[2.2] Multi-element trapper, all self-found gear

This is my first guide!

Preamble:

I’m rather new to PoE character creation. I’d really appreciate feedback on this build, because I know there are lots of ways it could be made better. This is my first character I planned out myself, and my first character above about 60.

The goals of the build:
1) Self-found. I’m not big into trading. I’m sure this build could be made MUCH better with a few specific uniques.
2) Multi-element. At first this was just avoiding picking one, but the build evolved into being by design.
3) Somewhat survivable. My only other high-ish level ranged character ended up dying pretty easily.


I’m at level 80 and have done some T7 and T8 maps solo. I will say that I’m not as survivable as I would like against hard-hitting bosses(goal 3), but I attribute that pretty highly to self-found gear (goal 1).

So without further ado, the goals:
Gems/Links:
Spoiler
Spoiler
1-H (3 sockets) Clarity(B) - Stone Golem(R) - Flame Dash(B)
2-H (3L) CWDT(R) - phase run(B) - Vaal Grace(G)

Gloves (4L) Fire Trap(G) - Fire Penetration(R) - Chance to Ignite(B) - Inc AoE(B)
Boots (4L) Trap(G) - ShockNova/VaalSpark(B) - Lightning Penetration(B) - Cluster Traps(G)
Helm (4L) Trap(G) - Cold Snap(B) - Cold Penetration(G) - Cluster Traps(G)
Chest (6L) Ice Trap(G) - Cluster Traps(G) - Cold Penetration(G) - Elemental Focus(B) - Trap Cooldown(G) + one of the following:
Increased AoE(B) OR Added Cold Dmg(G) OR Multiple Traps(G) OR Conc Effect(B)

Weapon switch:
Staff (6L) Trap(G) - Firestorm(B) - Fire Penetration(R) - Inc Duration (R) - Conc Effect(B) - T&M Damage(G)
OR
Staff (6L) Trap(G) - Storm Call(B) - Lightning Penetration(B) - Conc Effect(B) - Less Duration(R) - Inc AOE(B)


Discussion:
Support Skills:
Auras:
Traps don’t do any sort of mana leeching, so mana can sometimes be a problem for me. Clarity helps the regeneration quite a bit, but still requires regular flasking. Especially with mobs, the flasks just seem to refill instantly, but some of the traps can burn through mana quickly.

CWDT:
I tried a traditional CWDT + Immortal Call + Support gems, but I had no reliable way to generate the endurance charges. I would still like to experiment more with the Enduring Cry, potentially cast as an Aura, but my initial experiments showed it didn’t mesh well with my play style.

Golem:
Obviously the golem is up to you, but I like the life regen. My current gear has almost no regen on it, so the golem helps quite a bit.


Offensive Skills:
Fire:
Fire Trap:
I love the burning damage from this! I ran it for a while as my “boss killer” with concentrated effect and you can watch enemies just stand there and their life disappear. It works well in conjunction with some sort of ability to hold them in place, for which I’m using Cold Snap. Since the subsequent burning ground damage seems to be significant, I don’t use it with cluster/multi traps, as I don’t think the burning ground damage stacks.

Firestorm:
Full disclosure, I haven’t actually used this one yet. It looks like it could be even better as a boss killer, especially if you can keep that boss stationary. The big drawback seems to be the delay between the trap triggering and the fire balls coming from the sky. I’m planning on using it (or Storm Call) for a weapon-switch 6-L for a boss after the pack is cleared.

Lightning:
Shock Nova:
Not much to say about this. It does damage. Doesn’t look particularly cool, but seems to kill things. If you’re good at kiting, you can get lots of good overlap.

Arc:
Depending on how good you are at kiting, arc may be a better bet for you. With cluster traps you’ll get 3 the chains, which can spread further than a nova AoE.

Storm Call:
Very similar to Firestorm, above. I’ve done lots of reading about the pros/cons between the two, and I’ll have to try them out. It may come down to what color links I find in a 6-L.

Vaal Spark:
I just found this one. Very limited testing. Obviously it’ll take a while to charge up and can’t be spammed, but might have some potential.


Cold:
Ice trap:
Has a cool effect, and seems to clear packs pretty well. I wasn’t finding that it inflicted chilled/freezing effects much, so I ended up linking it with Elemental focus.

Cold Snap:
Seems to have a great chance to freeze enemies. I don’t think the damage is overwhelming, but that’s not what I’m using it for.

Offensive Support Gems:
I’ll do a discussion of these at some point in the future, but these are the ones I took note of.
Increased Area of Effect(B)
Trap Cooldown(G)
Blind(G)
Added X Dmg (R/G/B)
Concentrated Effect (B)
Increased Critical Chance/Damage(B)
Item Rarity(B)
Rapid Decay(G) (only DoT?)
Increased Duration(R)
Elemental Proliferation(B) - spreads elemental status
Controlled Destruction - More Dmg, No Crit
Hypothermia? (G)
Less Mana(R)
Culling Strike(G)


Skill Tree!
Spoiler


For Ascendancy you'll be a Saboteur.

Final Skill Tree:

https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAYDAUV8l5f79bQ45RmMNmJPyQZnTm93oHlCLFRHpr6exF3yDkjuFbd1KwoRL-tjNj2dqmyMYqy0xdvncFF2b36w2FSzAzIYUzHC7AW16NbndNsaEHu-OpsmMgGyGc96ew1tOuikjb_UIzBx3ahLeDpCUUf665LzXkUwfH8rVvqQDY19I_ZNkjGzV9gb4NaKVUth4hGW7BhkqpuGajZ_xqKjwfOVIC0fUXSO6aaZTLMEB4PbVcaus0GWBUIsnBBYdhGHZa-bwcUI1HNt8PkgblAwl5VSUz1faxe86sBUakNHBvLhY0M=

The first four Ascendancy skill points should get you to "Chain Reaction." Chain reaction allows you to spam traps much more effectively. Before getting it, i was usually running into trap cool-down issues.

Theres lots of wiggle room left in the skills allocation to allow you to pick up Jewel nodes, extra life, evasion, etc...

Selected Skills Discussion:
Spoiler
Elemental Equilibrium (not selected)
Since I’m multi-element anyways, this seems like a great way to boost my damage. Just work your way down the line of trap skills, so that you’re alternating elements, then repeat. I did a map with the elemental equilibrium mod, and it felt easier, but you have to be more controlled with throwing traps individually, rather than in salvos.

Acrobatics/Phase Acrobatics:
I took this in an effort to be more survivable. It didn’t really seem to help that much, although others have said it does.

Arrow Dancing
Same as above. I try to stay away from melee hits anyways, so the ranged evasion chance seems nice. It also says “more chance” (vs increased), which I think means it gets tacked on to the end.

Elemental Overload
(Not Selected). I don’t have THAT much on my tree in terms of crit multiplier, and I seem to crit fairly often. I’m wondering if the math would work out in my favor. Any thoughts?

General Skill Tree Discussion:
I tried to balance out offensive and defensive nodes. I could sacrifice some evasion for life, since spells seem to be what kill me at this point. I did try to bump up elemental resistances, as my gear (self-found) has some pretty crappy mods.



Here’s my current skill tree:
https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAYAAQQHBbUHHgjUDkgQexEvEZYb4B8CI_YnqSsKLR8wcTB8MbMyATIYNj06Qj1fRXxJUUt4TLNNklFHUlNTMVRHVUtVxlb6V9hd8l5FYeJirGwIbIxtOnBRc212b3sNfll-sH8rf8aD24w2jX2Nv5ANkvOVIJUul5WXl5smnaqexKKjpr6zA7Q4tMW3db46wfPC7NQj1orYVNsa2-fdqOUZ53TopOjW62PuFfDV8Pnxivrr-_U=


Playstyle
Spoiler
This build is pretty excellent at map clearing. I tend to play recklessly by running full steam ahead and throwing traps at my own feet rather than actually kiting and cautious exploration. I still almost never die from anything other than map bosses. With bosses you definitely have to kite. Try to circle, throw one trap, repeat.

My build, at least with my gear, really burns through mana-- About one full salvo drains it. I have one mana potion that I'm regularly chugging, but it seems to stay very full with the rate at which I kill things. With my four traps in "QWER" I end up typing "QWER5" and have had no real issues. Obviously I'd prefer to have more mana, but it really doesn't bother me


Bandits
Spoiler
I did Oak, Kill, Kill


Gear
With my self-found gear it's a take-what-you-can-get, but I'll show you what I'm using.
Spoiler
Weapon:
Anything with +% spell damage or "+% elemental damage".


Shield Slot:
You could do a second weapon, but I like the extra safety of some block chance. I have two shields that I'm trying out:

I really like the spell block of the second shield, as I'm usually not close enough to take a melee hit. Ranged non-spell attackers pose more of a problem though.


Jewelry:
I've had to use my jewelry to get some extra attributes and definitely resists, specifically chaos. Ideally i've have more +life.

These are definitely weak, especially the third one!

Armor:
As high as evasion rating as possible


Helm:
I've traded off some evasion for some extra experience gain and damage.


Gloves:


Boots:



I'd really appreciate any feedback you guys might have on my skill tree especially, but on the build as a whole.

Thanks for reading!
Last edited by Grinder34#0004 on May 10, 2016, 9:34:38 AM
Last bumped on May 13, 2016, 9:07:13 AM
I significantly re-worked the skill tree, and updated it as I've run higher-level maps.
Hi,
I'm currently starting on a trapper in the 2 week flashback, but not had much time to play yet so am only in Cruel atm. Done a few trappers in the past though so feel reasonably qualified!

- Elemental Equilibrium idea is interesting, and rotating traps certainly give the build a more active playstyle.

- Elemental overload is probably worth taking. You might want to trigger it with orb of storms + increased crit, although this may interfere a bit with elemental equilibrium.

- I'd keep the saffels shield just for bosses who do lots of pure spell damage and/or nasty ele maps. And it's going to be more for the +max ele, don't forget Acrobatics cuts your block chance.

- You seem to be slightly over prioritising evasion on the tree, getting life is a lot more important.

- I'd drop expeditious munitions - especially if using cluster traps (You don't need the radius). And go for hasty reconstruction instead.

- Unless you are going to go crit traps (using crit strikes gem, getting crit on gear etc) then I'd drop the blast cascade cluster.

- If you can squeeze it in, a curse on blasphemy is great for survivability, either temp chains or enfeeble.

- Not going to say much about gear, as I know how difficult self found is. But in general you really need a bit more life on gear. Those gloves are very nice though. If you can farm the fragments, might be worth trying a few atziri runs eventually (pretty easy for trappers) - atziri's steps would be good for the build.

"
Carlovski wrote:
Hi,
I'm currently starting on a trapper in the 2 week flashback, but not had much time to play yet so am only in Cruel atm. Done a few trappers in the past though so feel reasonably qualified!

- Elemental Equilibrium idea is interesting, and rotating traps certainly give the build a more active playstyle.

- Elemental overload is probably worth taking. You might want to trigger it with orb of storms + increased crit, although this may interfere a bit with elemental equilibrium.

- I'd keep the saffels shield just for bosses who do lots of pure spell damage and/or nasty ele maps. And it's going to be more for the +max ele, don't forget Acrobatics cuts your block chance.

- You seem to be slightly over prioritising evasion on the tree, getting life is a lot more important.

- I'd drop expeditious munitions - especially if using cluster traps (You don't need the radius). And go for hasty reconstruction instead.

- Unless you are going to go crit traps (using crit strikes gem, getting crit on gear etc) then I'd drop the blast cascade cluster.

- If you can squeeze it in, a curse on blasphemy is great for survivability, either temp chains or enfeeble.

- Not going to say much about gear, as I know how difficult self found is. But in general you really need a bit more life on gear. Those gloves are very nice though. If you can farm the fragments, might be worth trying a few atziri runs eventually (pretty easy for trappers) - atziri's steps would be good for the build.



Thanks so much for your input. As I said, I'm very new so I'm really taking to heart your comments.

I played a bit more with Elemental Equilibrium maps. It seemed to require slower throwing than I was used to otherwise the traps would go off at once, giving them resistance to all. I'm sure it could be viable, but I'll hold off on that for now. I'll experiment more down the road.

I took a look at the tree in regards to life/evasion and made a few tweaks.
Here's the updated tree:
https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAYDAQQHBLMFQgW1CPQOSBBYES8RlhvgHwIj9iaVKwosnC0fMHEwfDGzMhgyNDLRNj02xTpCOlg8BT1fQZZCLEVHRXxLeEyzTZJRR1F0UlNTMVRHVUtVxlZIVvpX2F3yXkVh4mJPYqxkqmdOajZqQ2sXbIxvd3BRdhF2b36wfyt_xoKbg9uHZYw2jX2Nv47pkA2S85Ugl5WXl5o7m4adqp7EoHmiAKKjppmmvqcIrrOvm7MDtDi0xbd1vOrAVMBmwcXB88LsyQbUI9aK2CTYVNvn3ajhc-UZ62Pr7uwY7SDuFe988B_66_v1muBFnVNSCNSKBvD5

I went way over towards the Templar for the life and some good damage boosts, but worried it isn't worth the points for the transition over there.

I had been doing the blast cascade for the power charges, but i certainly have not been focusing on crit chance. Perhaps I should do away with all power-charge related nodes and get some points back. I would worry that I wouldn't crit often enough without them to trigger elemental overload. In the mean time I left it in, but will strongly consider removing it. I'll also look into your orb of storms suggestion. I like the idea of Orb of Storms, Increased Crit, and Knockback to keep a happy place from which to sling traps.

I removed my shield gems (CWDT setup) and swapped it for a Blasphmy-Temporal Chains. I like it, as it makes moving out of the way of attacks much easier. It uses a lot of my mana though, so I'm sucking down potions like crazy. I'll have to look into getting more mana (better gear, tree) or a reduced mana reserved gem. Or skip it and do the Orb Of Storms from above.

I tried Atrizi last night, but went in woefully unprepared. I hadn't read anything about the Apex of Sacrifice, what to expect, flasks to bring, etc... I made it past the first two sets of bosses but ran out of portals. Every time that i died, except once, was from bleeding/poison from a non-boss monster.

Thanks again for your suggestions.
Tree looks better now (Pretty close to my ice trapper!)
You do need to choose between going crit, and taking crit nodes, power charges etc or going elemental overload. You don't want to mix the two. Just base crit should be enough to trigger overload most of the time, or orb of storms + increased crit if you have the gem slots spare.
I'd normally recommend dropping some of the less efficient nodes to grab more jewel sockets, but getting decent jewels could be tricky self found. If you can find/craft some though, that would be a good boost.

Templar move is mostly to get the AOE - as it's the only place to get more. If you are happy with what you have you can just grab more damage in witch area, and more life/evasion at ranger. I just rebuild my low life bladefall character to completely skip the templar area as let me be a lot more tanky. I think i'd still recommend going there for a trapper though.


Atziri can be tricky, you definitely need at least one anti-bleed flask. You shouldn't get too close to the trash mobs though, the snakes in particular can be nasty (Wait till you try Uber as well!)
If you got past the Vaals though thats a good start, a lot of people fail there on first try.
Some people run topaz and ruby flasks for Atziri herself, I don't bother, if you get hit by a big spell you are probably dead either way, and I'm bad at using flasks anyway.



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