Tri-Elemental Trapper 2.6.0 w/ RF potential

Good Day,

Looking for feedback for this ridiculously expensive trap build.
This build is mainly to demonstrate the possibilities of traps late game, to allow for a better progression, but has not been play tested.

https://www.pathofexile.com/forum/view-thread/1753522
Very similar base build but the one made by myself here is much more expensive and higher damage output, but reference this if you want something that's shown to kill guardians/end game content.

Note: For the same cost, you could do a legacy consuming dark build for legacy league (one-shot Uber-Atziri), but Ele-traps are a lot more appealing visually and entertaining to play.
Concept
+ Low Life for global 30% more

+ Righteous Fire 59% global more
(Need expensive Shav's Revelation with a lvl 21 Purity of Fire) before you decide to use RF

+ 6 Frenzy Charges for 24% more (Pretty normal for most trap builds)

+ Utilize Essence of Horror Crafts for Extra Links to Traps

+ Effectively a 8.5 Link for Ice trap, 9.5 link for Fire Trap
The .5 link comes from having 30% elemental pen from:
-Explosives Expert: 10% ele pen
-High Explosives: 10% ele pen
-Boot Enchant: 10% ele pen if you havent killed recently for boss encounters

+ Up to 80% increased Aoe for having all smoke mines placed

Supporting Righteous Fire
So to keep some sort of survivability instead of just constant drain, we need a decent amount of regeneration.
Shavronne's Revelation Legacy 4%
The Blood Dance Legacy 6%
Passive Skill Tree 2%
Stone Golem 105 Flat ~1%
Consecrated Ground which is semi-reliable 4%
Lvl 21 Purity of Fire 6% Max Fire Res (20% inc effect from passives)
Leo Mod 20% reduced damage from DoT
A Basalt Flask of Dousing in case we run out of frenzy charges (Clear faster!)
& Master Sapper Sustains them for bosses

Assuming 1200HP and 9400ES End game
1200 x .90 damage for Life = 1080
9400 x .70 damage for ES = 6580
6580+1080 = 7660 damage taken before reductions
7660 x .80 = 6128 (20% Leo Mod)
6128 x .19 = 1164 (81 Fire Resistance) this the final damage taken over time before ruby flask
(So we need at least 1164 Regen to Sustain Righteous Fire)
Lets use 13% of 9400 ES (Not adding Consecrating ground because it's not 100% reliable)
9400 x .13 = 1122 Life regen (Close enough)
1122 - 1164 = Degening for 42DMg per second
So Ruby Flask becomes a life flask (through midigating RF) and consecrating ground puts you in the positive numbers.

If things get hairy, you can always use a flask of dousing to drop the RF for crazy regen.
The damage before RF is quite strong already and there are alot of map mods that prevent or limit regeneration.

Gem Links
Chest 6L: Fire Trap, Trap+Mine Dmg, Inc Critical Strikes, Clustre trap, Fire Pen, Concentrated Effect
(Fire Trap gets this slot because Conc Effect and Trap+mine Dmg Double dip)

Helm 4L:Vaal Lightning trap, Smoke Mine, Inc Duration, Mine Field
-Reliable shock for End Game Bosses
-Good Aoe increase from laying mines
-Good Defence

Gloves 4L: Ice Trap, Trap+Mine Dmg, Cluster trap, Cold Penetration
(+3.5 base crit chance from Essence of Horror Craft)

Boots 4L: CWDT, Stone Golem, Temporal chains (or Enfeeble), Tempest Shield

Weapon 3L: Purity of Fire Lvl 21, Discipline, Enlighten

Shield 3L: Blood Magic, Grace, Righteous Fire
You may want to swap Grace for Anger or Herald of Thunder and Herald of Ice
Grace gives roughly gives 25% enemy miss chance vs 1000 accuracy mob,
you also have smoke cloud which stacks diminishingly.

Gear
Chest: Shavronne's Wrappings

Helm: Huberis Circlet w/ High ES
(Enchant: Aura Reservation/Stone Golem effectiveness/Trap things) really anything useful

Gloves: Essence of Horror Craft on Sorcerer Gloves
(Enchant: Cast Commandment of Light after receiving a crit strike) for Consecrated ground, 4% regen

Boots: The Blood Dance (Legacy for 1% Regen per Frenzy Charge)
(Enchant: 10% ele pen if you havent killed recently for boss encounters)

Weapon: 2+ Fire gem craft, Spell dmg, Crit Chance, Crit Multi
(Sword or Dagger Base)

Shield: Titanium Spirit Shield with Leo mod -20% damage over time taken

Rings:Gifts from above (New version or Legacy to spawn concecrated ground) 4% regen (does not stack)
Shavronne's Revelation 4% ES regen

Belt: Crystal Belt with flask duration and effectiveness

Neck: Presence of Chayula

Jewels
x1 Cheap Construction if traps are despawning and
x3 Unstable Payloads for good trap up time if you want to go that route. 46% total with passives
(Note: unstable payload spawns another trap, so if you go over your max trap limit it will despawn them before triggering.

Otherwise in order of priority:
-Energy Shield
-Critical Chance
-Trap/Area/Ele damage
-Lastly Resistances and Stats to tweak build

Flasks
Ruby - Surgeon's/Bleed

Ruby - Surgeon's/Curse Immunity

Eternal Mana - Surgeon's/Freeze

Rumi's Concoction (Hopefully the legacy version comes back)

Basalt- Surgeon's/Burning

(May also use Extra charges instead of Surgeons)

Passive Skill Tree
Lvl 100 Energy Shield (Final Build w/ Righteous Fire)
https://www.pathofexile.com/passive-skill-tree/AAAABAYDAAW1Bx4I1AzyDkgOXBEPES8RUBGWGyUb4B0UHU8gbiT9JogqCysKLR8vbzB8MbMyGDW5Nxc31D7PQZZFfEV-RwZJUUmxS65Ms1AwUUdTMVb6V9hca1yKXfJiT2NDZKpnTmo2avpsCG0Zb3dwUXBScLtzbXZve9d-sH8rf8aESInTjDaNv45kj0aP-pANkyeVIJUul5ebhpuam6GhL6KjpcunK6yYrrOzA7Q4tMW2-rcwt3W5BrmTvea-isHzwuzDCcNtyQbQH9DQ0PXXz9hU2RPZW9te2-flGedU6FrpAuv17BjtP-4V74jv6_DV8PnxivId8uH2n_em98H31_k3-tL79f_e

Lvl 90 Energy Shield
https://www.pathofexile.com/passive-skill-tree/AAAABAYDAAW1Bx4I1AzyDkgRDxEvEVARlhslG-AdFB1PIG4k_SaIKgsrCi0fMHwxszIYNbk3Fz7PQZZFfEcGSVFJsUuuTLNQMFFHUzFW-lfYXGtcil3yYk9jQ2SqZ05qNm0Zb3dwUXBSc212b3vXfrB_K3_GhEiJ04w2jb-OZI9Gj_qQDZMnlSCVLpeXm4abmpuhoS-io6XLpyusmK6zswO0OLTFtvq3MLd1uQa5k73mvorB88LswwnDbckG0B_Q0ND118_YVNlb217b5-UZ51ToWukC6_XsGO4V74jv6_DV8PnyHfLh9p_3pvfB99f5N_rS-_X_3g==

Lvl 80 CI
https://www.pathofexile.com/passive-skill-tree/AAAABAYDAAW1Bx4I1AzyDkgRDxEvEVARlhXXGyUb4B0UHU8gbiT9JogqCysKLL8tHzB8MbMyGDW5Nxc-z0V8RwZJUUuuTLNQMFFHUzFWY1b6V9hca13yYk9jQ2SqZ05qNm0Zb3dwUXBSc212b36wfyt_xoRIhq6J04w2jb-PRo_6kA2VIJUul5ebhpuam6Gio6XLpyusmLMDtDi0xbcwt3W5BrmTvebB88LswwnDbckG0B_Q0NhU2VvbXtvn5RnnVOha6QLr9ewY7hXv6_DV8PnyHfLh9p_3wffX-tL79f_e

Leveling Life Lvl 70 (Critical Strikes Gem last priority)
https://www.pathofexile.com/passive-skill-tree/AAAABAYDAAW1Bx4OSBEPEZYWbxvgHRQgbiP2JKomlSoLLR8wfDGzMhg26TcXOlhFfEcGSVFJsUp9TLNNklAwUUdTMVVLVcZW-lfYXfJh4mJPYqxnTmegakNrF2wIbIxvd3BRcFJ2b3fXfrB_K3_Gg9uHdonTjDaNfY2_j0aP-pANkyeVIJUul5ebmpuhnaqio6yYswO0OLTFt3W5BrzqwFTB88LsyQbQH9DQ1CPXz9hU217b5-Nq45_lGe4V74jv6_DV8Yr2n_fX-Tf60vv1

Bandits
Normal: Skill Point
Cruel: Skill Point
Merciless: Frenzy Charge

Thanks for reading; If you have any ideas for improvements or recommendations please comment!
As I said earlier, I am trying to stay away from chaos.
Last edited by Haducan#0925 on Mar 2, 2017, 2:30:34 PM
Last bumped on Mar 3, 2017, 12:19:07 PM
Saved for future notes
1.1
-Removed Lightning Trap from build
-Added Vaal Lightning Trap + Inc Duration + GMP + Vaal Discipline in place of it (reliable shock)
-No longer required to complete essence of horror helm craft
1.2
-Helm Links are now Vaal Lightning Trap + Smoke Mine + Inc Duration + Minefield
-Changed ascendancy to Demolitions Specialist (Get more AoE for Ice/Fire trap and utilize mines)
Last edited by Haducan#0925 on Mar 2, 2017, 2:13:00 PM
What is the duration of the shock on Minotaur for this build?
"
vidjunkie wrote:
What is the duration of the shock on Minotaur for this build?


Probably not going to be able to shock guardians but lets have a go.
Data from bosses
A few assumptions were going to have to make:

-A guardian has 3.5mil (T15 boss)x9 health pool so 31.5mil hp we need to be able to deal at least 5% dmg each hit for a minimum shock (300ms). Thats 1.575million damage in one hit. The odds don't look good.
http://pathofexile.gamepedia.com/Guardian_of_the_Minotaur

-That lightning trap will hit for above 900 dmg (so there is a wide damage range with lightning damage)
(3-979) is lightning traps range. So were just assuming here we get a hard hit

-67% lightning pen (most Guardians are Ele resistant[at least 50%]) so were going to assume the boss net resistance is 0 after pen

Stats and Calculation
Here is the stats to be used:
%552 Increased damage
%430 Crit multiplier (including the 150% base crit multi)
30% more (Slower Proj) "Rounded"
40% more (Trap+ Mine Dmg) "Rounded"
24% more (Frenzy Charges)
30% more (Low life) "Rounded"
60% more (Righteous Fire) "Rounded"

Base (Dmg) (Crit)(Proj)(Trap)(Frenzy)(Low)(RF)
900 x 6.52 x 4.3 x 1.3 x 1.4 x 1.24 x 1.3 x 1.6 = 118444.5

~ 120k in a single hit done by lightning trap
No where near close enough to shock

Summary
Even for a T15 boss of 3.5mil 5% would be 175k which is still very high. If you have 100% shock duration you would need 87.5k damage for a 300ms shock.

Hopefully I'm doing this calculation incorrectly but shocking things is a pain without vinktars and vaal lightning Trap

So best bet would be:
-Vaal Lightning Trap (Shocked Ground)
-Inc Duration
-GMP (Now Using Smoke Mine)
-Vaal Disc or Vaal Grace (Now Using Minefield

For non high tier trash the shock chance would be around 5 seconds, but trash is never an issues, unless you go ham on map mods.

Sadly it seem the only pure damage that benefits builds for bosses late game is either Fire or Chaos for double dipping (Good luck shocking bosses with pure lightning and cold is useless for even chilled).

Please correct me if something looks wrong.




Last edited by Haducan#0925 on Mar 2, 2017, 4:15:15 PM
Thanks. A very informative answer.
Would it be better to use the ice trap as pure utility and then focus on the fire trap solely? Use it with frost bomb, or mainly for chilled ground?
"
vidjunkie wrote:
Would it be better to use the ice trap as pure utility and then focus on the fire trap solely? Use it with frost bomb, or mainly for chilled ground?

I did try a lightning trap build with Agnerod west previously, I found even with the trap Cd recovery speed that you will run out of traps to throw.

So having at least 2 types of traps (not the same ones, since they share cd) makes clearing and bosses run smoother.

Sadly Ice Trap does not create chilled ground but has a decent radius with high base damage. So the utility value comes from slowing any accessory mobs. Trap builds can become quickly overwhelmed if you use all your traps immediately(even if you one shot mobs) and die to pathetic spiders.

So dual wielding Consuming Darks (legacy) would give a lot more damage but I am trying to stay away from chaos, even though I know its better :(
Last edited by Haducan#0925 on Mar 2, 2017, 12:45:35 PM
How much wood could a woodchuck chuck if a woodchuck could chuck wood?
Well, this certainly looks like quite the build! And another Tri-Elemental Trapper, oh my! Thanks for mentioning my build in here. Certainly looks interesting, although, yeah, incredibly expensive. I might try it out sometime!

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