Pohx's 2.2 Ice Trapper. HC/SC/Atziri/High Maps

What u think about Heretic's Veil?
why firestorm + remote mine for leveling? shadows don't get that skillgem.
Just want to say: Sick build, Pohx. I'm really enjoying playing this one. It's my first trapper build and I can already tell it's one of my favorite builds I've ever played. One question though: I see you have the CWDT setup with Immortal Call. Where are you getting your endurance charges for Immoratal call to proc
Pros:

Fun to play
Versatile
SC/HC viable

Cons:

I left my job.

Aside that thanks for sharing quality builds like this one - Having a lot of fun playing it :)

Helio
Hf :)
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Whodat09 wrote:
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badusai wrote:
It's late here and I am tired, so bear with me while I try to explain this, and I apologize in advance if I leave anything out. To start, every character gets 3 endurance charges. You can get more from the tree or from item mods/corruptions. You can generate them from endurance charge on melee stun gem, enduring cry gem, or from cursing monsters with warlord's mark. Immortal call still works without endurance charges for .4 seconds which is the base duration. Having that alone could be just enough to escape certain death. If you do have endurance charges, immortal call expends them to increase the duration, so that you can avoid damage even longer.


Ty so much I knew you could get them from other gems and in your passives , i never knew though everyone started with some thats what confused me ty
Last edited by Whodat09#0748 on Mar 9, 2016, 6:20:38 PM
Really enjoying this build so far. Always loved playing trappers and ice trap is a great addition to the arsenal.

Only thing I'm not too fond of is adding in the orb of storm for crit(for EO)/shock application. Seems kinda disadvantageous to the trapper playstyle to have to be relatively close to mobs to throw down the orb to get it to benefit you. Half the time when I was using it I didn't even bother because stuff just melted anyways.

What I've done instead is started using lightning trap + light pen + chain + cluster trap. It's pretty much guaranteed to hit every mob on the screen, and even some off screen. It seems to apply shock relatively well, even though it's short duration, throwing a cluster of light trap then ice trap in rapid succession pretty much guarantees you'll benefit from it. I haven't specced into EO yet so I don't know how good the uptime on that is, but Elemental Equilibrium is pretty close and I was considering picking that up as well then just alternating light/ice traps. Any thoughts on this?
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whodat9 wrote:
Ty so much I knew you could get them from other gems and in your passives , i never knew though everyone started with some thats what confused me ty


You may understand this already but just to be clear, you still need some way to generate the 3 endurance charges you start with to have them become active, such as endurance charge on melee stun, enduring cry, warlord's mark, etc. However, you don't need to have any endurance charges active (swirling around you) for immortal call to proc. When you are struck, if you have no endurance charges active, the immortal call skill will work for exactly 0.4 seconds. If you have any skill effect duration nodes, it will increase the duration by that amount. If you do have endurance charges active when immortal call procs, they scale the duration even higher.
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uomafia wrote:
What is the suggested 6L setup please , I might have missed it somewhere reading through this. Love the build so far. First trapper I have ever played but very inspiring thanks Phox.



4link: Ice trap / Cluster traps / controlled destruction / cold pen
5th: Trap and mine damage

I don't think there's a clear cut choice for a 6th. Some of the choices are: Empower / Added Cold / Hypothermia / elemental focus.
I'm trying to get some jewels now with life and damage,

Are all of these equal for this build:

% Spell damage = % Cold damage = % Damage = % Trap damage = % Area damage?

Meaning, any jewel with life and one of these is the same? (except that some can roll higher than others e.g trap damage up to 15%, spell damage up to 12%).
Last edited by GreyGoose#5461 on Mar 9, 2016, 8:53:46 PM
I do agree that the crit thing with Orb of Storms is a bit of a pain in the ass; I don't even bother half the time, and often forget when it would help. Things just die too quickly. I cant tell if it's actually worth the skill point if you're like me - I'll be twenty minutes into mapping and just them remember I haven't even used orb of storms.

I'm also having a bit of an issue keeping my frenzy stacks up all the time. I can keep them up the majority of the time, but once in a while frenzy just doesn't proc and I lose them. A bit too often to be comfortable.

The damage output is amazing, but dealing with mines/orb of storms/frenzy generation are all things I've found I just dont want to do. Too much work for too little gain.

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