[2.2] Inquisitor Crit Grenadier (Trap) build theorycraft [95% crit, budget friendly, SC]
So I figured I share one of my planned builds for Ascendancy: the Inquisitor Cluster Trapper
The build focuses around heavy crit chance, cluster traps and inevitable judgement for clearing bosses. It is also possible to reach 95% crit with 6% base spells. It also utilizes Sunblast & 2x Cheap Construction jewels to reach 100% reduced trap duration so that traps explode as soon as they land on the floor, this makes the build play out like a grenadier :) We utilize 2 different trap setups, one being cold based for freezes and one being lightning based for shocks.
It doesn't need to utilize any expensive items to reach high crit chance and is therefore rather budget friendly, however for lategame mapping you will want at least 2x 5L setups (tho the 5L staff is rather easy to get, the chest might not be) and depending on your chest & gloves choice the price range may vary. Alternatively there is a dagger+shield tree & gearing options listed below.
The last 2 points for inquisitor are a preference thing, Sanctify might be ok for gameplay but I can't say without testing so I opted for Augury of Penitence.
To be added once ascendancy hits.
Spoiler
Pros & Cons for staff version: Pros:
Cons:
Alternatively run shield+dagger, doesn't change a lot of gearing options except I would consider Voidbringers or Thunderfists mandatory. Some numbers:
That puts a 6% base crit spell at: (6+2) * 11.75 = 94% base crit Alternatively you can craft more crit chance on your staff/rings and disregard Void Bringers :)
Spoiler
MoM version: https://www.pathofexile.com/passive-skill-tree/AAAABAUBAAKWBAcEswVCBx4I1Aj0DkgRLRGWE3EWbxa_HNwdFCBuJKomlSoLLJwtHzLRNuk6WDwFPV9BlkPIRUdFnUcGSVFMs08EUDBSU1NSVUtVxliuW6Bd8l6lXyph4mKsY0NknWSqaPJqNmpDaxdsCGyMcFFwUnZvfA58S3yDfrB_xoKbg9uFMonTigaMNo5kjxqPRo_6km6VIJUulnSXlZo7muCbhpx7naqf36IAoqOnCKdVrrO0xbaGtvq3dbxWvOrAVMBmwfPQH9DQ0PXSfNhU2-fjauvk6-7r9ewY7WHuFe987-vwH_DV8PnxivId8uH3pvrS Acrobatics version: https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAUBAQKWBAcEswVCBbUHHgjUCPQOSBEtEZYTcRa_HNwgbiP2JP0mlSoLLJwtHzB8MtE31DpYPAU9X0GWQ8hFR0WdRwZJUUyzTZJPBFAwUUdSU1NSVUtVxliuW6Bd8l6lYeJirGNDZJ1kqmjyajZqQ2sXbAhsjHBRcFJzbXZvfA58S3yDfrB_xoPbidOKBow2jX2Nv48aj0aP-pJulSCVLpZ0l5Wa4JuGnHudqqIAoqOnCKdVrrO0xbd1vFa86sBUwGbB88Ls0B_Q0ND10nzUI9hU217b5-dU6-7r9ewY7T_tYe4V73zv6_Af8NXw-fGK8h3y4f_e
Spoiler
MoM: https://www.pathofexile.com/passive-skill-tree/AAAABAUBAAKWBAcEswVCBx4I1Aj0DkgPxBEtEZYWbxa_HNwdFCBuJKomlSoLLJwtHzLRNuk6WDt8PAU9X0GWQ8hFR0WdRwZJUUyzTwRQMFJTU1JVS1XGW6Bd8l8qYeJirGNDZJ1kqmjyajZqQ2sXbAhsjHBRcFJ2b3wOfEt8g36wf8aCm4PbhTKJ04oGjDaOZI8aj0aP-pJulSCVLpZ0l5WaO5rgm4ace52qn9-iAKKjpwinVa6ztMW2hrb6t3W4yrxWvOrAVMBmwfPQH9DQ0PXSfNhU2-fjauvk6-7r9ewY7WHuFe987-vwH_DV8PnxivId8uH3pvrS Acrobatics: https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAUBAQKWBAcEswVCBbUHHgjUCPQOSA_EES0Rlha_HNwgbiP2JP0mlSoLLJwtHzB8MtE31DpYO3w8BT1fQZZDyEVHRZ1HBklRTLNNkk8EUDBRR1JTU1JVS1XGW6Bd8mHiYqxjQ2SdZKpo8mo2akNrF2wIbIxwUXBSc212b3wOfEt8g36wf8aD24nTigaMNo19jb-PGo_6km6VIJUulnSXlZrgm4ace52qogCio6dVrrO0xbd1uMq5k7xWvOrAVMBmwfPC7MMJ0B_Q0ND10nzUI9hU217b5-dU6-7r9ewY7T_tYe4V73zv6_Af8NXw-fGK8h3y4f_e
Spoiler
Weapon choice A 80% global critical strike staff (Moon / Eclipse) would be ideal, but it is not required. It just makes capping crit easier. Prioritize a 5L staff (Flora Gift card is really useful for league start) and then use alt/aug/regal/master craft for start. You would want to roll +2 to lightning or cold gems as prefix (depending on what you will use inside the staff) and spell crit / global critical strike multiplier as suffix and mastercraft spell damage if you do not get it on regal. Order of stat importance:
Unique worth mentioning: Sire of Shards This unique staff would make your projectile traps fire in a nova fashion making it a lot more reliable. Traps worth considering in a Sire of Shards would be: Freezing Pulse, Arctic Breath, Ball Lightning Alternative choice - Weapon (Dagger) Since rolling colors on a staff can be tricky, you can opt for a shield + dagger combo. In that case I recommend grabbing dagger of your choice (rare / divinarius is ok for beginner setup) and using whirling blades with it for movement (& to activate fortify). Dagger are prefered more than wands or sceptres because of their implicit global crit & the fact cast speed isn't relevant for us. Order of stat importance:
Alternative choice - Shield In case of rolling the dagger+shield build I recommend using the following unique for power charge generation: Alternatively any shield you field helps your character is nice to use, tho spell damage + life ones would probably be best. Things to look on rare shields are (in order of importance):
Belt choice Mandatory for the playstyle of grenades, with this and the 2 cheap construction jewels in our tree we reach 100% reduced trap duration for instant trap detonation. Gloves choice Void Bringers for massive spell crit, however they are a preference choice. Without them this build still can reach high capped crit if you have decent spell crit on your staff / rings. For a shock nova setup in your gloves another recommended pair of gloves would be thunderfists, they provide a pseudo 5L which means you can run them instead of deerstalkers. They are also nice for utilizing the +1 elemental gems on your spells. Maligaros & Rares are fine also as long as you don't mind losing some crit and are running the staff setup. If opting for dagger & shield Voidbringers / Thunderfists are almost mandatory. Boots choice (Dagger+Shield) Deerstalkers work as a pseudo 5L so they are quite nifty for the Shock Nova setup in case you opted out for using them instead of voidbringers or Thunderfists (tho they are strictly worse than those). Would advise everyone to just use other rare or unique boots. Chest choice (ignore links / gems, these are just linked off my standard characters / stash tabs) Resltess Ward is an item I like for keeping up charges without trouble, however it is not required nor optimal. Kaom's Heart and Belly are a viable choice, if you go for Kaom's i would recommend using Void Bringers for the +1 gem level boost of gems but you would need to removed the CWDT setup for another trap setup. Belly of the Beast is a mini kaom but with links, considered for life but unlike Kaom you can still run gloves other than Void Bringers. Carcass Jack should fit nice into the build if you want more AoE and Damage, good chest all around. If you like MoM you could run the Cloak of Defiance as an additional mitigation with a mana flask :) Alternatively you can run any rare/unique chest you feel would fit the build. Jewel choice 2x Cheap construction jewels are needed (they provide +2 traps & -20% trap duration) making our traps detonate as soon as they hit the ground Other jewel slots should always come with a 6-7% life roll and whatever else you may need at the time (crit multi would be best). Bandits
Spoiler
Prime choices for traps would be:
Links would be (in order of priority): Staff (or chest)
In case of having troubles rolling colors on your staff consider using: Empower (at least level 2, goes well with +1 level of gems staff for level 4 empower later) Less Duration (now comes with a 29% more damage multiplier, so it isn't a total waste if you just can't roll the needed colors) Cold To Fire (for ice traps, lower freeze potential but added ignite) Chest (or staff)
Gloves:
Alternative glove setup would swap Innervate & Increased Critical strikes for Curse on Hit + Curse of your choice. Helm:
Boots:
Rest of your links could either be golem of your choice + support gem or Fortify + Leap Slam (maybe sunder/ground slam for ranged fortify proc?). You can change the trap setups to your liking, all of the above listed should work fine. I suggest a Ice + Lightning combo tho, so you can shock and freeze bosses.
Spoiler
Prime choices & 6L setups are the same like in the case of staff, except you would only have one of those. You should use Shock Nova gem setup in the chest. Dagger:
Shield (if not jaws of agony unique):
Shield (if jaws of agony):
Gloves (voidbringers):
Boots & helm same as in the staff verson. [2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662 Last edited by Mannoth#4185 on Mar 16, 2016, 6:20:38 PM Last bumped on Mar 24, 2016, 3:49:03 PM
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This will probably be my 2nd build in Ascendancy but I will try it out asap on standard as the patch hits to test it's endgame potential.
Reserved for more info. [2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662 Last edited by Mannoth#4185 on Feb 29, 2016, 5:43:32 PM
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had similar idea for a build but when it comes to trees was thinking more about something like this:
Also deerstalkers and dual daggers instead(crit and my favourite movement skill). clever construction and extra life nodes/crit multi taken after lvl 80. Overall this tree might have too many dmg options(since this ascendancy is all into dmg) and 6 points ive put into shadow area could be easilly scrapped for extra life EDIT: i believe that icewalls on cwdt would be nice too Last edited by Trixilai#3024 on Feb 29, 2016, 7:00:32 PM
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Overall i would rather play staff for the potential of 2x6L or Kaom's Heart as chest, but dual dagger or dagger+shield should really be viable.
Really think the build will shine in endgame with 2x6L setups and a good eclipse staff so I decided to go for it. Deerstalkers are a decent boots option if you need a cheap 5L. Also yeah, your tree needs a lot more life, I would suggest picking up all the nearby life nodes you can for at least 150% life. It is better to start picking up some crit clusters later in the game and focus more on the life nodes and jewel sockets since you can roll crit multi / crit chance on jewels along with life. Edit: I used ice wall before on CWDT but it tends to be clunky at times so I try not to rely on it. Thanks for your input / ideas mate. [2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662 Last edited by Mannoth#4185 on Feb 29, 2016, 7:08:38 PM
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lol thats obvious... wanted to show tree idea quick and skipped mandatory life nodes.
anyway few more questions: - once you have instant traps, will blast cascade trigger at all? - I assume that multi trap wont be used much now, although i didnt see cluster skill specifics - why not use fire storm trap too? Any reason to go for only 2 elements? |
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Hi,
" This so much. From wiki's phrasing on Blast cascade: " and Sunblast's wiki " i'd say it shouldnt give you power charges but it depends... Also i have a question about lightning trap - would something like this work? Ball Lightning - Trap - Slower projectiles - Increased Critical Strikes + LMP (or GMP? or multi traps?) + Increased Critical Damage (or whatever last support, something else might be better support). Imo it could be better because the lightning balls essentially attack every 200 ms, co first few hits will shock the group (with increased crit strike from Righteous providence) and other hits will deal massive damage to the group (also with crit multi from Righteous providence). Something like this: https://youtu.be/EAm1HcxMCVM?t=9m53s Last edited by tululum#2768 on Mar 1, 2016, 3:37:49 AM
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" We won't use blast cascade to gain power charges, it's what the Orb of Storms + Power Charge on Crit will be used for. It rolls for crit on proc, not on cast, so you can generate multiple charges from just 1 orb of storms. That being said I am pretty sure blast cascade won't generate charges since I just spent 10 minutes throwing traps in my hideout without getting any power charges (with sunblast) :P Fire storm is OK to use, but I think that Shock/Freeze is a lot stronger to have than Ignite, especially considering 95% crit & inevitable judgement. @tululum Problem with projectile based traps with sunblast is that it will shoot at random enemies once triggered, so it's less control. That being said I will mention Sire of Shards as a possibility. Shock nova does a really great job with it's massive AoE and Arc tracks enemies and chains so it's a lot easier. Edit: Better formatting added to the thread. [2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662 Last edited by Mannoth#4185 on Mar 1, 2016, 6:11:52 AM
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" mind checking if its same if you throw it at enemy directly? I was so hyped to use this option that i dont want to consider other sources of power charges right now ;p I wonder what would be the time on trap with only one 10% jewel if this is not the case. |
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Traps should always check for trigger first so throwing at enemy should generate charges.
With just 1 jewel traps will expire 1,6 seconds after arming. EDIT: But just this one node is not enough for generating power charges, it wont proc often enough to keep your charges up. Last edited by tululum#2768 on Mar 1, 2016, 12:23:06 PM
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had once trapper like that and that node was enough to keep charges up(2 leagues ago or such). once you get all 3 power charge nodes in the tree, duration is long. Also with cluster it should be easier than with multitrap
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