[3.3]Stormquake's Trapnel Shot Bow Bomber | All Endgame Content Viable!

What if you have 1 six-link and 1 five link? I managed to fluke a 6 link on my Tinkerskin.

And what are you using in spare sockets when you eventually combine lightning arrow and ice shot? You don't show your boots. With three trap skills not really any room left on the skill bar so maybe a cwdt set-up? I saw on similar build someone using frost wall as you can chuck traps over them and phase through

It's tricky to gear, with no resist on Thunderfist, Tinkerskin, Obscurantis or the tree tbh I'm having nightmare to get resist capped without really gimping other stats. Have had to park Obscurantis in favour of helm with some good resist

Genuinely enjoying the build though, annihilates bosses. It is fragile, low HP no damage reduction & no leech you really can't switch off!!

In red maps i try to avoid deadliness, miring, vulnerability and any extra damage mods if possible. All totally doable but a bit hazardous

Also wondering why the sulphur flask? I feel alot safer with jade
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Shankhook wrote:
What if you have 1 six-link and 1 five link? I managed to fluke a 6 link on my Tinkerskin.


I personally used my first 6L to consolidate gems and swap out Thunderfist. Since I was able to easily take down Shaper with just a 5L Shrapnel Shot, I saw no need to use my first 6L on it and instead focused on getting more defenses and accuracy through my gloves.

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And what are you using in spare sockets when you eventually combine lightning arrow and ice shot? You don't show your boots. With three trap skills not really any room left on the skill bar so maybe a cwdt set-up? I saw on similar build someone using frost wall as you can chuck traps over them and phase through


You could put in a CWDT setup. I personally jacked my golem up with my spare sockets due to the enchant I have. Also, I didn't link my boots? Could have sworn I did, I'll check and fix it if not.

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It's tricky to gear, with no resist on Thunderfist, Tinkerskin, Obscurantis or the tree tbh I'm having nightmare to get resist capped without really gimping other stats. Have had to park Obscurantis in favour of helm with some good resist


Obscurantis is an endgame adjustment to the build and shouldn't be used until you've swapped out Thunderfist for gloves with resists, so you're fine.



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Also wondering why the sulphur flask? I feel alot safer with jade


I'm pretty comfortable with this build, so I take offensive flasks over defensive ones. I do still use Jade for difficult encounters such as Chimera and the three uber stooges, though.
Thx for reply. I will put lightning & ice shot in 6-link for now then and get nice pair of gloves. Next upgrade is +1 arrow quiver i think as feels bit wonky at times with two arrows

EDIT::

13C got me this which is bit of a bargain i think

Last edited by Shankhook on Sep 18, 2017, 1:40:59 PM
Hey man! What Bow's u recommend for leveling?
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Chydenia wrote:
Hey man! What Bow's u recommend for leveling?


Storm Cloud ---> Death's Harp ---> Chin Sol

That's the order I went in

Looking at trees I'm still not convinced that Saboteur isn't better off. Chain Reaction allows you to effectively ignore taking any trigger radius nodes (which is a few - and opens up the hair trigger jewels for much nicer options), and PoB doesn't factor Bomb Specialist into calculation at all, missing ~12% damage off the listed there too (however much this 12% may only be meaningful on bosses).

Conservative pobbing with sabo (and using a signal flare in place of your quiver) puts me ~50k average damage/trap over deadeye while only losing ~150 hp, and that's ignoring the additional CD reduction on trapnel as well.

EDIT: Also quality projectile weakness seems better than conductivity/ele weakness in all cases by an enormous margin.
Last edited by Thukker on Sep 20, 2017, 2:54:42 AM
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Thukker wrote:
Looking at trees I'm still not convinced that Saboteur isn't better off. Chain Reaction allows you to effectively ignore taking any trigger radius nodes (which is a few - and opens up the hair trigger jewels for much nicer options), and PoB doesn't factor Bomb Specialist into calculation at all, missing ~12% damage off the listed there too (however much this 12% may only be meaningful on bosses).

Conservative pobbing with sabo (and using a signal flare in place of your quiver) puts me ~50k average damage/trap over deadeye while only losing ~150 hp, and that's ignoring the additional CD reduction on trapnel as well.

EDIT: Also quality projectile weakness seems better than conductivity/ele weakness in all cases by an enormous margin.


Quality proj weakness is better in many situations, although conductivity/ele weakness will obviously be better against enemies with high resists.

I'm still not sold on sabo, honestly. He just doesn't have enough access to crit, I think, and has less coverage overall due to his lack of +1 projectiles.
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Stormquake wrote:
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Thukker wrote:
Looking at trees I'm still not convinced that Saboteur isn't better off. Chain Reaction allows you to effectively ignore taking any trigger radius nodes (which is a few - and opens up the hair trigger jewels for much nicer options), and PoB doesn't factor Bomb Specialist into calculation at all, missing ~12% damage off the listed there too (however much this 12% may only be meaningful on bosses).

Conservative pobbing with sabo (and using a signal flare in place of your quiver) puts me ~50k average damage/trap over deadeye while only losing ~150 hp, and that's ignoring the additional CD reduction on trapnel as well.

EDIT: Also quality projectile weakness seems better than conductivity/ele weakness in all cases by an enormous margin.


Quality proj weakness is better in many situations, although conductivity/ele weakness will obviously be better against enemies with high resists.

I'm still not sold on sabo, honestly. He just doesn't have enough access to crit, I think, and has less coverage overall due to his lack of +1 projectiles.


Even enemies with high resists - proj weakness is better against shaper, for example. Maybe in niche scenarios against a peculiar white enemies with high resists, which isn't important because you're one shotting it regardless, and even then probably not because you're pushing 31% ele pen with sabo.

I agree that more crit would be nice, but it isn't all important. My effcrit with sabo is still 56%, which is an immaterial comparison stat anyways since the base hit is so much harder with sabo - you'll be doing more damage per trap on average regardless of less crit.

Also I'm not convinced that extra projectiles are necessary at all. It doesn't give you extra cones, and that's where the money is. The cone is huge and doing the vast majority of the work, and you can't shotgun with the projectile itself, so I'd rather have more damage in the cone against tough targets than picking off random mobs at the edge of the screen, especially more cone damage with a lower cooldown on the cone damage.
Last edited by Thukker on Sep 20, 2017, 10:43:15 AM
I have some questions about crits. Will crit chance estimate for cone or for every arrow?
And can multiple arrows hit 1 enemy or only 1 arrow per enemy? (when trap trigger)
Also why we didnt take Hasty Reconstruction? It will give ok dmg with less cd and only 2 points for this (5 points full cost).
Last edited by TheZotikRus on Sep 20, 2017, 11:08:27 AM
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TheZotikRus wrote:
I have some questions about crits. Will crit chance estimate for cone or for every arrow?
And can multiple arrows hit 1 enemy or only 1 arrow per enemy? (when trap trigger)
Also why we didnt take Hasty Reconstruction? It will give ok dmg with less cd and only 2 points for this (5 points full cost).


Crit chance is a dice roll, not an estimation that increases damage per hit (though for DPS consideration it is useful to think of it this way), for both the cone and the arrow. Also note that the calculation is not performed per enemy in the AOE, but rather on the AOE itself, so the same hit will be applied to each enemy in the AoE. The crit strike roll occurs seperately for the cone and the arrow, however.

Only one arrow per trap (or per attack, as it were - the easiest way to think of this is that each trap that goes off is attacking with shrapnel shot once) can hit a given enemy, regardless of how many extra projectiles you have. This prevents what is called "shotgunning" (GMP would be far FAR the best support gem in the game for single target if shotgunning were possible).
Last edited by Thukker on Sep 20, 2017, 11:23:46 AM

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