[3.8] What a Shocking Tri-Element Trapper! [Fire/Ice Trap build][UberAtziri/Shaper Video]

I was curious about pursuing Master Sapper as opposed to the nodes to the left of Elemental Equilibrium (which I call "Sanctity" below) as the level 72 build.

I broke them down and here is the outcome:

Sanctity Advantage
26% increased Area of Effect of Area Skills
20% increased Area Damage
14% increased Melee Damage
14% increased maximum Life
10% increased maximum Energy Shield
1.8% of Life Regenerated per second
20% increased Armour
+30 to maximum Life
14% increased Spell Damage
5% increased Attack and Cast Speed
40% increased Mana Regeneration Rate
+60 to Intelligence
+30 to Strength

Master Trapper Advantage
20% increased Life Recovery from Flasks
20% increased Flask Recovery Speed
92% increased Trap Damage
60% increased Trap Trigger Area of Effect
12% increased Trap Throwing Speed
Can have up to 2 additional Traps placed at a time
15% chance to gain a Frenzy Charge when your Trap is triggered by an Enemy
+70 to Dexterity

It *seems* pretty clear that Sanctity is the way to go. However, can someone weigh in on whether those "advantages" from Master Trapper are even that great? Clearly the 92% increased damage seems good, but I'm not sure how important the others (60% increased trigger AoE, 12% throwing speed, 2 additional traps, frenzy charges) actually would be to a build like this...

Thanks!
Last edited by Laserbot on Apr 10, 2017, 3:22:56 PM
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Laserbot wrote:
I was curious about pursuing Master Sapper as opposed to the nodes to the left of Elemental Equilibrium (which I call "Sanctity" below) as the level 72 build.

I broke them down and here is the outcome:

Sanctity Advantage
26% increased Area of Effect of Area Skills
20% increased Area Damage
14% increased Melee Damage
14% increased maximum Life
10% increased maximum Energy Shield
1.8% of Life Regenerated per second
20% increased Armour
+30 to maximum Life
14% increased Spell Damage
5% increased Attack and Cast Speed
40% increased Mana Regeneration Rate
+60 to Intelligence
+30 to Strength

Master Trapper Advantage
20% increased Life Recovery from Flasks
20% increased Flask Recovery Speed
92% increased Trap Damage
60% increased Trap Trigger Area of Effect
12% increased Trap Throwing Speed
Can have up to 2 additional Traps placed at a time
15% chance to gain a Frenzy Charge when your Trap is triggered by an Enemy
+70 to Dexterity

It *seems* pretty clear that Sanctity is the way to go. However, can someone weigh in on whether those "advantages" from Master Trapper are even that great? Clearly the 92% increased damage seems good, but I'm not sure how important the others (60% increased trigger AoE, 12% throwing speed, 2 additional traps, frenzy charges) actually would be to a build like this...

Thanks!


Well, Frenzy Charges give flat damage, which is nice, but the rest... Eeeh.

Due to Chain Reaction from the Saboteur Ascendancy, increased trigger AoE is unnecessary and the increased trap throwing speed is barely enough to cause a difference. Additional Traps might be able to help out Bomb Specialist to add more damage to the mix, but due to the fact that Chain Reaction causes all traps to almost instantly to blow up, it will barely come into play.

Also, since Mind over Matter now is almost a must-have, not skilling to the left there is just a bad idea in my opinion.

Going down to Master Trapper might increase your damage, but at a great cost of much survivability.
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MrMoho wrote:
"
Laserbot wrote:
It *seems* pretty clear that Sanctity is the way to go. However, can someone weigh in on whether those "advantages" from Master Trapper are even that great? Clearly the 92% increased damage seems good, but I'm not sure how important the others (60% increased trigger AoE, 12% throwing speed, 2 additional traps, frenzy charges) actually would be to a build like this...

Thanks!


Well, Frenzy Charges give flat damage, which is nice, but the rest... Eeeh.

Due to Chain Reaction from the Saboteur Ascendancy, increased trigger AoE is unnecessary and the increased trap throwing speed is barely enough to cause a difference. Additional Traps might be able to help out Bomb Specialist to add more damage to the mix, but due to the fact that Chain Reaction causes all traps to almost instantly to blow up, it will barely come into play.

Also, since Mind over Matter now is almost a must-have, not skilling to the left there is just a bad idea in my opinion.

Going down to Master Trapper might increase your damage, but at a great cost of much survivability.


That's what I figured, so I appreciate the confirmation.

It was a good exercise for me (relatively "new") to go through and do the math on the two tree choices.
Last edited by Laserbot on Apr 10, 2017, 6:27:17 PM
[deleted]
Last edited by Abort_Christ on Apr 14, 2017, 9:29:30 AM
I'm really enjoying the build (thanks for this!!), but am wondering where to go next with both equipment and skill tree--which points will be most bang for the buck (my next point will obviously be Amplify, but I'm wondering about after that)?

One obvious thing with my gear is that my armor is currently 6L but I'm only using 5L for my fire trap--that's because the Skin of the Loyal is a loan from a guildie and I didn't want to get too used to something I won't be able to afford to keep. (That's just a personality problem of mine.)

The next is that my Bear Trap shield only uses two-links for the actual skill and the other is for Arctic Armor (or some other thing I need). That's because I couldn't find the slots for AA anywhere else and I use it 100% of the time, whereas I use Bear Trap sparingly.

Are there "low hanging fruit" gear upgrades to look for? I just hit max resists, and since I'm using mostly uniques, my jewelry is devoted to filling those up.

I've only done up to T6 in mapping but haven't had much of a problem with either survivability or damage yet and am not sure which would be an obvious problem first...
"
Laserbot wrote:
I'm really enjoying the build (thanks for this!!), but am wondering where to go next with both equipment and skill tree--which points will be most bang for the buck (my next point will obviously be Amplify, but I'm wondering about after that)?

One obvious thing with my gear is that my armor is currently 6L but I'm only using 5L for my fire trap--that's because the Skin of the Loyal is a loan from a guildie and I didn't want to get too used to something I won't be able to afford to keep. (That's just a personality problem of mine.)

The next is that my Bear Trap shield only uses two-links for the actual skill and the other is for Arctic Armor (or some other thing I need). That's because I couldn't find the slots for AA anywhere else and I use it 100% of the time, whereas I use Bear Trap sparingly.

Are there "low hanging fruit" gear upgrades to look for? I just hit max resists, and since I'm using mostly uniques, my jewelry is devoted to filling those up.

I've only done up to T6 in mapping but haven't had much of a problem with either survivability or damage yet and am not sure which would be an obvious problem first...


Sorry there for the long delay! Easter and stuff.

Well, from this point on, going for survivability is really the way to go. Your Damage will increase greatly with each level in your gems, so don't worry about that.What you should skill now is Life and ES, also the same stuff you should get more for your gear (Especially your belt, upgrading that to a Crystal Belt will work wonders!)
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MrMoho wrote:
"
Laserbot wrote:
I'm really enjoying the build (thanks for this!!), but am wondering where to go next with both equipment and skill tree--which points will be most bang for the buck (my next point will obviously be Amplify, but I'm wondering about after that)?

One obvious thing with my gear is that my armor is currently 6L but I'm only using 5L for my fire trap--that's because the Skin of the Loyal is a loan from a guildie and I didn't want to get too used to something I won't be able to afford to keep. (That's just a personality problem of mine.)

The next is that my Bear Trap shield only uses two-links for the actual skill and the other is for Arctic Armor (or some other thing I need). That's because I couldn't find the slots for AA anywhere else and I use it 100% of the time, whereas I use Bear Trap sparingly.

Are there "low hanging fruit" gear upgrades to look for? I just hit max resists, and since I'm using mostly uniques, my jewelry is devoted to filling those up.

I've only done up to T6 in mapping but haven't had much of a problem with either survivability or damage yet and am not sure which would be an obvious problem first...


Sorry there for the long delay! Easter and stuff.

Well, from this point on, going for survivability is really the way to go. Your Damage will increase greatly with each level in your gems, so don't worry about that.What you should skill now is Life and ES, also the same stuff you should get more for your gear (Especially your belt, upgrading that to a Crystal Belt will work wonders!)


No worries on the delay, appreciate your help (and build, it's a blast--heh)!

Cool, I'll start pumping up on survivability and looking for a decent belt. =D
Hey thannk you for this amazing build, I have always liked to play with traps, I have a question for you, why did you choose shock nova instead of lightning trap? because of elemental equilibrium maybe?
Shock nova hits everything in its area of effect, potentially shocking them while also applying the debuff from Elemental Equilibrium.
Lightning Trap fires a bunch of projectiles out that will probably only hit a few of the mobs.

With the Deerstalker boots you can turn Shock Nova into a trap for free, so it doesn't cost you any extra linkage.
Just as mcadoomer said. Lightning Trap counts as a Trap and Projectile, and because of that gets extra damage from Added Projectile Damage and not Area of Effect, thus not properly functioning with other traps. Also, yeah, the projectiles hit very few targets, unlike Shock Nova, which hits all in an area.

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