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PoE 3.3 Trap Saboteur Build | Arc Trap + Lightning Spire


This is a most friendly Trap Saboteur build to all new players to Incursion, so you guys can have a try with this build and welcome your ideas and opinions, BTW, buying PoE Currency from us will help you to complete this trap build as soon as possible.



Summary

Arc Traps is definitely an insane method to both obvious rooms and kill bosses. If you wish to complete an Incursion with 20 seconds left to operate around, here's your build. Even on the 4 link, this build booms. While trap mechanics might be challenging for many (hint: stop encountering the centre of those) the build is super rewarding, fun, and scales insanely well from levelling to finish the game.

Basic gameplay: Throw lower your orb of storms, along with billion traps. Repeat all over again. Watch packs and bosses alike melt before you decide to. Use lightning spire for additional single target.

Pros:
+ Great clear speed
+ Insane boss killing
+ Low-Cost gear
+ Watching Arc clear a pack is Kreygasm

Cons:
- Shadow has a hard time get life
- High mana cost
- Everyone is doing Arc something

Path of Building
DPS: https://pastebin.com/CyJJ5GHP

MoM and Essence Worm: https://pastebin.com/M7TL1nqj you will need to use Clarity and Vaal Clarity for good mana sustain


Leveling Trees

The pastebin has all of these leveling trees, but here is a brief explanation of each.

Level 1
I started leveling with Explosive Trap and Freezing Trap, then Explosive Trap and Lightning Trap. As soon as you have a 4 link, switch to Arc-Trap-Cluster Trap-Trap and Mine Damage (or) Added Lightning. You can use Multiple Trap until you are high enough level for Cluster Trap. Do not switch to Arc until you can use Multiple Trap.

Level 28
DPS and MoM Tree
NOTE: As MoM you should get Vaal Clarity ASAP so you can use Clarity + Vaal Clarity
Early levels are focusing on Life and Surviving so we are stretching across the tree as far as we can to get some base life nodes. Damage should still feel good; Master Sapper and Clever Construction should give us enough damage and throw speed for now. Acrobatics is important.

Level 51
DPS Tree or MoM Tree
Getting more life that we can reach and boosting some damage by continuing to Devastating Devices, taking the Saboteur node with Speed before it, and grabbing Crackling Speed for lightning specific damage. I take 1 jewel slot and use Assassin's Haste for leveling. If you have the Sacrificial Heart amulet you should be OK on mana regen; if not, use Clarity until you can get to Shaper node.

Level 75
DPS Tree or MoM Tree
NOTE: MoM Grab Dynamo near scion life wheel ASAP
Life is still priority so make sure you go down through witch to Shaper (mana regen) and Constitution (scion life wheel). We start stacking crit nodes now, getting Blast Cascade and Doom Cast.

Level 90
DPS Tree or MoM Tree
Stacking more Life and Crit/Crit Multi. Trap wheel through High Explosives, and grabbing a couple jewel slots close to our pathing.

Bandits
Take Alira for them sweet Crit multi's and mana regen. Mana sustain can be tough as a trapper, especially when we are throwing up to 23 traps at a time.

Gear
You will want a Starkonja's helm and Shaper Mitts with Trap Damage or Trap Tossing Speed. I suggest dual spell damage/crit chance/crit multi daggers. Platinum or Golden Kris.

While leveling, you want daggers (preferable, cause whirling blades) or wands with
1. Increased %spell damage
2. Flat elemental damage
3. Mana regen

As you level farther, you'll want to look for daggers with:
1. Increased Global Crit chance (Golden or Platinum Kris)
2. Global Crit Multi
3. Mana regen
4. Increased %spell damage

I've had some questions about how I crafted my daggers. Here's what I recommend doing:
Purchase a Golden or Platinum Kris dagger, either normal or magic/rare and scour it. Preferably it will likely be over ilvl82. I made use of a couple of Shrieking Essence of Scorn to roll the daggers, as this guarantees 100-109% crit opportunity for spells, that is unequalled. I made use of a few for every dagger until I acquired the rolls you can observe on my small daggers below.

Overall, the dagger should cost about 1c and every essence is all about 4c, so you are searching at ~13c cost per dagger in my opinion.

Should you go Mother remember that mana sustain is tough. As you can tell within the trees, we've taken the "Dynamo" mana cost reduction node through the scion existence wheel. If you want to stack mana regen nodes (like Deep Ideas) while leveling you are able to and respec later. Make certain you have ample mana regen in your gear.

If you are using a Tinkerskin you will want to scale up your trap trigger radius. You will want as much overlap as possible. After talking with trappers and clarification from your posts, here is the breakdown:
1. The order of operations for traps is "Traps Triggered by Enemy" -> "Traps Triggered" (by Chain Reaction).
2. If your trap trigger radius overlaps, like a venn diagram, an enemy triggering a trap in that overlapping radius counts as triggering multiple traps.
3. You will receive Tinkerskin benefits from the number of traps an enemy has triggered.

I would recommend revising the tree to grab trap trigger radius nodes like Expeditious Munitions and the node on Master Sapper wheel.

Gem Link
Note: I removed Golem's because they get you rekt in incursions.

Body Armour
Lightning Spire Trap - Increased Area of Effect - Controlled Destruction - Trap and Mine Damage - Added Lightning - Lightning Pen

Helm
Orb of Storms - Curse on Hit - Assassin's Mark - Arcane Surge

Shaper Gloves (Can switch with 6 link, but 5 link is still good damage + less mana)
Vaal Arc - Cluster Traps - Trap and Mine Damage - Added Lightning

Boots
Cast when Damage Taken - Immortal Call - Phase Run - Increased Duration

Weapon 1
Whirling Blades - Faster Attacks - Fortify

Weapon 2
Wrath or Vaal Purity of Lightning - Vaal Clarity - Decoy Totem

Optional: Essence Worm
Wrath

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