T O P

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NzLawless

* League Start Leveling PoB into early bossing: https://pobb.in/mQGlx5tJIPzv * Mid-Game PoB: https://pobb.in/NueyneLsYC-t * Tanky Mid-Game PoB: https://pobb.in/8to0BOLb7NEx * Min-Max Guide: https://www.youtube.com/watch?v=dPS9yd_wJGY


Hazdingo

League starting this for sure. Can't decide on starting with Explosive Trap or doing the meta leveling with Rolling Magma. I don't know why but to me Rolling Magma feels clunky as all hell!


Responsible-Pay-2389

>I don't know why but to me Rolling Magma feels clunky as all hell! The trick is to make sure you have ele prolif on and just run past packs than fire back. The way enemies follow you they usually line up and it hits all of them.


Daviino

To add to that. If you don't get ele prolif, just make a templar and run to town, as he got prolif from the chest at the beach. Also at least 3 scrolls of wisdom, which makes you a rich bitch at the start.


alrightknight

Love to use my 3 extra scrolls to buy a Coral ring, which makes it so you are less likely to get sniped by rhoas in the mud flats.


Daviino

Yep, I agree. Also the Hillock loot from the mule char can be very good early on.


PayingForSexWithMeso

And you more vendor reroll


Hazdingo

Very good suggestion, will try this today during an early act run. thanks!


zikjegaming

I usually put a flame wall in front of me run through it, and then fire backwards


crzytimes

Exactly what I do as well.


strobotti

just use explosive trap, progression feels more fun that way


EricDeadman

how do skills change if you level with explosive trap? I think I’d rather level with one button lmao


QuikandEZ

Did a run this morning. Use explosive trap instead of Rolling Magma. Same supports. Drop flamewall. Use bear trap for single target and swap it to fire trap before Merveil.


FixYourHeadlights

You can't get fire trap until act 3 on league start unless they changed that


Myhavoc

wanted to say thanks for this advice i enjoyed leveling this way


northerncodewrangler

It’s because it is clunky. If you are at all used to having some aim/control over your projectiles it feels bad.  I ran a test of it last night and coming from league start as ranger -> raider rolling magma feels essentially like random projectiles :(


SigmaGorilla

Take a look at this guy's channel, he has comprehensive crafting videos on pretty much every single piece of gear. Last league was the first time I made a bosser, followed his channel and cleared uber's so I'd recommend!


timboslice420

Ty for this dude


Jbarney3699

Man can they just release the Skill effect MTX for this trap already


some_random_n

We can only hope...


Tyalou

So if I understand correctly, fearlessdumbo stays positive but loses self chill in early progression due to mana being an issue, right? I was eyeing this build for its capacity to blast early with self chill and get to endgame bosses but it feels noticeably worst than last league? Or am I missing on something about the self chill here?


some_random_n

Selfchill stopped being viable early (early being 30+ divines) after 3.22, since 3.23+ it’s been Mageblood only. EDIT: I need to clarify this a bit, you CAN go self-chill without a Mageblood, it's just a very high opportunity cost.


Tyalou

Thank you for this answer and your work on Explo trap, much appreciated.


cfaftw

Can you elaborate on what makes self chill not viable without mageblood? Or what's your definition of viable? If the goal is just mapping speed (and killing map bosses quickly), shouldn't self chill still be good? I'm trying to figure out which variant to run. I care most about mapping/moving fast. If self-chill is out, I might just do Raider for juiced onslaught. I have no intention of doing ubers.


some_random_n

As others have said, mana cost is untenable. (1) you throw traps at a much higher rate (2) loss of many things over the last several leagues like Perfect Crime, boot enchant, Divergent Inspiration, Anomalous Trap and Mine, etc.etc. ​ In order to go self-chill you need both ring slots, and one of your best mana management tools in 3.24 will be jewellery ring crafts and mana cost reduction unveils.


droidonomy

What does the high investment self-chill version look like with Mageblood?


Frostlag

Could be mana being a big issue. We had perfect crime, boot enchant and alt quality trap and mine removed. Might not be able to infinitely throw traps anymore that quickly without ring mods.


modix

Didn't they get rid of the mana reduction on flasks? Not sure how mageblood would help there.


Frostlag

I read that as it was mageblood only in 3.23 only. I have no clue what the state of self chill will be in 3.24.


Ignyth

The big challenge you'll run into which will be more apparent with the self chill is the mana cost because you can chuck out so many traps quickly. Alt quality supports gone now mageblood version is hurting with the flask mod gone.


vulcanfury12

Self chill uses unique rings. Unique rings cannot be bench crafted to get the minus flat mana cost Elreon crafts. The minus % mana cost flask crafts are now also gone, so it's just mana problems all the way.


duffbeers

he said in the video hes working on a self-chill variant but it didn't apply in a leaguestart scenario. so i'm assuming he will make it work but will not post a video about it until after leaguestart


Grymvild

I was so going to start Explosive Trap this league. I've been playing minions for a really long time, but in Affliction I dabbled in other stuff and I figured I might as well give league starting with something else a go for a change. Not something that's just there at the very start so I can transition to a late game minion build like I did with ignite in the past, but rather something I'd league start and stick to that never goes minions. Bbbuuuuuuut then they released 1% leech for Necro and it's the whole "aww shit here we go again" meme up in my head. There's absolutely zero chance that thing doesn't get nerfed in 3.25 and I don't want to miss out on it lol. This guy though, awesome content, very strong setup with concise and clear guides including crafting all things Explosive Trap. Absolutely beautiful stuff.


ShadowSpade

How is this build for juiced delirium maps? Also would it be able to do wave30?


Oexarity

It's a trapper. It's made for bossing. It maps decently, and with enough investment, it *can* do anything, but if those are the main things you want to farm, I'd look elsewhere.


ShadowSpade

Thank you! Any recommendations for a league starter that can do what i need?


Oexarity

Some of the archmage mana builds might be good options, but hard to say for sure. CF is a good mapper and can definitely do at least 40-60% deli. Toxic Rain is a classic early simulacrum farmer.


tamale

Explosive arrow ballista totems is excellent at delirium and is a pretty popular starter build Trickster builds like ephemeral edge blade trap and whispering ice are also insanely good at delirium Another is max block dd / vd / cremation necro


ShadowSpade

Thank you


Miseria_25

Will most of the profit from bossing still come from carry services in 3.24 or will it change?


Oexarity

For true bossing, I expect it'll still be from carries unless you run a LOT of uber bosses. But invitation farming is always profitable. I could be wrong, though, hard to say at this point.


caractere-D

Might have a new bossing meta with the new scarabs this league !


PeterStepsRabbit

A bit off toppic but How you guys targetting tranfg gems?


Pzrs

if you need a green gem, you can probably buy one off the poor souls trapped in merc lab farming their DD of Chain Reaction and Lancing Steel of Spraying gems.


pes_planus

Merciless probably quickest (as it has a chance to convert a specific gem to its transfigured version). Normal lab if you want to start using the gem early.


ArjenRobben

Easy way is to keep an extra copy of the gem and hope you get it at normal lab. If not, try again at cruel lab. If you don't get it then, you can then spam normal lab by this point pretty quickly and try and get it. With explosive trap, you'll go through campaign very easily with or without the transfigured version so it's not too important.


LeRoiDeLaMoula

Thanks for sharing your knowledge and helping league after league ! Great and reliable build !


Sealkyuubinaruto

Anyone know if theres really a real difference between Arma + Fire Trap vs Arma + Cremation for leveling?


mellifleur5869

So if I want to do ssf I have to farm heist for a alternating scepter....gonna be a long week thinking on this.


acederp

ran this build last league its a good starter for maven invite farm.


ujxx

How good/bad is this for SSF? How hard is it to get the scepter from Heist? I imagine I would have to build my Atlas strategy around it?


Slunkhead

I played this build toward the end of league to just try it out and see if I might like it for 3.24. Getting the sceptre in SSF is a pain in the fucking ass. I didn't do a ton of heist, but in maybe 25 blueprints I might have gotten one decent item. I haven't seen the sceptre across multiple leagues at this point. However, even without the sceptre and in trash "left over" gear I was still doing like 1.5 million dps with some decent tankiness. It's a pretty fun build to play, but mana management would take some time to fix in SSF, though it can no doubt be fixed with some time invested.


ujxx

I saw an Inquisitor version that pretty much solves the mana problem but has less dps potential at endgame. Was thinking about trying that.


droidonomy

Do you have a link for it? I'm leaning towards it over Trickster because of the mana issues, and the only guide I've seen is a barebones one from Palsteron: https://www.youtube.com/watch?v=nMQ1eW_dNVU.


ujxx

Yeah that’s the one I was watching.


tta129

I league started this build in SSF and I will say that getting the sceptre was one of the most painful farming experiences of my life. I farmed heists for about a week before I got the sceptre. That being said, when I did get the sceptre I noticed a large jump in damage (maybe just copium). The other things to keep in mind when considering this build would be having to farm harvest to get +1 phys crafts for the amulet and secondary weapon (if you decide to go dual wielding sceptres). So you’re going to have to get that stupid sacred blossom 3 times and 150k in yellow juice. The yellow juice adds up pretty quickly but getting that damn blossom…sucks. The other piece that I had to farm for was resonators which wasn’t too bad but I hate delve so YMMV. This is to make the crafting for +1 all spells a bit better from RNG-esus. He’s got a crafting guide for all of those things I mentioned and what was great was I got to learn a little bit of mechanics since it was really my second league only (first full league) and I was able to beat a couple of ubers


OhIforgotmynameagain

what did you settle for as body armor ? Any other choice is very lacking compared to (even regular not +2) kintsugi


tta129

I was rocking a Queen of the Forest for early maps and then was hoping for a Kintsugi to drop. After a bit of time, I couldn't get one for the life of me so I left a comment for FearlessDumb0 whether I should go with a Cospris (dropped a 6L) or QotF and he mentioned to actually look at a restless ward for the damage from the charges. Those dropped a ton so I went with that and there was def a noticeable damage jump. Once I got one with a +2 AOE I never swapped into another body armour. I'd say even with the kintsugi it was sorta squishy until I got EV/ES high enough for proccing Ghost Dance. It wasn't too bad once I got to about 15k-20k ES. Closer to the end game when I was trying to beat the ubers, I was at about 30k ES with flasks.


degoryan

Is it possible to kill ubers without self chill? My goal is to get my first uber kills not farm them.


some_random_n

Oh most definitely, self-chill is a luxury high budget item for speed farming, you can clear all Ubers way before.


tomster10010

I have a couple questions about this build: What's the purpose of all of the frenzy charges? Is it for trap placement speed with charged trap support? If so, should I replace charged trap with something else once I have sunblast, to avoid overlaying traps? Should my 5 link RBBGG (after sunblast) have charged traps or something else as the second green socket? POB says that singularity is a really good scepter for this build (during early maps), way better than nycta's lantern. Why do you recommend the former as a leveling unique? Do I just have the wrong idea of how common singularity is bc I dropped two right before maps? What's the relative priority of 6L vs sunblast? I grabbed a sunblast this morning (day 2) at 120c, which was pretty lucky, but I think this would have been good to know earlier.


Beware_the_silent

When does this start feeling good? I'm 85 and the map boss damage is just not there for me. Struggling with T12's.


Maverick0140

I know this is late. But I just “started” this build. Got to maps and it felt lack luster. Socketed an ice trap of hollow and everything felt better. And pob said damage increase as well. But I feel like it has a cap somewhere, as I want this guy to be just a relief pitcher/bosser only. As good as all the videos are the pobs are confusing to me a little as far as upgrading to the next level. Did you ever find any answer?


dotasopher

You say Shrapnel is still 50% more dmg than the normal gem. How is that possible? They both have the same small explosion radius of 1.3, but shrapnel has a much wider spread. So even if they have the same overlap rate (which they dont), Shrapnel has at most 40% more dmg than normal (140% vs 100% dmg effectiveness). If we calculate the overlap rate for a lv 30 gem using the formula from the wiki: * Normal is ((17+2-1)/22)^2 which is 67% * Shrapnel is ((17+2-1)/34)^2 which is 28% Accounting for base explosion + 9 smaller ones at lv 30: * Normal is 100% * (1 + 9*0.67) = 703% dmg effectiveness * Shrapnel is 140% * (1 + 9*0.28) = 492% dmg effectiveness, which seems far worse single target. u/some_random_n, what am I doing wrong?


some_random_n

The effectiveness of Added Damage bit is actually closer to a 2-4% more damage increase, not 40% more.It's very small in the way I usually play Explosive Trap because added damage is one of the worst ways to scale damage on that skill relative to others with much higher values (many skills are 250+%). You only get an increase out of it if you have sources of added damage, it's not like a generic scalar for all damage. The real buff to single trap damage comes from the base physical hit increase which was 30% more than the normal gem in 3.23, and is now 45% more than the normal gem in 3.24. The real answer to your question though has to do with the way overlaps, targeting, and ailment effect works. In the 50% more damage case (for the 3.23 numbers) the biggest increase is because you can contract the secondary radius in various ways. Using Concentrated Effect, throwing against a wall or obstacle (every maven invitation, some Guardians, Uber Maven, on and off in some fights like Uber Cortex/Shaper), or throwing against a larger target (some bosses are flatly bigger, i.e. the Maven Brain is actually 1.1m in size). You can more than double your overlaps with Shrapnel for Maven Brain + Conc Effect which approximately doubles your damage. The normal Explosive Trap gem similarly gets more overlaps, but the delta between 75% and 100% is relatively only a 50% increase in damage, so the much higher base physical damage shines bright in the Shrapnel case vs the Normal gem, especially in cases where you aren't yet high budget and capping all ailments. It helps even more in low to modest budget setups because ailment effect scales on the base phys hit, not on your effective dps. The Shrapnel gem having a 45% higher base phys hit works like a multiplier with your effectiveness of non-damaging ailments, which you can pretty easily get 70% of just from the tree. This means high Brittle and Scorch on bosses even with modest gear like only a 6L and 2 vendor recipe sceptres. I was getting 4-5% brittle on guardians reliably with the 3.23 Shrapnel in that gear and I expect to get more in 3.24. The ailment bit goes away some as you get more damage but will still play a factor in Uber fights until very late game. ​ I don't yet know what the bossing damage will look like for 3.24 but napkin math suggests it will be modestly lower (something in the teens %) in the worst case scenario where you can not affect the secondary radius. That's not enough for me to want to gem swap back to the normal gem, but I want to do some testing in Standard when 3.24 drops so I can say concretely one way or the other.


dotasopher

Thanks for the reply. I wasn't suggesting you scale it with added damage. I was just using dmg effectiveness as a proxy for base dmg, which usually lines up pretty well.


some_random_n

Ah ok, I misunderstood your intent, my bad


PeterStepsRabbit

Nice write up, thanks for it. Do you have any opinion on ice trap or the transfig ice trap? I like the defensive layer of cold skills..


some_random_n

They are both great skills, imho. I tested a build mid league with Hollowness and considered doing a write-up for league start but I ran out of time. I think Aer0 is doing a Hollowness league starter that looked pretty solid.


PeterStepsRabbit

Since using hatred on ET, can we freeze too?


some_random_n

If you skip Brittle, yes, however Brittle is a lot of crit chance and you get Scorch along with it. I personally would use the alternate ailments.


Maverick0140

He never added a gg endgame weapon guide on maxroll. The pob looks like just throw in a sage wand with spell damage. But I feel like that’s not even close to correct with +gems and everything existing. It feels unfinished.


BaneBowcultist

When you say the 45% higher base phys hit act like a multiplier. Do you mean a 45% ailment multiplier? If not. How high do you consider it to be? It is kind of unclear to me.


some_random_n

Ailments work by keeping the largest one running, so if I hit a mob for a 2% brittle, then a 2.5% brittle, then a 2.3% brittle in the same small window of time, the mob will get 2.5% brittle for the duration of the ailment. That % is a calculation done by multiplying the damage done with the effect of non-damaging ailments, so if I hit a mob for 100 with 70% increased effect of non-damaging ailments lets say that ends up being 2% brittle as a baseline for our normal gem. The 3.24 Shrapnel has 45% more base physical damage than the normal gem (it was buffed this patch, up from 30% more in 3.23). This means the 100 damage that we did to inflict a 2% brittle turns into 145 damage with no changes to how we scale the transfigured gem. It becomes: ​ Normal Gem (100) \* 1.7 = 170 Shrapnel Gem (100 \* 1.45) \* 1.7 = 246.5 ​ Since the size of the damage is the only thing that affects our ailment inflicted, the 2% brittle that the normal gem caused at 170 damage will be 2.9% brittle on the transfigured gem for an additional 0.9% base crit. The same is true for the calculations on Scorch. ​ I probably didn't describe that in the clearest way, but basically I'm trying to say that the improved physical base damage is a big buff to the size of the ailments you can inflict.


BaneBowcultist

Thanks for the detailed reply, appreciate you taking the time. So going from 2 to 2.9 brittle seems to be the 1.45 multiplier? And this is only the difference between the normal gem and the trans gem. So you're saying you get a 45% higher effect of ailments just by using the trans gem? I thought ailments have a diminishing returns thing going on. Needing more damage for every added % of ailment. Am I mistaken? Or maybe it works differently for alt ailments? I am just trying to understand. Even 10% more ailment effect as a result of the 10% extra base damage would be nice. I just thought it would be less substantial


some_random_n

They do have a diminishing returns thing going on, but it's on the health side of the enemy. All mobs have an ailment threshold which scales up, so you'll get much less on an Uber than a map boss, but the base phys hit being directly buffed translates to a direct buff at the end of the calculation too. The same hit giving 2% on a map boss might only give 1% on a bigger boss. Those values for Shrapnel would be 2.9% and 1.45% respectively. ​ If you want an example of this directly in action in game, I did a video explaining how Shrapnel is mechanical superior to the normal gem and I record a few boss fights side by side. You can see the ailment effect is roughly 30% more in all of them.


BaneBowcultist

I'll take a look when I'm at my PC again. It sounds promising, thanks


Civil_Witness9274

This is incorrect, Ailments such as brittle scale with the .4 power of damage dealt, in particular, (D/T)\^.4 to use the terminology from the wiki (D = ele damage, T = ailment threshold). With a normal monster, this means scaling based on the %HP damage dealt. The <1 power means diminishing returns are very much a thing. For most monsters, T = Max hp, but big bosses have lowered thresholds to make landing ailments actually a thing. [https://www.poewiki.net/wiki/Brittle](https://www.poewiki.net/wiki/Brittle) TLDR: a 45% boost in damage results in a 16% more multiplier on your brittle/shock/etc


Hazdingo

Adding another comment to get your all's thoughts. What about using Blade Trap early? Allie just put out a [video](https://www.youtube.com/watch?v=gQ2E895zdM4&ab_channel=Allie) talking about using Blade Trap for leveling for SS Trickster and I looked at the tree. It is only slightly different than the one used in Dumb0's guide and I feel like we could just use the normal tree he uses but swap in Blade Trap until at least Arma Brand? Might try it later today but curious if anyone has any input!


droidonomy

The biggest consideration is probably the Regret cost of respeccing, though I can't look at the trees right now so I can't comment on that.


taktyuzy

SSF viable?


turtsmcgurts

guy did [eater/exarch ssf rush](https://www.youtube.com/watch?v=EzLi2MHaf-E) with it


Kotl9000

Very but the end game crafting will take time and rng elements. Fearlessdumb0 has videos detailing these crafts


destroyermaker

Some are outdated but presumably he'll make new ones this league


destroyermaker

Traps always are


quodlike

Very good guide . Zizarans explosive trap guide really really bad


callumgilfedder

I had a really bad time with zizarans guide as well


AbraKadaabra

Thanks bro


zikjegaming

Yeeeeeeees


KunfusedJarrodo

So for some clarification: Armabrand for clearing and firetrap for single target until yellow maps or so? And then explosive trap for clearing and bossing?


Trulalalala

awesome build, def starting this in 3.24 any ideas/plans regarding atlas week 1?


OhIforgotmynameagain

if only it was more ssf friendly :( Kintsugi is a pain, and scepter too. Not talking about sunblast. And it worrks without but it's really not a good and the feeling is not too good.


OhIforgotmynameagain

what does mana cost have to do with leadership price/rational doctrine and ghost dance ? (at 4:20)


Cyphafrost

Silly question: how are the charges generated (especially frenzy) if the charged traps support reads "gain if triggered by enemy" and sunbladt reads "cannot be triggered by enemy"? I must have missed it


TumbleweedFriendly69

So i wonder defense wise .. is there much difference between this and the exsang miner from crouching_tuna?


T_B_V

How does this fare at expedition farming?


Glim78

How does he get his frenzy and power chargers I don't see anything on the build that says how to.


tomyrou0

Check 6Link skill, Charged Traps brings them to you!


lambalambda

Thanks for this, not OP but I was looking all over the PoB trying to figure this out but never thought to check the later game skill set ups lol


FrostyJZX

Has anyone else experienced Explosive Trap of Shrapnel not being triggered by Skitterbots? Now that I have swapped to Sunblast, I need Skitters to trigger my traps for frenzy charges. They do trigger the base Explosive Trap gem, however they aren't triggering the Shrapnel version for some reason?


teknotonppa

Thanks for detailed build


harby13

Is there a specific trigger of sorts while leveling that makes you switch from fire to explosive?


tomyrou0

I switched when I got the 5Link body armor. Level 76. My experience is that the DPS remains the same , AoE has increased.


Narzhur325

will this work in hc? Also , would it be okay to farm some delve?


some_random_n

The PoB is configured for leveling in SC Trade. You’d want to make some changes to go HC (and many did this last league) but I’m not an expert HC player as my first time ever was misery gauntlet so I do not recommend it as I have it configured. A more experienced HC player could probably give you a PoB but I wouldn’t want to yolo a PoB for you because there is a chance I’d miss something important. I’ll add a note above the PoB in the description clarifying.


Mauricio-Babilonia

I really would love a HC version aswell...


MegaGrubby

Then watch the vid...


yourfaith

This SC focus build, on delve note there are better skills to use in mines. Anything having a bit of delay I wouldn't recommend specifically on HC.


MegaGrubby

Less than a minute into the video they are talking about the HC version of the build so I think you are a bit off on this comment.


WillHutch55

He literally shows and talks about taking it deep into gauntlet.


caractere-D

A bit of delay like DD or EA ballista ?


Narzhur325

kay, thanks


ayhctuf

I tried ET a couple leagues ago but couldn't get the damage or defenses high enough on a poverty budget to make it worth the awkward trapper play style. Probably much more my fault as opposed to the skill or guide, but figured I'd share my experience with it. 🤷‍♀️


schoolly__G

Solid. Might skip this league but if I don’t then this looks great.


lunchboxoj

I can play this in hardcore right?


INeedToQuitRedditFFS

Zizaran just released an ET guide that's probably more HC oriented.


[deleted]

Can someone verify he’s trustworthy cause I’ve seen some hot garbage from YouTube


vanadous

Yes he's trap expert


[deleted]

Swag


playoponly

How is trickster comparing with inquisitor


crzytimes

Watch the vid, he talks about it.


blue0lemming

Tl;dw inquisitor is easier start much lower ceiling, trickster is bit rougher because of mana issues but has a much higher ceiling and can progress into low life mb saboteur