[2.5/2.6] Almost-lvl100 HC viable Fire Trap Elementalist

Patch 3.0 (Fall of Oriath, Harbinger League):
I would no longer recommend this build as a result of substantial changes to ignite mechanics. If you want to play a build with a similar playstyle to prolif/ignite Fire Trap in 3.0 I would suggest Essence Drain or Caustic Arrow. I will no longer be updating this guide unless it's made viable again some time in the distant future. It's possible that Fire Trap is playable with Cluster Traps but it's not a variant I enjoy playing so I won't be able to provide suggestions for how to build it. Sorry I wasn't too active in responding to posts in this thread as I became a bit inactive during Legacy league, but I hope the build was fun for those who tried it during 2.5/2.6.

Original guide
hey, I died at rank 12 in breach HC league, 6% xp away from lvl 100 with a fire trap build. here's a brief build guide detailing the basics of the build and some frequently asked questions.

just a disclaimer: this isn't really a noob-friendly guide because the build has some complex mechanics and gameplay that isn't really suitable for a new player. but, if you're new or don't understand something, feel free to ask in the thread and i'll clarify/elaborate it for you.

Patch 2.6 (Legacy League):

the build will be about as strong as in 2.5. patch/tree changes that affect the build are:
- fire trap aoe was buffed, but prolif aoe scaling was nerfed, so in the end the area coverage will probably be about the same overall
- Hex Master is now essential for temp chains blasphemy aoe. I picked it up pretty late (lvl96 or higher) but would suggest picking it up instead of life nodes before reaching red maps
- Berek's Respite is worth testing. if it works like Bino's poison spread it would drastically increase the clearspeed of this build

terminology/mechanics
ignite mechanics
prolif = proliferation
EE = elemental equilibrium
OOS = orb of storms


passive tree, bandits & jewels
level 95

bandits = help oak in normal, kill all in cruel and merciless

this is a fairly high level/point-heavy build. you can either pick up the 2-point jewel sockets or 5% life nodes last, depending on whether or not you need the jewel slots earlier for extra resists. many of my jewels had resists I needed to overcap for elemental weakness maps with kaom's + staff (which requires you to get a lot of resists on other slots/jewels), so you might need to get some earlier jewel sockets instead of life nodes. if you're on SC and don't really care that much about overcapping your resists for ele weakness, go ham on the jewel sockets for some extra damage and save the life nodes til later.

these were the jewels I used:


jewel stat priorities include:
%increased maximum life
area damage
trap damage
fire damage
increased damage
resists

jewel stats that have some benefit, but are not as good:
increased damage over time
increased spell damage
increased spell damage while wielding a staff

(damage over time only affects the burn, while spell damage only affects the initial hit and doesn't double-dip with the burn unlike area, trap, and fire damage and generic 'increased damage')

level 99. in the last few levels I opted for getting some nodes to buff my curses (mostly temporal chains) for some extra defence. I felt this was better than getting more life nodes in the Melding cluster.


gear and gems at level 99



kept in inventory to swap with increased aoe for bosses:


flasks I used 99% of the time for general mapping:


alternative flasks:
chilled ground maps =

volcano map boss with elemental weakness on the map =

shrine piety with extra cold/monster damage/boss damage =

ruby flask for I don't remember what =


FAQ

what stats do I look for on gear?
life and resists mostly. you will need a little dex to use lvl 21 fire trap, and some mana regen to throw fire traps in succession.

just check out my gear and you should get a decent idea


how do I level this build?
I leveled using firestorm with a passive tree similar to this. after this point in the passives I'd start heading over to shadow.

for firestorm links, you definitely want conc effect with the aoe nodes I picked up, and then some combination of controlled destruction, fire pen, elemental focus (just keep in mind you won't be able to proc elemental overload with this gem linked) depending on how many links you have. if you're leveling with tabula i'm sure you can figure out the other links :^)

I leveled with firestorm on day1 of breach HC league because it works pretty well without much gear investment. I switched to fire trap as soon as I got a 5-link staff and normal and cruel lab done for the prolif ascendancy node. at later points in the league you can use a 5L staff at a lower level than I was able to--I would recommend switching as soon as you have the prolif ascendancy and a 5L staff, because firestorm really fell off in act3 merciless onwards, and was really quite slow in low level maps compared to fire trap.

when you head to shadow, if you're still firestorming then go into shadow start for elemental focus, trickery, and blood siphon. otherwise, if you're switching to fire trap already then go for hasty reconstruction and head down for clever construction and get blood siphon after that.

pick up acro much later on once you have the trap notable nodes. acro is only really needed once you get to yellow maps, until then a granite+basalt flask is good enough. once you pick up acro, drop the granite for a quartz flask.

for fire trap to be good you will also want EE for better single target, and clever construction so your traps don't get destroyed by monsters breathing on them.

firestorm might not be the best leveling option. I'm not sure what the best way is. some people who tried the build leveled used lightning trap for aoe and fire trap (with conc, chance to ignite, fire pen) for single target, and rushed the shadow trap nodes instead of going to templar first. I'm not sure what links you'd use or if it's better than firestorm. if someone tries both, let me know how they compare!


how do I play this build?
you want to swap in conc effect for almost all bosses, especially ones that are lone targets with no adds around them, such as Springs map's Oak and Shrine's Piety. you may also want to swap in conc effect for the beyond boss Tzteosh because he's ignite immune, so you have to kill him with initial hits and burning ground.

here's how EE works:
- hit the monster with lightning damage (vaal lightning trap, or orb of storms aka OOS), it will receive a -50 fire res debuff.
- hit the monster with a fire trap (hopefully it ignites), it will start burning
- hit the monster with lightning damage again (OOS will already do this automatically if you have one cast near the monster), they will receive the -50 fire res debuff again and start burning for KWAYZEE damage.

so, do you need to use OOS before every fire trap? the answer is no. for all white packs and most blue packs in maps, throwing a fire trap and no orb of storms is sufficient. you WILL need to cast OOS at least every 10 seconds to maintain Mastermind of Discord (elementalist node), and every 8 seconds to maintain Elemental Overload.

also, you don't have to cast OOS before the fire trap - because fire trap takes a short moment to hit the ground, you can throw fire trap, then cast OOS immediately after and it will hit the monster with lightning damage before the fire trap hits the ground.

if the map has '+x% Monster Elemental Resistance' then you will need to use orb of storms more often to proc EE. if the map has beyond monsters spawning, then casting orb of storms at large packs while you run to the next pack will cause the beyond mobs to be cursed with flammability, EE'd, and almost certainly die to the prolif (this often includes any beyond bosses that spawn, too)

even though I only have 62% ignite chance, 1 fire trap is sufficient for every pack because only 1 monster in a pack needs to be ignited for the burn to spread to nearby monsters with prolif. but for bosses (single targets) you might need to throw a few traps to get an ignite on them.


how important is the fire trap cooldown recovery speed helmet enchant?
it's possible to play the build without it. I did for the first 5-6 or so days of the league. but in certain maps that are very dense (strand, shore, or tropical island with sextant mods that increase monster density) you will be waiting for the trap cooldown even with the helm enchant. so basically the clearspeed of the build is limited by the trap cooldown. if you don't care too much about going a little slower in maps than I was, then the helm enchant is not that important. it's a pretty rare enchant on the market because not many lab runners keep it to sell, they will reroll over it for more meta enchants. buying a hubris with the enchant and rolling it will be one of the more expensive parts of the build, so if you enjoy the gearing process then this will be something you will want to aim for.


ascendancy class AKA why not saboteur?
while saboteur is designed for many trap builds, it's best used when you want cluster trap in your links and want to overlap trap explosions for poison stacking or giving skills like ice trap some extra damage. with an ignite build, however, you don't want to use cluster trap because this splits your initial hit into several smaller hits, which means your burn will do significantly less damage (burns don't stack unless you have Emberwake).

further, the entire point of the build is to throw one fire trap that hits really hard and spreads an ignite with prolif. to this end, elementalist is by far the best choice, it gives you prolif with no less damage penalty (unlike the support gem- the less damage penalty on the gem double dips with the burn making it a really poor choice), and gives you some extra goodies like occasional guaranteed shock, some elemental damage, and some fire penetration.


best amulet choice?
I used Xoph's Heart, I think it's the best choice because of the life, damage, and covered in ash proc which makes the monsters take 20% increased fire damage (which is essentially a more multiplier to our damage that stacks additively with shock)

Ngamahu Tiki is a good budget alternative until you can afford Xoph's Heart.

Xoph's Blood, the upgraded version of Xoph's Heart, is an option but you have to drop EE (won't work with Avatar of Fire), which will halve your single target burn damage. I used this for a few levels but I wouldn't recommend this amulet.


how important is a 6L?
not overly. controlled destruction is the weakest gem out of the ones I used because the %more spell damage only increases the initial hit and not the burn damage as well. you will be able to run this build just fine in lower red maps with a 5L.


is searing touch best in slot? what about a +3 fire staff?
a +3 fire staff with 60+ spell damage and 30+ fire damage is very slightly better, but it's a much bigger currency investment and pretty rare to get those stats. +3 fire alone (no spell or fire damage) is not better than searing touch.

Realm Ender is a little worse than searing touch but is a decent alternative.

a 5-link staff, which you can easily get from The Flora's Gift divination cards, is sufficient to start the build with. at the start of the league I didn't have many alterations so I wasn't able to roll +2 fire gems, mine had like 30 spell damage and that's it, and I was able to be competitive on the ladder in yellow maps.


is Kaom's Heart best in slot? it's really expensive
yes, kaom's is best in slot for HC and I wouldn't recommend trying to continue in tier12+ maps without one. I used a rare chest with life until kaom's, but alternatives include carcass jack (for softcore) and belly of the beast (for hardcore). don't bother linking your chest because you will want to run kaom's eventually.


why are you using two curses without an 'additional curse' node?
ideally you'd want an 'additional curse' corrupted implicit on xoph's heart but it's too expensive/rare. the way i play i just throw a trap, orb of storms and run, and any beyond monsters that spawn behind me outside of blasphemy range get cursed with flammability and EE'd and die to the prolif. blasphemy temporal chains takes priority over the flammability which is what I want in close-quarters combat for safety.

additionally, having flammability linked to orb of storms helps if you need to kite a lot against some bosses, like the tier16 minotaur guardian or shrine piety.


is this build guardians/shaper viable?
I did minotaur early in the league to unlock it on the atlas. it was a really scary fight the first time and I almost died on the second attempt so I gave up with farming it. HOWEVER, the reason it was sketchy is because the fight took a long time, and the reason for that is I was using Xoph's Blood which meant I didn't have EE. this means I basically had half the single target damage that I would normally have. I did attempt minotaur again on standard after dying, with the normal setup, and the fight took much less time but it was still pretty rippy.. I think if you're playing HC you can die pretty easily to minotaur if you eat a few rocks in a row (unlucky dodges) or misplay. so I wouldn't recommend farming him on HC.

phoenix is out of the question because he's ignite immune.

I've never fought chimera before but I know that the fight has a ton of burst physical damage, which is a weak point of this build, especially in sustained boss fights (because we rely on potions for healing). I would never attempt him with this build on HC.

hydra is pretty easy with this character. I did him on standard after dying (and uploaded a video, check the videos section below), and found him to be a complete joke. I think he's farmable on HC if you're able to dodge everything in the fight, which isn't too hard because you only have to throw traps every few seconds, the rest of the time you can focus on dodging. the kill in the video was only my second ever attempt at hydra, so I guess it's pretty easy to dodge stuff with a build like this where you don't really have to attack him all that much.

I have no idea about shaper, never done him. but I really doubt this build is suitable for shaper, you simply rely on potions too much for healing to be safe in such long fights. most map bosses, by comparison, die in a single fire trap within 5 seconds...


alternative gem links?
if you decide to run a +3 staff with spell damage and fire damage, then empower is potentially better than fire pen and/or controlled destruction. fire pen is really useful for maps that buff the monsters' resists and for bosses so you might want to consider keeping it and dropping controlled destruction for empower in that case. but I'm not sure what the best option is. if you're min-maxing the build that much I'm sure you can figure it out for yourself. try using Path of Building if you want to theorycraft/min-max the build some more


what are the most important aspects of the build for damage?
EE and shock.
each of these double the burn damage. this is why I run vaal lightning trap over other vaal skills, and why Xoph's Blood is kinda poopy.


which map mods do I avoid?
completely avoid:
- Monsters have x% chance to Avoid Elemental Status Ailments - this is 90% avoidance in red maps which basically kills the build.
- Players cannot Regenerate Life, Mana or Energy Shield - you will be forced to drop clarity and a utility flask for a mana flask and will have to rely on life flasks way more to heal even small amounts of damage. do not run this mod in HC, it's too unsafe with this build
- Monsters are Hexproof - even though we only really run temporal chains as our curse, not having it greatly reduces our survivability because we can't kite the monsters anymore. if you do run this (e.g. if you get a zana map that has vuln+ele weakness+hexproof), then be prepared to take 2-3 times as many hits as normal.
- Monsters cannot be slowed below base speed. Monsters cannot be Taunted - basically the same as hexproof for this build, because it means we can't slow the monsters with temp chains. ideally you'd want to run this but swap blasphemy-temp chains for blasphemy-enfeeble but it would require socket recolouring.
- Monsters deal x% extra Damage as Fire/Cold/Lightning combined with -x% maximum Player Resistances - you WILL die to volatiles in these maps. avoid completely on HC.

annoying, but runnable mods:
- 75% less effect of Curses on Monsters - similar to hexproof, but we can still slow the monsters a little bit with temporal chains. avoid this mod if there are 2+ damage mods, especially if there is a fleeting map mod (monster attack, cast, movespeed)
- Players have x% less Area of Effect - gives packsize so you want to keep it most of the time, but if you're only running the maps blue then skip this mod for sure. this basically means you clear the map with the radius you have when conc effect is in, even when you are using increased aoe. you will be forced to throw twice as many traps to clear packs and will halve your clearspeed. I only ran this when there were other packsize rolls and the map didn't have too many damage mods.
- Players are Cursed with Temporal Chains - most players hate this mod but run it anyway because it gives packsize. in this build's case it greatly reduces our ability to kite monsters so it actually reduces our survivability a great deal. run it if there aren't too many other damage mods and there are other packsize rolls, but keep in mind this will make many boss fights significantly more difficult.


why are you using that shitty breach ring LOL!!!
this "shitty" breach ring gives me 4 essential stats:
- dexterity - I needed some dex to equip level 21 fire trap
- mana regen - i need a little bit on gear to be able to throw several fire traps in succession
- life
- chaos resist

and because it's a breach ring, I get extra chaos res while in breaches which made the chayula breaches a complete non-issue (in fact, the cold ones (Tul) were the hardest, even after they were nerfed). prior to stacking chaos res, when I had -40 chaos res, the chayula breaches were absolutely terrifying and I had some of my closest calls in them.

I also get a bunch of extra rarity which is awesome for getting good uniques in the breaches (I found a shavs, two severed in sleep, two skin of the loyal, and a bunch of other random good unqiues while in breaches)



videos
I streamed the last hour of gameplay before I died at lvl 99. you can find the twitch vod here: https://www.twitch.tv/hasteguy/v/111455457

I may upload a boss kill montage to show the strength of the single target of the build for mapping at some point, so check back in a couple weeks.

hydra kill on standard after dying: https://www.youtube.com/watch?v=z-A_T7InKOI
Last edited by haste#2190 on Aug 4, 2017, 5:21:30 AM
Last bumped on Aug 4, 2017, 5:24:58 AM
what do you think of a CI variant. having another 5l/6l on a vaal regalia allow you to run a specialised single target gem setup say, fireball-trap. also because having to swap conc effect everytime u reach "arena" would be kinda annoying.

though i guess u have to use that antistun ring since xoph's blood is too good to pass up.

also allow you to squeeze in a dd/vaal dd in there :-)
Last edited by forthelulz123#6789 on Jan 2, 2017, 5:20:03 AM
at the end of last league i tested an EB MoM version and a CI version. i felt like the survivability on the CI version was pretty poor, I had essence surge and es recharge speed crafted on some rings but still felt like soul strike would be mandatory (which would mean you'd use an essence-crafted +3 fire bow). even then I don't feel it would be that strong unless you also heavily invested in a defensive dual curse setup (such as heretics veil with enfeeble+temp chains) because not having life potions actually sucks with this kind of build, unlike most builds that go CI.

idk, it's possible it could be good with that kind of set up but I felt going for the tried & tested kaoms version was going to be safer for my personal tastes. i'm not sure how strong a soul strike setup would be without going occultist as well though, i've only tried it with that ascendancy.

so i guess you'd have to invest more defensively in terms of items, but the tree would likely have more damage since you wouldn't have to travel so far for life nodes or acro and could efficiently path near nodes like heart of flame.

maybe it'd be worth experimenting with :)
Great guide, thanks for taking the time to post it.
Does the increased burning damage support gem not work with the ignite proliff? I seem to remember running that back in the day when fire trap/ele proliff was part of the big meta....but I could be wrong.
Last edited by zoinkjr#1774 on Jan 3, 2017, 2:14:37 AM
it works, but it's weaker than the alternative gems which are all multiplicative damage increases.
I would do this build with the Next big addon Patch.looks cheap and viable.. But i think elementalist get a huge nerf..


Then saboteur is the only choice?

Or is sabo very different in dps? And viabliity

Ty for the insane good Guide . ty a lot
Bayern des samma mia
Last edited by Bayerius#3761 on Jan 4, 2017, 1:48:18 PM
not sure how viable it will be in 3.0, i guess we'll have to wait and see :)
Amazing build.
Currently lvl82 and loving it. So satisfying watching a whole pack explode
Hello, thank you for posting your build.

Do you have any suggestions on which order to get the nodes when leveling?

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