heralds to have some unreserved mana which equals dps loss.. Or to run less Purities which leads to little bit more strain on gear in terms of resistances as well as having less max res, which equals less survivability vs elemental sources. Tip: If you struggle with Brutus or Kole just swap out searing bond for Decoy Totem and watch them burn, that simple ;o PS. I think I said it somewhere before but all dps you need is not to struggle with packs on maps solo. This should be your target and your own judgement will be best metric if the stuff is dying fast or not fast enough. Last edited by maotzu#4149 on Jan 16, 2015, 8:20:59 AM
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Ok thanks for the replys what I was talking about for mitigation is I read somewhere that againest those big hits your dmg reduced from armour isn't actually taken by what your % shows as the bigger the hit the less armour actually does.
The little hits don't bother me or affect me much so far and that's without COD . Currently with my gear I have 17% mitigation without my granite flask use with 79 resist all. And 2.1k tooltip dps im not looking to 1 shot the whole screen as i understand the firetrap method and I love it's play style . I also don't plan on getting smacked around by map Brutus kole and the likes but if im lagging is like a chance and was just wondering numbers needed to live because I do play in bloodlines. I have the needed dex right now without any nodes which has helped . Once I finish off sovereignty or whatever the reserve node is called at lvl 82 I will then have a larger pool to work with. If I did pickup alpha howl I would try to add another aura but I don't think I'm gonna go that route unless I find some really good jewelry and belt/boots Again thank you for the responses as I really do like learning more things about the build from other players. Rich |
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Hey there!
I'm writing because I finalize my gear atm. From lvl 10-60 now, I just ran with shitty gear. Really, this was it: and ofcourse: Now I try to buy boots, rings, helmet and gloves, would you explain some things pls? =) 1) Do you run dual curses (Flamm + Ele Weaknes) for higher maps 74+ or does it suffice to run just the Flammability? Note I got a Q15 from a Gemcutter once, which seems OK. This decides if I need Windscream (+1 curse, but slow movement) or if I get myself a pair of rares with higher MS, life and more res. I could also try get a corrupted Foible, just for that dual curse. 2) I got this Ruby Ring: and deciding on the second ring for a start. There are %Incr fire damage rings, worth or overkill for 74+ maps? Do you recommend 2 x high life / mana / manareg rings more? 3) what is your #1 death cause? Projectiles, or freeze / stun, or onehits? 4) a good Vaal skillgem for tough situations? I run Vaal Coldsnap, but it's too clunky somehow. Vaal Flameblast seems nice, but not reflect safe at all. Any hints? Can be pure defense np. IGN: WildTortillaFart
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1) I don´t. I only curse blue packs and rares on 75+maps, didnt run higher then 76solo because its a waste. Stuff dies except "resists elemental damage" mob which take some flameblasts extra.
I am on about 5k trap tooltip. 2)Not usefull at all, its not more but just another 2dmg nodes while u miss out on MANA REGEN (u want top run aa dont u?), life, resists. 3)The same as other builds with AA. 4)Vaal Grace or Haste. I have no slots for it though. You want rares with movement speed, life and DEX (in my book its very important since u can drop one of the 30dex nodes if u get a lot there). U do not need alphas, it makes it harder to build the gear and it´s expensive to get 4offcolours (expect 800+chromes). U do not want sunblast, get a life+armour+resist+trap dmg belt, drop the trap dmg if you cannot afford a nice enough belt. Use carcass jack for solo clearing, running behind some sick op expensive party carry u can use coil:D |
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Ohai there, purplet!
That's some very valuable information you give me here, thanks! Could you specify some more, please? 1) ok, won't run 'screams or corrupted, this helps tons in the budget :-) 2) I see that 2 rare rings offer more potential for life / resists / manareg. Aquiring decent pieces takes time tho, but I'll opt for two rares. 3) yes I do want to run AA, since I made good experience with it on my no-armor witch :D So what exactly is the most serious cause for deaths? 4) Vaal Grace, haven't thought of it. Vaal Grace - Vaal Molten Shell - inc Duration - Lifeleech? Does the Grace lower the effectivity of Molten Shell? hmm gonna test or does someone have exp? =) Yeah, got my 5L Carcass (6L on my witch) for this, and ofcourse I will chose another belt :) It's just for reference to other users what shitty gear will carry you to A3M in no time, even if you're new. Will drop Alpha's from my list. Done some research, the +2 aura nodes don't help in terms of enhancing max res, which would be my main cause to equip. How about Doryani's belt? Does the flask effect work for traps, too, since traps don't get all the buffs our character gets? All in all, I think I'm gonna love this trapper :D IGN: WildTortillaFart
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The main cause for death is big hits that kill you, the occasional discharger pack on +dmg maps and of course nr one, chargers/leapers with powerful crits.
As for Alphas, i get +2max res from +2 levels, its working, at least it seems like it is. U did the research, why wouldnt +2levels work? Last edited by purplet#1125 on Jan 20, 2015, 4:55:41 AM
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