Trapocalypse - set Wreaclast on fire! WIP
Trapocalypse - set Wreaclast on fire!
A firetrap + dual detonate-dead-remotemine-totem multi-curse WIP project powered by azraelb Hi, after I noticed how good ignite really is by reading this build (http://www.pathofexile.com/forum/view-thread/60422/page/1) I really wanted to do a char around it. Please notice that this isnt a working build yet. I just had the idea and started an char. I will document my progress here so that you can follow the build from the beginning, give feedback... Fireball is pretty safe and easy to use for getting burn dmg by crits, but doesnt have the highest base dmg, almost no AoE except the ele profileration burn and it is pretty mainstream, so I need another skill. After some research I found the following options to be viable for a ignite build:
Spoiler
- Fireball Pro: - Easy to use and no difficult mechanics you have to know and to understand - rather high crit chance - working with concEffect AoE "more" multiplier while dont really need the AoE size - can boost crit with cast speed - works with spell dmg Cons: - you need cast speed - mediocre base fire dmg (about 500) - mainstram skill - only ignite chance as qual bonus => really good choice, but not what I am looking for (too mainstream for me as second/third fun char) - Molten shell Pro: - High base fire dmg (about 2.3k) - Not a lot of cast speed needed - defensive bonus Cons: - You need to be able to tank everything - No influence when the shell explodes - Doesnt explode vs casters - low AoE = high amount of AoE passives needed - low crit chance => good as addition but only viable for a "passive dmg dealing by tanking" char like the "build of the week 6" - Infernal Blow Pro: - High base fire dmg possible - additional dmg sources possible (ith life and mana leech) - built in detonate dead Cons: - Melee^^ - Gear dependant (expensive -> high dmg 5L staff/mace, good defense with lots of life...) => dont want to spend huge amount of orbs for that char - Burning arrow Pro/Cons: same as Infernal Blow but even more gear dependant and even more expensive, but best qual bonus of all fire skills (ignite duration and dmg!!) - Exploding Arrow: Pro: - highest base dmg possible (4k++ base! fire dmg with a full stack - even with crap gear) - additional (direct) dmg possible Cons: - High attack speed needed - doesnt really work well with crit (but base dmg should be high enough for normal ignite chance) - Fire Trap: Pro: - high on hit dmg on higher lvls (about 1.5k base dmg) - very good AoE - additional! ground burn dmg wich adds to the ignite dmg - no cast speed needed - works with double totem Cons: - only max. 4 traps per gem - better in melee/short range than as ranged skill imho - Spell dmg passives dont work (only spell dmg on wand and gear - didnt test it but I read it in a trap thread) - Detonate dead: Pro: - very fast castspeed (= higher chance to get a crit) Cons: - need corpses - low AoE (a lot of AoE passives needed) - dmg depends on monster HP - could be really high or really low - you cant really aim => I decided to go for double firetrap with double totem support. Quick summary of the planned build: (ToDo: planned skilltree)
Spoiler
- Double firetrap as main attack.
- As totem support I'd prefer a double detonate dead totem for the style, but maybe I have to go for dual flame totem, dual searing bond or dual fireball totem if my ignite traps are not enough vs bosses. Casting totems need a lot of time and because I wont have any castspeed, I will link my totem with a remote mine (and because a qual remote mine will give my totem a 60% "more" multiplier) -> If I dont take the dual detonate dead totem as planned I would prefer flame totem since it doesnt need a totem support gem and I will have an additional slot for linking the remote mine gem. Searing Bond would be ok too, but I think it is hard to handle with a linked remote mine. - I'll need at least dual curses too. (crit curse for crit chance and flammability for less resists and ignite chance) Better would be crit+flammability+temp.chains. - Maybe I will use conversion traps too, but I think I neither have a free gem slot nor a free skill-slot since you are very limited in the number of skills in PoE. Classes: First I started a shadow because he has the most crit available and trap passives, but I noticed that double totem is one of the last things I will get, and I want it more early. So I decided to delete the lvl 11 shadow again and start a templar. Since templar is closest to burning dmg, crit and dual totem I think this will be the best class (also templar uses ele dmg instead of spell dmg wich doesnt work with traps) First impressions with Templar (HC lvl 1-22):
Spoiler
Skilltree lvl 1-22:
Started with firetrap+ice nova and added a second firetrap soon. With nova and double firetrap lvling is very fast^^ I simply run through the monsters hording them and throw firetraps behind me so that monsters will follow me through the fire. Between traps I sometimes do a nova to finish off mobs. You need some defense to do that because you will get some hits! (I also got a +1 fire skill wand from Hillock wich is very good) Had to add fireball because of the low singletarget dmg (firetrap dmg is much lower in early lvls than fireball but issuperior with lvl 8+) Brutus was really easy I more or less tanked him, but take care and better dodge the hard 'bloodwave' attack. As reward I picked clarity. With some mediocre life gear and some cold resists for Merveil (tanked her) I could easily rush through act 1 normal solo (but skipped the OP flickerstrike pirate cave like always). In act 2 I still use the same skill setup, but added flammability and molten shell wich I rarely use because of the long cast time... Dont use any support gems till now because I dont have enough mana, no linked slots and you dont get a good gem as reward for this type of build (what should I take? added lightning dmg on firetrap? doesnt make a big difference but costs a lot more mana) As always I rushed to dark forest wp first, wich will give me about 2 lvls very fast. Then I rush to fellshrine wp and do another 2-3 quick fellshrine runs (only street - no rocks). Then I did the baleful gem quest (caster skelettons are pretty dangerous and annoying, but imho this is the case with every char and I was surprised how easy it was for me to solo the lightning strike boss. Future plans for this evening: - Weaver quest (maybe I will look for a party - being scared of flicker strike spiders - not the first time I got killed there in HC because I rushed it too early alone) - Western forest - help Oak - Kill Vaal - maybe buy a unique fire staff (but dont want to spend a lot of orbs) Last edited by azraelb#0313 on Apr 19, 2013, 11:38:00 AM
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Thank you for your post, very interesting! Any further progress yet?
I'm curious because I want to start a firetrap character soon :) ***********************************************************************************************
Unsere deutsche Gilde - www.immortalis-bellator.de suchen noch Mitglieder - also bewirb dich! *********************************************************************************************** |
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i also making a character who utilize fire trap fully, with fireball linked to LMP (yes, only 1 additional support) as filler or finisher. fire trap is beast if you know how to utilize it fully, and i only need 1 fire trap to kill everything i met (except, those yellows that has extra life/fire resist/elemental resist on them) until now at act 3 cruel. i don't know about you, but i never need 2 fire trap equipped. better get 1 fire trap linked than use 2, because the ground burn effect is not stacked. just my 2 cent.
SG realm normal again when
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