[2.6] What a Shocking Tri-Element Crit Trapper! [Fire/Ice/Shock Nova Trap build]


I've looked through various Lists of Trapper builds and was quite confused that I've never seen a single Tri-Element Trapper since... Goodness me, I believe 1.something. Therefore, I had put it onto myself to create one, and dear me, was I positively 'shocked' at the result!


+ Can run pretty much any Map mod (Although no Life and Mana reg can be a major pain)
+ 'Mandatory' gear is cheap
+ Fast screen-clearing
+ Can get a decently high life and ES pool (5k+ life and 3k-4k ES(Depending on your gear)
+ Atziri, Izaro and High Tier Maps ain't no problem!
+ Can deal with every Guardian! (See a Guide for each below)
+ Shaper viable! (Guide coming soon)
+ Loads of fun to play!
+ Everyone loves a Shocker!

= Viable for HC, but can be a pain early on, as this build tends to be pretty squishy in its early stages.
= Mana heavy without Mind over Matter, meaning you need a Mana Flask if you don't skill it.

- The high amount of giant Shock Novas and Ice Traps can get on once eyes quickly
- Your fingers can get stiff from constantly smashing the keyboard

Preparing for 3.0

So, I'm starting to clean this place up to get it ready for 3.0.

Since it has not been released yet, many things are still bound to happen. There may be three big things that can happen. First, because of the way damage over time gets changes, the Ignite of the Fire Trap most likely (though I got no clue for sure) will be a lot less powerful. However, since I never Ignited any of the T16 bosses and beyond, I doubt this will be a big issue. Basically, you won't be able to kill T15 bosses in 3 seconds anymore, but more like, I dunno, 15 seconds. Also, putting poison into Jaws of Agony (and Added Fire Damage, for that matter) will be useless. I suggest putting a 2-link movement skill in there and keep Culling Strike, or a 3-link if you don't mind not having something to cull with. I just go ahead and remove the downside of possibly having to choose between a movement or survival skill, too.

Second change is the reduction to ES. This is a big one and will take a good jab against this builds survivability. However, since the latest changes to MoM, this prooobably won't be too awful.
I am going to assume this build will survive as much as it did before the changes to MoM.

The third, well, Carcass is awesomer now. Looks like it is going to be more important than ever.

I shall upgrade this as new things come out!

Gem Setup

Fire Trap + Trap And Mine Damage + Concentrated Effect + Fire Penetration + Controlled Destruction + Increased Critical Damage

Your main skill for single targets, so basically bosses. The Ignite Damage of this trap is insane on Shocked enemies! In fact, a crit ignite with shock with this kills about any boss that isn't T15 and above in a couple seconds, and even those burn away like nothing (With sufficient gear and leveled gems, of course).

Ice Trap + Trap And Mine Damage + Cluster Trap + Cold Penetration

This one you use for groups of Trash mobs. Often, they die by this skill alone! Pretty darn powerful, these traps.

Shock Nova + Trap(if you don't have Deerstalker yet) + Cluster Trap/Increased Area of Effect + Innervate/Elemental Proliferation/Trap and Mine Damage/Increased Critical Damage

This is the skill you always use at the very start of everything! Together with Innervate and Cluster Trap you are pretty much guaranteed to shock your enemy! Sadly, you won't get onslaught by killing a shocked enemy with your Shock Nova Trap from it (Which it reaaaally should do!). If you aren't quite sure you will shock all of a group, get yourself Elemental Proliferation on top of it. Get Trap and Mine Damage and/or Increased Critical Damage if you want your Shock Nova traps to not only shock, but also deal damage (And also increase the chance of shocking Bosses with beefier health)!

On Cluster Trap: This is here to spread out the AoE of Shock Nova as much as possible. However, since it does reduce the damage of a single trap significantly, this can decrease the chance of shocking enemies greatly the higher the tier of map. If you want the traps to deal less damage overall and have less of an Area to cover, but a much higher chance to shock enemies, simply don't use it and instead get Increased Area of Effect!

Another little note on Innervate: It's pretty useful to use early on and even up to Tier 13 maps. However past that you should give your Shock Nova's more damage to increase the chance to Shock monsters in those higher tiers.

Whirling Blades/Shield Charge + Faster Attacks + Fortify

Standard Movement skill-link for this build. Pretty slow until you get quality on the gems, though, and those two skills are arguably the worst movement skills out there, so I'd say this link really isn't all that necessary aka. the least mandatory one.

Cast When Damage Taken(Level 3) + Immortal Call(Level 5) + Increased Duration

Standard survival link. I consider this link almost mandatory as you won't have any physical reduction without Lightning Coil.

Blasphemy + Elemental Weakness/Temporal Chains/Enfeeble

Use Elemental Weakness for moar damage and either Temporal Chains or Enfeeble for survival. Personally I prefer Temporal Chains from the three as it allows you to better kite enemies, but choose whichever tickles your fancy more.

Bear Trap(From your Shield) + Culling Strike + Increased Rarity

This skill you pretty much only use for culling, and it's good for it! But you can also mix it into your rotation when dealing with bosses. It's damage output is surprisingly high!

This will only come into play when you have Jaws of Agony, of course. If you use something else, or if you simply don't care about the Bear Trap that much, socket your Survival/Movement link in here.

Clarity for more Mana regeneration


For your Golem, either decide between the Ice one for more Crit, Fire for more consistent Damage, or Stone for much needed Life reg and the potential of him tanking a couple hits. I use the Stone Golem as it is surprisingly good at tanking some bosses. When its taunt hits, of course.

By the way, if you hate recasting the Golem all the time, just link him up with the Cast when Damage Taken support gem in your survival link setup. Of course, that way you will get a weaker Golem if you want it to be still cast by it.

Vaal Lightning Trap

This one is only useful for big, beefy bosses that have little or no minions at all. It adds a guaranteed Shock debuff onto these guys, well, as long as they stay within the lightning ground. For normal or even high tier mapping you really won't be needing it, however for some Guardians and Atziri it's nice to have. You only get three throws if the boss doesn't summon a ton of mobs, so use them wisely! Also, it's rendered useless against Izaro as you lose all Vaal Skill Gem charges upon entering the Aspirant's Trial area. If the boss summons a constant flow of enemies (like Izaro, actually), Elemental Proliferation on Shock Nova should suffice, especially if you get plenty increased Shock Duration.


So, now that we have the pro's and con's and links out of the way, how do you play this build? Well, it's quite simple! You start off by throwing a cluster of Shock Nova Traps, get everyone shocked by your prudence and then follow that with either an Ice Trap cluster if it is a group, or a Fire Trap if it is a single boss. Or, you know, you constantly spam all three, that works, too.

That wasn't only a joke, by the by. The best way to kill bosses is by throwing a cluster of Shock Nova traps to both Shock the enemy and activate Elemental Equilibrium, followed up by a Fire trap and lastly an Ice Trap cluster. From there on out you switch between Fire and Ice Trap to always get that minus 50 resistance debuff from Elemental Equilibrium for each Trap. When you think your opponent is no longer shocked by your sheer presence, throw another cluster of Shock Nova Traps and repeat from step one!


The best two uniques to get are these two!

These allow you to turn your Shock Nova Trap link into a 5-link! That means more damage, or chance to shock, depending on what you prefer. And the 30% movement speed is active at all times, anyways! The downside, of course, is that they have rather bad life, no resistances and a low Evasion rating. Still, they are totally worth it!

This thing is pretty darn awesome, due to it's ability of pretty much keeping your Power Charges up at all times! And you get a level 20 Bear trap on top of it! But, just with the Deerstalker boots, its Evasion and ES is reaaally low, and the -15 damage taken from physical only offers so much. Guess it needs one downside, eh? You can skip on this shield if you skill Blast Cascade in the Passive Tree. If you do, get yourself a High ES and High Spell Damage Shield! Rathpith Globe is a nice unique to get instead if you decide so.

Other Uniques you should consider!

Ah, Carcass Jack, why are you so great? Oh, maybe because it adds both increased Aoe radius and damage! Get it, and love being clad in literally skin.

Your choice of Armor in HC or if you simply want to be better at surviving. Not much else to say here.

A Dagger that has all the stuff you need! More spell damage, more crit, more AOE radius! However, it does outlive its use once you get your hands on a better Dagger with both more crit and damage, but it's certainly a great choice until then!

As mentioned before, this build has quite some Mana problems. This mask fixes that! Due to the high amount of Shock you do, this Mask will keep you refreshed! And it increases the chance to Shock somebody and your Mana pool on top of it. Goody! Sadly, it offers very little in the survival department, so use it with care!


Fairly simple: Get either Evasion/ES or pure Energy Shield stuff with extra life and resistances for those slots that you decided not to replace with a unique

Due to the High Mana demand, a very important stat to have is increased Mana regeneration on your Rings and Amulet. I highly suggest getting a Blue Pearl Amulet due to it's amazing base stat. Also, get some Dex and Strenght from your rings or other stuff, that way you don't need to skill it!

My current Gear


Let's start with 37 points, shall we?

As I said earlier, this build is rather squishy early on. Go and get yourself all the life nodes you can. Also, since your only elemental Trap at the beginning of the game is Fire Trap, use Split Arrow to level up until getting Ice Trap. At that point you pretty much can switch over completely to traps. Once that point comes, though, most definitely get Clever Construction. Immortal Traps are a must have!

Now, continuing to 68 points

Get yourself some well needed Mana and more life. Deep Thoughts especially helps with your Mana problems that should already arise now. However, once you get enough Mana regeneration on your Gear, you can refund it and put the point somewhere else to use. Get yourself a big stat node if your Gems requirements get too high for you to handle.

Get crazy, get 94 points!
Move over to Elemental Equilibrium, get it and love it! While you are on your way, get yourself some Jewel slots, why don't you? Moving on from here, get Quick Recovery for more Mana Reg and finally some Life reg! Now that you are thirsty for more Life reg, go and get Sanctity!

Get high on some Life and an Extra Power Charge at 106 points!

From here on out you can decide to either skill Jewel slots, ES nodes like Arcane Focus above the Witch or more crit like Assassination or Annihilation. Another nice thing to get is maybe Shaper if you still have trouble with your Mana reg.

Here's my Skilltree at the moment. It might change over time.


Saboteur is definitely my preferred one. You can get Assassin, sure, but Chain Reaction in my opinion outperforms any crit you get from the Assassin skills!

Get Bomb specialist and Chain Reaction with your first two batches of points and then Blinding Assault and Born in the Shadows to blind your enemies with your shocking looks!

If you want to go Assassin, get Ambush and Assassinate first. From there, get all the way over to Deadly infusion.

Lab Enchantments

For the helmet, it's either Increased Fire Trap Damage or Increased Fire Trap burning Damage. More damage for Ice Trap is also a good option, but it's better to get it for Fire Trap for more single target damage. The increased AOE for Ice Trap really isn't necessary, either, as it has enough range already. The Increased Cooldown Recovery Speed isn't needed at all, as you have 3-4 different traps and therefore never run out of stuff to throw, anyways.

For Boots good options are increased Critical Chance if you haven't crit recently to get an even higher chance to shock and just deal more damage with the first throw. If you go for more survival, get Mana and Life reg if hit recently or Spell Dodge when hit by a spell. Increased Movemtspeed when not hit recently is also nice to have.

For Gloves, things get a bit tricky. You see, everything that gets cast on hit does not work with Traps. This greatly narrows down the amount of useful enchantments for Gloves, and honestly locks off some of the best out there. So you have to decide between either an on kill or if getting hit/crit one. I recommend Commandment of Life when going for survival and not using Enfeeble, Commandment of Spite when going for survival and using Enfeeble, or either Commandment of Frost or Inferno on kill when going for more damage. Honestly, the on kill enchantments rarely come into play, so I recommend using one of the survival based once.


Help Oak for +40 life on Normal.
Kill all on Cruel for a stat point.
Help Alira for an extra Power Charge on Merciless.

For these, get yourself one Hair Trigger. The increase in Damage and Trigger Radius is quite nice!
For the rest, get rare once. These stats are important:

-Trap Damage
-Area Damage
-Crit Multiplier
-Crit Chance
-Mana Regeneration

These are alright to have:

Chance to Shock and Shock Duration

The rest is pretty much useless, unless you want to pimp a single trap with extra x elemental damage.

Here are mine:

Useful Quality for Gems

The Good:

Trap and Mine Damage: More Damage!
Controlled Destruction: More Damage!
Concentrated Effect: Moar Damage!
Cluster Trap: Did somebody say MORE Damage?!
Cold/Fire Penetration: I think you get the gist of it.
Fire Trap: Increased Burning Damage, always nice to have!
Innervate: More Shock duration! And since the Onslaught aspect doesn't work with traps, you can reset it without your heart breaking!
Increased Duration: Increased Duration!
Golems: More Golem life means longer distractions!
Faster Attacks: Faster Attacks for faster Movement!
Whirling Blades: Faster Attacks for even faster Movement!
Blasphemy/Curses: Quality with all of them is great to get!

The Fine:

Ice Trap. Increased AOE Range. Nice to have, but not the most amazing thing ever.
Shock Nova: More Shock Duration. Always nice to have, but since Innervate does add it for free, you should think twice about resetting it.
Elemental Proliferation: Same as Shock Nova, basically

The Bad:

Culling Strike: Increased Attack and Cast speed. Yey.
Immortal Call: Increased Cast Speed. I... never feel this. Does this get removed with CWDT?
Cast When Damage Taken: Increased Damage. If Immortal Call could only scream your enemies to death, eh?

Guardians Guide

The Hydra
Probably the easiest of the four. The difficulty of this fight purely depends on your movement skills. Always stay in motion, never stay in front of the boss, especially when she charges up her big shot. At the same time you have to dodge these obnoxious frost balls coming from the sides that deal a ton of damage when they hit you, but with a little practice this shouldn't be much of a hassle. Fun fact: You can actually stand between the frost balls without getting hit. Throw a trap, move a couple steps, throw a trap, etc. When one of the bosses vortexes spawn beneath you, use your Quicksilver Flask, though you won't need one, to be honest. Sometimes she disappears and summons minions in an act of kindness to let you fill up your flasks. These minions spawn little vortexes upod death. If you find yourself on top of one, use your Quicksilver Flask, though you won't need one, to be honest. There aren't any phases to this boss, so nothings gonna change from that tactic, ever. Trappers in general seem to be tailor made for the Hydra due to their ability to deal loads of damage while staying mobile.

The Phoenix
I consider this boss not easier than the Hydra for one reason, though more to that later. First off, use Purity of Fire instead of a Blasphemy curse! His attacks are terrible slow and heavily telegraphed and can all be dodged by simply moving diagonally away from him. His big explosion move? Simply walk away. His minions that come after certain percentages of his health die really, really quickly, so no hassle at all. They even revive over time to gift you more flask cahrges. And even the Flame Tornadoes are easy to dodge due to their slow movement. So easy that I almost was about to say that this boss is a joke when I first fought him, until...

You see, this boss reduces your Fire Resistance over time or the lower his health is (Not quite sure which one it is) which by itself is not much of a problem at all as everything is so easy to dodge. There is one thing that brings my blood to boil about him, however, and that is that those Flame Tornadoes can spawn directly beneath you if you aren't careful and they deal major damage even if they haven't grown to full size yet. They spawn out of little flaming holes on the ground, more and more activating over time. At its worst, there's going to be a ton of these things, so you gotta stay mobile! If a Tornado has recently spawned out of one of those, you can shortly use the space. Because of that reason alone, stay mobile at all times! If your Fire Resistance hits rock bottom, they kill you in, oh, two seconds, and I'm pretty sure they can stunlock you. Lovely... However, this is only one troublesome thing of an otherwise pathetically easy boss.

The Minotaur
God, I hate this boss. Whirling Blades or Lightning Warp are good to have here. Honestly, the Minotaur isn't the hardest guy around, but he certainly is obnoxious, causing you to die from the stupidest things. At first, he is actually pretty easy. His arena is a big circle, a very big one. So big, in fact, that you can run out of his aggro range. Yeah, no joke. Need a pause? Just run away! His attacks are all melee based. Past his normal strikes, he has a big, electric cleave that doesn't deal that much damage and can be simply dodged by moving away. When you are at range, he will bury himself underground and pop right back up next to you dealing a ton of damage. Though, again, this move is easily dodged by walking away from the position you were at the moment he went underground. Throw some traps at the spot you were at for a warm welcoming for him.

Now the one attack that is annoying is his last. He slams the ground and causes rocks to fall in a marked circle. The circle is quite large, often going from one end to the other of the hallway you fight in. The falling rocks also cause Stone Golems to spawn which die fairly quickly, but do deal a ton of melee damage. Don't let yourself get hit by too many of them at the same time! These Golems can be used to fill your flasks fairly effectively since the Minotaur does summon a bunch per circle hit.

Now, there are 4 electric fences in his arena, and he will activate one every 25%. These fences deal quite a bit of damage, cause you to get shocked (And you won't get that shock effect away with a flask, by the way) and slow you down immensely. This is were things get ugly. When one is active, no biggy, but even with two it can get quite troublesome. Normally I'd say to simply run away in this big circle, throw traps and dash through every big rock fall circle on your way, but because of these fences, you really need to be strategic about your process. Proceed as slow as possible, dodge all his attacks by using the wideness of the circle and not its length. When forced to proceed through an electric fence, use your Quicksilver Flask to get through it as fast as possible or Whirling Blades to take no damage. The problem with Whirling Blades is that you get the debuffs of the fence regardless, causing you to get out of your animation reaaaaallly slowly which often spells doom if a ton of Stone Golems await you on the other end.

Pratcie this boss well and find out when it is the best time to use certain things. Try your best to get away as far as possible when too many rock fall circles are around to get out of his aggro range and let the circles run out one by one(They won't disappear if you aren't close to them). Even I often still die to this guy at least once or require to refill my flasks by using a Teleport out.

The Chimera
Get yourself a Decoy Totem as it makes the Chimera really easy. This guy might be the hardest without one, but sheesh, is he a joke with it. This fight is very physical heavy, with a couple moves you can't dodge. He sometimes Blink Strikes, applying a slow down debuff on you. This is the only obnoxious move of him, as there is no possible way to prevent it. Everything else? Eh, it can be quite easily avoided by running in big circles around him. Two of his attacks only damage those in front of him and his last, during which he jumps into the air and creates a red circle, slashing everything within, is dodged by, well, just getting out of it. Run, throw traps, run, throw traps, like with pretty much every other guardian.

Now, the problem with this guy is that every 25%, he teleports up on top of the arena and summons a bunch of adds, which is sadly also the only time you can recharge your Flasks. There is a Goatman, a Bramble Cobra and a Hellion wave, each having one boss at the end. The Goatman wave is rather annoying due to their leap attack, but they can be dodged by, you guessed it, running in circles and throwing traps every now and then. The Snakes are a pain without Chaos Resistance, but not much of a hassle with it. The hellions are tough as nails and deal tons of damage, but running in circles and throwing traps is he go to strategy here.

After killing a certain Wave or after the first (I dunno, he always did this move when I killed the Goatman wave) he will disappear and constantly slash at you while invisible. During this move, a bunch of clouds spawn in the arena. The boss is in one of them, so use your Quicksilver and run through every cloud until you find him. This attack will probably kill you if you have no clue what's going on, but otherwise it's really easy to prevent.

Now, all this what I told you gets from okay in terms of difficulty to really easy if you have a Decoy Totem. Just set one up and watch how he smacks it like an idiot while throwing traps at the guy. He might destroy it in a couple second, but in that case you just put up another one right away. Same goes for his minion phase, although the snakes can kills cause you trouble. You probably should get one with Quality and a fairly high level, however, otherwise it might die too quickly.

Gameplay Videos

T16 - Lair of the Hydra
I die like an idiot at the end, though that's my fault and not the builds.

T14 - Mineral Pool

T14 - Maze

Now enjoy shocking your enemies with your magnificence!

Update: 2.6 time! Added a bit to the Shock Nova Trap link considering Cluster Trap. Updated my skilltree. I chose Mind over Matter for more Mana and survivability!

Update 2: Mind over Matter now allows us to not require a Mana Flask! Unless you get yourself beaten a lot.
Last edited by MrMoho on Jul 19, 2017 1:41:50 PM
Last bumped on Jul 20, 2017 11:53:05 AM
Completed 24 ChallengesMrMoho wrote:

= Viable for HC, but can be a pain early on, as this build tends to be pretty squishy in its early stages.

When you say early stages what are you referring to? The leveling process? Early mapping? Etc.


When you say early stages what are you referring to? The leveling process? Early mapping? Etc.

Ah, I meant the leveling process, mainly! Early Mapping can be a bit troublesome if you aren't careful, but it shouldn't be much of a hassle if you are.
Trying this build out, so far not going so good. Mind checking me out and see what you think?
Last edited by Jax_ on Oct 15, 2016 12:57:44 AM
Jax_ wrote:
Trying this build out, so far not going so good. Mind checking me out and see what you think?

From looking at your Gear, it's quite simple. First off, you seem to have combined Shock Nova with Poison Support. That's not going to do much. Poison deals very little damage on this build even on Bear Trap. If you want to do more damage with the Shock Nova trap, use Increased Crit or Crit Multiplier. I suggest getting Innervate, however, as it greatly increases the chance to Shock enemies.

You are using Mind of the Council, I see. Yes, I said that the Mask fixes once Mana Problems, buuuuut at the cost of survivability. If you find yourself dying a bunch, get yourself a pure ES helmet with life and use a Mana Flask instead of Doedre's Elixir. Same goes for the Gloves. ES is far better to have with this build than Evasion. Of course, you should get some Evasion/ES Gloves, probably, to better get 4 green Sockets into them. Your belt is a Rustic Sash. The base stat of that one is useless to you, get one with life or ES isntead asap. Same for your Amulet. Decent increased spell damage, but nearly no increased life.

Also, if you don't have Chain Reaction yet, get it. It's near essential for this build.

Other than that, take it slow and level up your gems. The damage output of this build drastically increases with each level in Fire/Ice Trap and Cluster Trap.
Appreciate the reply, I do have chain reaction. Most of this gear so far came on a split second notice as I just speced out of BV and went trapper when I read your build. Appreciate the tips and I'll try to change gear over today to get better gear.

The reason for my boots and being the color sockets they are is I've tried every chromatic orb I have and can't get them to 3B 1G socket.
Last edited by Jax_ on Oct 15, 2016 9:39:21 AM
Jax_ wrote:
Appreciate the reply, I do have chain reaction. Most of this gear so far came on a split second notice as I just speced out of BV and went trapper when I read your build. Appreciate the tips and I'll try to change gear over today to get better gear.

The reason for my boots and being the color sockets they are is I've tried every chromatic orb I have and can't get them to 3B 1G socket.

No Problem! If you have trouble getting 3B 1G, just use added Cold Damage(though I don't know if that will affect Elemental Equilibrium negatively) or Culling Strike even instead for now.
What is the dps of your traps with max Powercharges?
Wild Strike Berserker Build Guide :

Flame Totem Crit Version Build Guide (Old) :
Completed 28 ChallengesRusherboy wrote:
What is the dps of your traps with max Powercharges?

With a Trap build, especially this type, figuring out the exact DPS is rather difficult (On top of the actual DPS not being listed). There are so many factors that can apply. Did all traps hit? Was he Shocked? Was he blind for the Born in the Shadows plus damage? How many traps where out, due to the fact that Saboteur gets 8% extra damage for each? Are you using the Elemental Weakness Curse? All these factors aren't shown by the Average damage listed for traps.

Well, I will give you the Average Damage for each with Power Charges and after that will apply the extra damage factor from each possible source. Keep in mind, Fire Trap and Shock Nova Trap are only level 19 right now on this build, and so are most support gems for all three, so the damage will still greatly increase once I finally level them up with 20% quality.

Also, each of these calculations don't factor in Elemental Weakness and each base trap damage at 5 power charges includes the extra damage from BitS for 1-4 traps, as it is literally impossible to not get that extra damage.

Shock Nova Trap
3806.11 AvG. base with 5 charges, EP and TaMD. That one we have to multiple x4 by the end of this due to Cluster Traps

3970.5 with 9 traps out

5161.65 with BitS damage bonus

7146.9 on Shocked enemies with BitS.

10720.35 if counting Elemental Equilibrium.

That x4 equals to 42881.4 AVG. damage for each Cluster of Ice Traps at a best case scenario.

Ice Trap
6662.72 AVG. base with 5 charges. That one we have to multiple x4 by the end of this due to Cluster Traps

7025.9 with 9 traps out.

9133.67 with BitS damage bonus.

12646.62 on Shocked enemies with BitS.

18969.93 if counting Elemental Equilibrium.

That x4 equals to 75879.72 AVG. damage for each Cluster of Ice Traps at a best case scenario.

Fire Trap
25084.49 AVG. base with 5 charges.

27310.56 with 9 traps out.

35503.73 with BitS damage bonus.

49159.01 on Shocked enemies with BitS.

73736.51 if counting Elemental Equilibrium.

Remember, not all my gems are at full level, so the damage will increase by, eh, 20% I'm going to guess for each.

Now, if you are fast, you can throw three traps per second with this build, and if you throw your traps in a proper order to always get Elemental Equilibriums extra damage, the best damage possible per second should be a Fire Trap-Ice Trap-Fire Trap on a blinded, shocked and previously EE'd enemy, giving you a DPS of 166446.95 without Elemental Weakness.

Though if you Ignite anybody with that kind of Fire Trap on a crit, they will die in like three seconds, even Tier 15 bosses.

Also, I almost forgot, there is also a chance of 10% that the damage of each trap gets doubled.
Last edited by MrMoho on Oct 21, 2016 7:23:46 AM
Completed 24 ChallengesMrMoho wrote:

I've looked through various Lists of Trapper builds and was quite confused that I've never seen a single Tri-Element Trapper since... Goodness me, I believe 1.something. Therefore, I had put it onto myself to create one, and dear me, was I positively 'shocked' at the result!

I have one that's around level 83, just haven't posted a build guide myself ^_^
Current Toon: Ancestral_Godchief
"What's better than one Ancestral Warchief? Four of them, of course!" - Level 76 Merc Lab down, almost ready for uber.

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