[3.0] Atosark's EZPZ 1-Click Offscreen Clear - Arc & Lightning Trap Triple Curser WIP

Keywords: Shadow, Saboteur, Lightning Trap, Arc Trap, Kitava's Thirst, Duskdawn, Sunblast, Cheap Construction, Unstable Payload, Cluster Traps, Multiple Traps, Lightning Penetration, Mind Over Matter, Critical Strike, Critical Multiplier, Chain, Hybrid, The Dancing Dervish, Rampage, Tinkerskin, Frenzy Charge, Power Charge;


I am currently working on this build. The main goals building it were:
- Fast offscreen clear (what are DEEPS if they don't offscreen with 1 click?!);
- Ease of play (*cough*);
- Mobility (Rampage, Flame Dash, Rotgut);
- Boss killing (Three Damage Curses);

The build essentialy is the Shadow class, Saboteur ascendancy, with Chain Reaction, Explosives Expert and Blinding Assault.


The weapon is the Duskdawn staff with Lightning Trap + Cluster Traps + Multiple Traps + Lightning Penetration + Chain + Increased Critical Strikes (since we have about 900% multiplier).
Use Vorici's "At Least One Green Socket" to colour it cheaper (1800 chromes on average, 3600 standard deviation).


The armour is Tinkerskin with Arc + Trap + Cluster Traps + Multiple Traps + Lightning Penetration + Increased Critical Strikes (since we have about 900% multiplier).


The helmet is Kitava's Thirst with Conductivity + Elemental Weakness + Assassin's Mark + Ice Spear (This spell is actually rather good at keeping the staff's properties up constantly in fights).
List of Helmet Enchantment possibilities:
- Arc Damage;
- Lightning Trap Damage;
- Increased Arc Chains;
- Increased Conductivity Curse Effect;
- Increased Elemental Weakness Curse Effect;
- Increased Assassin's Mark Curse Effect;
- Reduced Wrath Reservation Mana;
- Increased Lightning Trap Cooldown Recovery Speed;
- Flame Dash Cooldown Recovery Speed;


The belt is Sunblast (Reduced trap duration is where the fun's at, plus I find the playstyle much safer and faster than any other belt choice (Some prefer to lay mines and waste while others to throw grenades and run with haste)).
Corruption could be "Can have up to 1 additional trap placed at a time" (synergizes well with Unstable Payload/Bomb Specialist)


The inventory swap weapon is The Dancing Dervish for Rampage (just kill 1-18 monsters with it and then swap back).


The gloves are rare (life, mana, resists, dexterity/strength, essence of insanity) with:
Late game: Lightning Warp + Less Duration + Faster Casting + Swift Affliction
Early game (before "of Spite/of Ire/of Winter" enchant on the gloves and a quality Lightning Warp setup): Flame Dash + Arcane Surge + Stone Golem/Lightning Golem, Wrath.
List of Gloves Enchantment possibilities that trigger the staff:
- Word/Edict/Decree/Commandment of Spite when hit (5 seconds cooldown, projectile physical/cold attack, low hit chance, leaves a chilled ground in 8 directions);
- Word/Edict/Decree/Commandment of Ire when hit (10 seconds cooldown, continuous area physical/lightning attack (like Cyclone, lasts 5 seconds, low hit chance));
- Word/Edict/Decree/Commandment of Winter when hit (10 seconds cooldown, cold area spell (travels a lot, freezes));
(note: "on kill" and "on hit" cannot trigger from traps; "of Reflection" cannot trigger the staff since it is a minion)


The boots are rare (life, mana, movement speed, resists, dexterity/strength) with:
Late game: Wrath, Lightning Golem/Stone Golem, Cast When Damage Taken + Phase Run.
Early game (before "of Spite/of Ire/of Winter" enchant on the gloves and quality Lightning Warp setup): Cast When Damage Taken + Ice Spear (to trigger the staff if you don't have "of Spite/of Winter" enchant) + Increased Duration + Phase Run (put it last).
List of Boots Enchantment possibilities:
- Damage Penetrates x% of Enemy Elemental Resistances if you haven't Killed Recently;
- Adds x Lightning Damage if you haven't Killed Recently
- Regenerate x% of Life and Mana per second if you were Hit Recently;
- x% chance to Dodge Spell Damage if you've
taken Spell Damage Recently;
- x% chance to Avoid being Stunned if you've Killed Recently;
- x% increased Movement Speed if you haven't been Hit Recently;


The amulet is a +1 curse Warped Timepiece (8-9% reduced duration)/Voll's Devotion (*cough*) or a rare (+1 curse, global critical strike multiplier, life, mana, dexterity/strength, global critical strike chance, spell damage).


The rings are rare (life, mana, global critical strike multiplier, resists, dexterity/strength/lightning damage/elemental damage/global critical strike chance/mana regeneration/socket and +3 to gems for Wrath/Stone Golem).

The jewels are: 1x Cheap Construction (Reduced trap duration is where the fun's at, plus I find the playstyle much safer and faster) + rest can be either few Unstable Payloads, or rares (life, global multiplier, elemental multiplier, lightning multiplier, spell multiplier, resistance, dexterity, strength, spell damage, trap damage, lightning damage).

The neccessary flasks include:
- a Life or a Hybrid Flask;
- Diamond Flask;

- Rotgut (since we have frenzy charges to spare anyway);
The neccessary flask suffixes include:
- of Warding i.e. Curse Immunity (because we cannot easily overcap resists to 195);
- of Heat i.e. Freeze Immunity;
- of Staunching i.e. Bleed Immunity;
The rest is up to you - you can use The Wise Oak, Vessel of Vinktar, Rumi's Concoction, Dying Sun etc.

For Pantheon powers I prefer Lunaris (dodge, speed) and Garukhan (dodge, speed) since our primary defense is moving/warping around fast ("If you are not sure what you are doing - do it fast!").

My planned skill tree is as follows: Poeplanner link with level 100 killing all bandits
Use some discretion about getting enough Strength (113 - Staff) and Dexterity (111 - Chain, Cluster Traps; 119 - The Dancing Dervish).

Since it's a WIP use some discretion about the build. I would love some feedback and ideas. Thanks!

Videos:

vs. Merciless Izaro (early version)
Casual Rampage w/ Harbingers (early version)
Map in a minute (early version)
T6 Breach on a 5L (early version)
Shaped Channel (early version)
Casual Cemetery Rampage (early version)
Last edited by Atosark on Nov 9, 2017, 7:13:45 PM
Last bumped on Dec 2, 2017, 11:51:41 AM
(reserved)
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I like lightning trapper too. But why you use sunblast/cheap construction AND chain reaction? The traps explode without chain reaction instantly
"
tobiazl wrote:
I like lightning trapper too. But why you use sunblast/cheap construction AND chain reaction? The traps explode without chain reaction instantly


They don't. I use only 1 Cheap Construction for a total of 90% reduction (I am considering adding quality Less Duration/+1 curse Warped Timepiece). It is a lot safer that way because you can throw traps behind corners (Tornado Shot/Totem playstyle) and considerably improves your clearspeed and general ease of play.
Last edited by Atosark on Nov 4, 2017, 7:44:59 PM
And you think with lesser damage from cluster, multiple and chain is still enough? Curios to see a video in a open map.
"
tobiazl wrote:
And you think with lesser damage from cluster, multiple and chain is still enough? Curios to see a video in a open map.

I've attached few clips in the post to get the idea. They are from early phases but still...
Uploaded new videos (still in progress of building the character)
Shaped Channel https://www.youtube.com/watch?v=Cg1B3QUFbig
Casual Cemetery Rampage https://youtu.be/zYOBt7m2pJc
Last edited by Atosark on Nov 8, 2017, 1:09:53 PM
So far so good. I'm in the process of leveling the quality gems. The survivability in faster maps (+monster speed) is kinda sketchy without Blasphemy + Temporal Chains (which I am considering because my damage output is already absurd).
On paper, I think I can sustain a permanent Immortal Call with Voll's Devotion but I am yet to try it out once I gather the cash to afford it. The problem with that is that I'll have to drop some more damage from the setup (which I think will put me into more danger).
how much life do you have?Because you are missing life from helmet, belt, amulet

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