[1.3.1] Tri-Element Equilibrium Trapper (budget atziri's killer)

Still hadn't updated this build, planning to start doing so if I manage to get some time next week. Meanwhile posted some skill trees on page 6 since the links on this post don't work due to Awakening. Any feedback is welcome if someone tries to start using this build! Good luck everyone meanwhile

Brief introduction

Since patch 1.0 I had always enjoyed trapper builds, among my favorites are Elemental Equilibrium variants.

This short build guide seeks to show a cheap trapper build that requires inexpensive 4-link gear to clear most maps and even do Normal Atziri.

Pros

- Cheap
- Great crowd control
- Good AOE
- Great mobility
- Immune to reflect and corrupting blood


Cons

- Low single target damage compared to other builds
- Harder to support higher levels of Arctic Armour due to Acrobatics


Trap Mechanics

This build is a non-crit trapper with high damage boost from Elemental Equilibrium keystone. That keystone is near Scion between the shadow and templar that this build uses.

Traps, unlike other spells, have charges and you can store 3 charges maximum at any given time. You generate a charge each 4 seconds, but each different skill (arc trap, coldsnap trap and fire trap in this case) has independent charges.

Having 3 different skills allows you to, more or less, always have a trap really to throw, reposition and then throw again. Each trap, since we don't use Heralds, is pure in one elemental damage type, with the Elemental Equilibrium keystone each time one of the traps you throw damages a mob (burning ground doesn't count, only hit damage) the mob gets a debuff that reduces the resistances to the other types of damage, so the next trap will do a lot more damage as long its not the same element.

Once you get the rhythm you can think of it as a "Song of Death", as each skill has a different explosion tune. :)


Gear

Recommended Uniques:
* Belt: Sunblast (1 alch to 1 chaos)

* Shield (only for high elemental bosses, for example Atziri and Crematorium): Saffell's Frame (1-2 chaos)


Interesting Uniques:
- Body Armour: Carcass Jack

- Boots: Deerstalker Deerskin Boots (until level 69); Atziri's Step (from level 69 and forward)


- Helm: Rime Gaze (suggested by Laxaria)


Shield:
- main gear shield should focus on high evasion like:

- offset gear shield should be "Saffell's Frame":


Weapon:
Elemental damage is better then spell damage overall because it increases the damage of Fire Trap ignite and burning ground, while spell damage only affects the initial explosion. With this in mind, for the same stats the Scepter implicit is better then the Wand implicit.

To start you can try to find a weapon that has hybrid spell damage with mana and then master craft spell damage to it and you are ready to go.

After a few Atziri kills and a bit of luck you can later upgrade to Doryani's Catalyst.

Remaining slots:
Over all you should seek to get a mix of evasion and energy shield gear pieces, capping your resists at first and then as much maximum life you can get.

Avoid depending on the shield to get resistance capped over 10% all resists, so you can switch to Saffell's Frame when needed without going under capped. Also, Shaffel's should have your Purity auras all the time, linked to a reduced mana.

Spell damage and mana (regeneration, maximum mana, energy shield...) on amulets and rings is interesting but not required.



Gems

The links are by personal order of relevance:

Traps:
4link (Atziri Farming): Fire Trap - Chance to Ignite - Concentrated Effect - Increased Burning Damage
or
4link (Map Farming): Fire Trap - Chance to Ignite - Elemental Proliferation - Increased Burning Damage

4link: Trap - Cold Snap - Elemental Proliferation - Multiple Traps
3/4link: Trap - Arc - Elemental Proliferation (- Multiple Traps optional gem to increase coverage / - Lightning Pen to increase damage)

- if you are working with more links, Fire/Cold/Lightning Pen gems are interesting for the 5th link
- if you have access to quality gems, Shock Nova is an interesting alternative to Arc and Reduced Duration interacts well with it. With Reduced Duration the multiple traps thrown in one round, combined with Sunblast belt, will explode covering a larger area then arc trap.

Auras
3link: Clarity - Reduced Mana - Grace
3link (on Saffel's offset shield): Purity of Fire - Purity of Lightning - Reduced Mana

Survivability/Mobility
2link: Reduced Duration - Lightning Warp
3link: Cast when Damage Taken - Enduring Cry - Immortal Call
unlinked: curse and Arctic Armour

Interesting curses:
Temporal Chains: increased the duration of all your elemental status effects and more control over the fight
Elemental Weakness: increased damage


Trap Sequences

Highest damage potential:
- Arc trap -> Fire trap -> Cold Snap trap

Best crowd control sequence:
- Arc trap -> Cold Snap trap -> Fire trap

Arc trap at the start will apply shock to all mobs, increasing the incoming damage after. That buff can be used quickly with Cold Snap trap to screen freeze the mobs, stopping specially dangerous and quick moving packs, or with Fire Trap and then switching the resistances of mobs with Cold Snap for maximum damage.



Bandits

- Oak
- Kill all
- Kill all


Skill Tree

At 37 points: http://poeurl.com/zebctS0
At 51 points: http://poeurl.com/zebcmmt
At 80 points: http://poeurl.com/zebcdEO
At 92 points: http://poeurl.com/zebbUX7

At 106 points, level 87 (current): http://poeurl.com/zd5zI9A

Alternative path:
- suggested by "vysirez" (more damage, less energy shield): http://poeurl.com/zkRMSbD


Atziri - Apex of Sacrifice

The main advantage of this build is on it's mobility and due to Ondar's Guile and enough evasion you can ignore projectile attacks. Apex of Sacrifice is a level 70 area, so you need to have around 50% evasion at level 70 with your gear to be able to avoid most projectile attacks (I don't recommend trying it at level 70, it's just a reference to help measure your gear level defensive wise!).

All the trash up to each boss will be permanently either frozen or chilled, so the only thing you have to care about it is keeping melee mobs at range and killing the caster mobs.

Atziri's Step combined with Phase Acrobatics will reduce the overall incoming spell damage.

Leveling the gems to at least 18, or if possible 19, is recommended! The damage difference is big on each level up.

For the Double Vall Oversoul fight:
- DPS each Oversoul when possible, but be careful when one of them gets to low life, because if you kill one before the other the remaining one will get berserker rage effect
- Saffell's Frame with Purity of Lightning helps allot against their lightning based attacks (ball lightning and lightning beam)

For the Trio fight:
- I prefer to kill first the ranged boss, in the center of the room, then the cycloner boss in one of the sides and by last the dual wielding boss
- Evasion based shield helps on this fight more then the Saffell's Frame as it allows you to ignore the projectile attacks from the adds that keep spawning
- Throw the traps on the path the bosses are going to go through but try to throw them to reach the center of the room, killing adds in the process and refreshing your flask charges

For the Atziri fight:
- Saffels Frame with both Purity of Lightning and Purity of Fire helps allot in case you lag/dsync or get stuck in a spiral of bad luck :)
- During the split, focus the boss copy closest to the room entry point, it reduces the chance you get stuck trying to navigate around the corpses piles on the room. Also, try to get the rhythm of the Flameblast casts, move when it you see the cast starting and then throw a barrage of traps
- Arctic Armour quality increases your movement speed, giving you more space to move around and correct last second mistakes, you don't need a maximum quality one



[2.1] Tri-Elemental Crit Trapper https://www.pathofexile.com/forum/view-thread/1534482
[2.0] Explosive arrow Blood magic Marauder https://www.pathofexile.com/forum/view-thread/1343673
[1.3.1] Tri-Elemental Trapper (not updated yet) https://www.pathofexile.com/forum/view-thread/1199527
Last edited by raquinvil on Jul 11, 2015, 12:05:07 PM
Current Gear

Torment



1Month Torment/Bloodlines





Videos

Bellow are the links for an Apex of Sacrifice normal full run with this build on Torment League. The fights were a bit sloppy but the run was deathless.

- I killed one of the Vall Oversoul too fast so the other one was doing it's light show!
- The order of the Trio fight was wrong, usually I do ranged, cyclone and dual has it is easier since there is less AOE to care about

Full run - http://youtu.be/tEf4bmG3hxU
Atziri only - http://youtu.be/Y6KMAG2LFMM

Residence@lvl75 1 Week Torment/Bloodlines


Apex of Sacrifice 1 Week Torment/Bloodlines - Final Challenge

Full run of Apex of Sacrifice that given me the 4rd challenge.

Used all portals, one death on Dual Vaal Oversoul and the remaining ones in Atziri. Had low damage mainly due to under leveled gems, since I did Atziri once I reached lvl 80 with mainly level 16 and 17 gems.

The gear, while having enough defenses, was mainly evasion only and this build works best with evasion/energy shield hybrid gear so you have more mana regen and higher level arctic armour.

Also during the Atziri tries I had to fine tune the gems/gear to push the max out of it in terms of damage while keeping just enough defenses for the regular derps. :)

Full run - https://youtu.be/DwX8YNNUUqQ

Dual Vaal Oversoul only - https://youtu.be/wgKIeuEIQ9s
Trio Only - https://youtu.be/MPSvAMRm8WA
Atziri only - https://youtu.be/RRA6A3uepUQ



Changelog:
11/02/2015 - Basic guide
12/02/2015 - Added Atziri related information concerning this build; Added Apex of Sacrifice normal videos
14/02/2015 - Added helm on current gear, it was missing from the list; Added Mind Gaze to the interesting uniques list (suggested by Laxaria)
16/02/2015 - Added Trap Mechanics section (thanks to JonnyBrains for his interesting question); Added Trap Sequences section.
21/03/2015 - Added Weapon subsection on the gear section (thanks for the Doryani's Catalyst suggestion tvreact)
03/04/2015 - Added current gear for 1 Month race Torment/Bloodlines. Added new Fire Trap links optimized for mapping.
04/04/2015 - Added video of Residence run at level 75 in the 1 Week Torment/Bloodlines race.
08/04/2015 - Added videos of Apex of Sacrifice upon reaching level 80 with low level gems on the challenge league. Messy Atziri fight but done in one try! Added a recommended level on gems to run Apex of Sacrifice.
23/04/2015 - Added alternative Skill Tree Path suggested by vysirez, it increased damage at the cost of % energy shield; Added a bit on Apex of Sacrifice about the minimum evasion that you should aim for (following the conversation with Bowman8763).
[2.1] Tri-Elemental Crit Trapper https://www.pathofexile.com/forum/view-thread/1534482
[2.0] Explosive arrow Blood magic Marauder https://www.pathofexile.com/forum/view-thread/1343673
[1.3.1] Tri-Elemental Trapper (not updated yet) https://www.pathofexile.com/forum/view-thread/1199527
Last edited by raquinvil on Apr 23, 2015, 2:04:48 PM
Build updated with Atziri related section.

Comments seeking to improve the guide and questions about the build are welcome!
[2.1] Tri-Elemental Crit Trapper https://www.pathofexile.com/forum/view-thread/1534482
[2.0] Explosive arrow Blood magic Marauder https://www.pathofexile.com/forum/view-thread/1343673
[1.3.1] Tri-Elemental Trapper (not updated yet) https://www.pathofexile.com/forum/view-thread/1199527
Apex of Sacrifice normal sloppy run videos added.
[2.1] Tri-Elemental Crit Trapper https://www.pathofexile.com/forum/view-thread/1534482
[2.0] Explosive arrow Blood magic Marauder https://www.pathofexile.com/forum/view-thread/1343673
[1.3.1] Tri-Elemental Trapper (not updated yet) https://www.pathofexile.com/forum/view-thread/1199527
I've been theorycrafting this build for a while. I was thinking of the following things:

Rime Gaze for a 5L Fire Trap (Inbuilt Concentrated Effect in Rime Gaze); not ideal but good for making do.

Deerstalkers for running Trap - Arc (with Quality) - Elemental Prolif - +1

With a 5L, something with Curse on Hit

Seems interesting. FireTrap in Rime Gaze could be Fire Trap - Fire Pen - +2 (+concentrated effect from helmet)
Thanks for sharing your view on the build Laxaria. I will try to comment on them from what I had tested so far:

"
Laxaria wrote:
Rime Gaze for a 5L Fire Trap (Inbuilt Concentrated Effect in Rime Gaze); not ideal but good for making do.


Rime Gaze is an interesting item, that I hadn't though about, and you end up getting a cheap 5link that gives you better mana regen. The downside is that it is one less slot to get the resists and life.

-> I will add it to the list of interesting uniques.

"
Laxaria wrote:
Deerstalkers for running Trap - Arc (with Quality) - Elemental Prolif - +1


Deerstalkers is really nice, its a cheap 5link with movement speed and a bit of life. I think an interesting gem to replace trap that you get from the boots would be lightning pen or cold pen if you switch the links around and place cold snap trap in it.

-> If you have the money for quality, Shock Nova + Multiple traps has enough chance to shock and the AOE overlaps, so the same mobs get hit multiple times by one trap round. You can use Reduced Duration to force the Shock Nova to trigger the explosions at the same time, when combined with Sunblast.

"
Laxaria wrote:
With a 5L, something with Curse on Hit


The way trap charges works atm, you have plenty of time to cast curses while the traps are getting triggered and you are regaining charges. Personally, if I add a 5-link it would be to improve the damage of one of the traps as there are a lot of interesting gems that can increase the damage of the setup.
[2.1] Tri-Elemental Crit Trapper https://www.pathofexile.com/forum/view-thread/1534482
[2.0] Explosive arrow Blood magic Marauder https://www.pathofexile.com/forum/view-thread/1343673
[1.3.1] Tri-Elemental Trapper (not updated yet) https://www.pathofexile.com/forum/view-thread/1199527
Hi. I've always been interested in trapper builds. In the past I've researched them and never seen any that appeared to be very viable end game. This one however looks pretty decent and the fact that it can do atziri tells me it's worth a shot.

So I'm considering testing this on tmt before the new league starts and if it's something that seems to work well I'll start the new league with it.

However I see you run three separate traps? I've watched your whole video. Why are you running a different trap for each element? I personally have never dabbled in traps so maybe I'm missing something. Are you throwing one to freeze then alternating to another active skill to do arc, and a third for fire?... If so it would seem like a lot of work alternating three different active skills.
Traps are one of a good builds to start up a new league personally, but all comes down to what changes the tree suffers. Different changes make certain combos not as good and others better.

"
JonnyBrains wrote:
However I see you run three separate traps? I've watched your whole video. Why are you running a different trap for each element?


This build is a non-crit trapper with high damage boost from Elemental Equilibrium keystone. That keystone is near Scion between the shadow and templar that this build uses.

Traps, unlike other spells, have charges and you can store 3 charges maximum at any given time. You generate a charge each 4 seconds, but each different skill (arc trap, coldsnap trap and fire trap in this case) has independent charges.

Having 3 different skills allows you to, more or less, always have a trap really to throw, reposition and then throw again. Each trap, since we don't use Heralds, is pure in one elemental damage type, with the Elemental Equilibrium keystone each time one of the traps you throw damages a mob (burning ground doesn't count, only hit damage) the mob gets a debuff that reduces the resistances to the other types of damage, so the next trap will do a lot more damage as long its not the same element.

Personally it's not "work" once you get the rhythm you can think of it as a "Song of Death", as each skill has a different explosion tune. The better you play the music, with the correct times on the repositioning, the b:)

--> Thanks for the question, adding another guide section about trap mechanics.

Any other question feel free to throw in.
[2.1] Tri-Elemental Crit Trapper https://www.pathofexile.com/forum/view-thread/1534482
[2.0] Explosive arrow Blood magic Marauder https://www.pathofexile.com/forum/view-thread/1343673
[1.3.1] Tri-Elemental Trapper (not updated yet) https://www.pathofexile.com/forum/view-thread/1199527
Last edited by raquinvil on Feb 16, 2015, 5:40:52 PM
Well written guide. Nice to see a trapper build that is able to do Atziri :)
Free bump.
"
raquinvil wrote:
Traps are one of a good builds to start up a new league personally, but all comes down to what changes the tree suffers. Different changes make certain combos not as good and others better.

"
JonnyBrains wrote:
However I see you run three separate traps? I've watched your whole video. Why are you running a different trap for each element?


This build is a non-crit trapper with high damage boost from Elemental Equilibrium keystone. That keystone is near Scion between the shadow and templar that this build uses.

Traps, unlike other spells, have charges and you can store 3 charges maximum at any given time. You generate a charge each 4 seconds, but each different skill (arc trap, coldsnap trap and fire trap in this case) has independent charges.

Having 3 different skills allows you to, more or less, always have a trap really to throw, reposition and then throw again. Each trap, since we don't use Heralds, is pure in one elemental damage type, with the Elemental Equilibrium keystone each time one of the traps you throw damages a mob (burning ground doesn't count, only hit damage) the mob gets a debuff that reduces the resistances to the other types of damage, so the next trap will do a lot more damage as long its not the same element.

Personally it's not "work" once you get the rhythm you can think of it as a "Song of Death", as each skill has a different explosion tune. The better you play the music, with the correct times on the repositioning, the b:)

--> Thanks for the question, adding another guide section about trap mechanics.

Any other question feel free to throw in.


Thanks for responding. That's sort of what I thought was going on here but wasn't positive. I'll definitely consider trying this out next league.

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