PoE 3.26·Secrets of the Atlas·Trickster
Progression Series Ep.3 - Finishing White Maps - Path of Exile [3.26]
by Talon Winterfrost1 year agoSubscribe
- DPS
- 223.93K
- Effective HP
- 13.97K
- Life
- 3.52K
- Level
- 82
- Min budget
Overview
Progression Series Ep.3 - Finishing White Maps - Path of Exile [3.26] is a Path of Exile Trickster build by Talon Winterfrost, made for the Secrets of the Atlas league (3.26). It is centered on Vaal Cold Snap and plays as a intelligence, spell, area, duration archetype. In Path of Building it reaches 223.93K DPS with 13.97K effective HP, 3.52K life, 578 energy shield. Suited for: Mapping, Sanctum. Key uniques include Vaal Caress, Fated End.
Build Video
Talon Winterfrost's Notes
-----PoB 1-----
I used Ethereal Knives in the early levels, then quickly swapped to Freezing Pulse.
I used Freezing Pulse until I got Wintertide Brand and Creeping Frost from the vendor. -> This is where I switched to Cold DoT.
I replaced Creeping Frost with Vortex once I got Vortex from the vendor, then I replaced Wintertide Brand with Vaal Cold Snap.
Before respec tree - The basic starting tree, without any respec-ing. Points can be taken in any order. I rushed Mysticism, then Vampirism.
Vaal Caress is a broken Cold DoT leveling item. Socket Vaal Cold Snap in here.
Dual Rune Dagger Setup with Whirling Blades is super fast, especially with Vaal Caress.
Price: Daggers - 2c total
Vaal Caress - 1c unique
Other gear - SSF gear
-----PoB 2-----
Spent 10c for Fated End, the most OP ring in the game for Cold DoT.
Compared to Doedre's Damning or Anathema, Fated End provides certain upsides, such as:
- much more dps than a perfect fractured hellical ring and much more dps than the other 2 ring options
- enables Bane as a curse trigger skill, which doesn't reduce curse effect anymore with this ring and instead, the curses have more ramp time
- enables the curse mastery "Non-Cursed Enemies you inflict Non-Aura Curses on are Blinded for 4 seconds" -> 100% consistent while mapping ; huge defensive layer early
- bane feels SOOO GOOD to use ( you cast 2-3 curses at once ) -> BIG QoL and speed ; my build can do sanctum runs due to this
- my build has a 4L setup as follows: Bane, Hex Bloom + 2 curses -> the setup with other 2 rings won't have hex bloom, which is a big drop in QoL and speed
- you can focus on damaging curses entirely or a combination of defence/offence
-> this setup is still superior to the other 2 ring options, because that specific defensive curse is giga boosted
( you double down on 1 specific type of curse, rather than getting enfeeble + temp chains together or just 1 of them ).
Downsides:
- skill issue ( if Bane is recasted while a boss is already cursed, then the curse effect won't ramp up to maximum and it resets to 0 curse effect bonus -> you lose dps!! )
- no good suffixes are present on this ring ( besides some %ES from intelligence ) -> no resists, a bit painful to fix
- bane needs to be recasted more frequently ( curse duration is uselles with this ring )
You can't invest into curse effect points on the tree, because the ring already ramps up curse effect to a certain maximum ( you have to use alternative damage points ).
-> this can be an upside or a downside, depending how you build your character. For me it's an upside, because I already invest into cluster jewel setups.
About the "Curse Duration Expired on Enemy" PoB Config setting:
It's set to 3, because with perfect rolls, this ring gives 120% bonus curse effect to each curse. Those curses ramp up to maximum in 6 seconds.
To obtain the accurate consistent dps, we have to do: (220-100)/2 = 60% consistent curse effect dps, which is obtained in 6/2 = 3 seconds.
Bane makes the curse ramp take longer ( ramp up time becomes more than 6 seconds due to bane's curse penalty ), which means that in reality, you will have a bit more damage
than the numbers shown in PoB.
*** I don't put Curse Duration Expired on Enemy = 4, because the math for bane might result in that duration being something around 3.4 -3.6 seconds or other numbers
that aren't integers ( the game has a tendency to downgrade numbers to the closest integer value ) ***
-----PoB 3-----
5 deaths total at lvl 82 - mercenaries became too op in maps ( be aware of physical slam skills, they one shot tricksters! )
- added new ring, new life flask, new boots
Price: Daggers - 2c total
Vaal Caress - 1c unique
New boots - 1c + 3c on implicits = 4c ( not necessary to add implicits, yet )
Other gear - SSF gear
Mercenaries are quite op now.
Gear
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Skills
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Passive Tree

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- Bandits
- Eramir (1 Passive Skill Point)
- Pantheons
- Soul of the Brine King, Soul of Ralakesh
Character Stats
- Level
- 82
Damage
- Full DPS
- 223.93K
- Hit DPS
- 84.57K
- Damage over Time
- 98.04K
- Ignite DPS
- 271.3
- Culling DPS
- 0
- Reservation DPS
- 0
- Average Hit
- 38.03K
- Burst Damage
- 38.03K
Attack & Crit
- Attack/Cast Rate
- 2.22/s
- Hit Chance
- 100%
- Crit Chance
- 11%
- Crit Multiplier
- 161%
- AoE Radius
- 3.7 m
- Mana Cost
- 0
- Life Cost
- 0
Defence
- Effective Hit Pool
- 13.97K
- Life
- 3.52K
- Energy Shield
- 578
- Mana
- 146
- Ward
- 0
- Armour
- 274
- Evasion
- 6.75K
- Phys Damage Reduction
- 2%
Mitigation & Avoidance
- Block
- 20%
- Spell Block
- 0%
- Spell Suppression
- 85%
- Evade (Melee)
- 44%
- Evade (Projectile)
- 44%
- Attack Dodge
- 0%
- Spell Dodge
- 0%
Resistances
- Fire Resistance
- 75% (+3%)
- Cold Resistance
- 75% (+42%)
- Lightning Resistance
- 75% (+25%)
- Chaos Resistance
- -30%
Max Hit Taken
- Physical
- 4.15K
- Fire
- 14.62K
- Cold
- 14.62K
- Lightning
- 14.62K
- Chaos
- 3.15K
Recovery
- Life Regen
- 110.3/s
- ES Regen
- 0/s
- ES Recharge
- 578/s
- Mana Regen
- 82.7/s
Attributes & Utility
- Strength
- 88
- Intelligence
- 272
- Dexterity
- 170
- Movement Speed
- 33%
- Endurance Charges
- 3
- Frenzy Charges
- 5
- Power Charges
- 3
- Devotion
- 0