- DPS
- 118.57K
- Life
- 5.67K
- Level
- 95
- Min budget
Overview
[Brittleknee] Explosive Trap league starter - 3.17 is a Path of Exile Saboteur build by destroyermaker, made for the Scourge league (3.16). It is centered on Explosive Trap and plays as a trap, dexterity, spell, area archetype. In Path of Building it reaches 118.57K DPS with 5.67K life, 1.16K energy shield. Suited for: Delirium, Delve, Legion, Breach, Ritual, Harvest, Essence, Blight, Heist, Abyss. Key uniques include Chernobog's Pillar, Atziri's Step.
Build Video
destroyermaker's Notes
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Brittleknee's Explosive Trap Leaguestart
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Quick Overview:
Explosive Trap is some of the best single-target in the
game. It draws its strength from overlapping multiple hits
and while it starts a bit clunky, with gems levels and AoE
investment, it can have moderate clear.
This has been chosen for its bossing potential, seeing
as both the new end-game and the league mechanic
have a lot of single-target demands. We'll also pick new
Atlas Passives which are suited for the built, and make
a fair bit utilizing those and farming the Atziri encounter
early.
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Table of Contents
-===========================================-
1.) Leveling
2.) Farming Focus
3.) End-Game
4.) Explanations
5.) FAQ
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Leveling - Gems, Bandits, Pantheon
-===========================================-
Level how you prefer, switching in BA or after 4th Lab if
you are experienced and know what you're doing.
I recommend leveling as Trap Mines, but that's probably
a result of my weird fascination with them. I think you're
fine to use Explosive from level 1 if you're not in a huge
rush. Explosive or Lightning Trap Mines if you want to
try to hit a target of 5-8 hours to maps.
Gem Progression:
Lv 1 - Explosive Trap, Lesser Poison
Lv 4 - Explosive Trap, Lesser Poison, Swift Assembly
Take Bear Trap as a Reward.
Lv 8 - Explosive Trap, Added Fire, Swift Assembly
-or-
Lv 8 - Explosivce Trap, Swift Assembly, Blastchain
Lv 10 - Unironic Siphoning Trap Obtain Vitality,
Clarity, Precision, use Clarity/Vit
Lv 12 - Swap to Lightning Trap Mines if you'd like
Lv 16 - Obtain Skitterbots, Herald (Ash or Thunder)
Lv 18 - Obtain Trap and Mine Damage
Lv. 24 - Obtain Grace, Assassin's Mark, Flammability or
Conductivity
Library - Charged Traps, Fire Pen, Defiance Banner
Bandits, Lab Order, Pantheon, Other:
Bandit: Aliira
Lab Order: Perfect Crime, Pyro, Born in the Shadows,
then either Chain Reaction or Explosives Expert
Pantheon Major: Brine King, Get Freeze Immune ASAP
Minor: Whoever, Rhyslatha or Garukhan
Early Masteries:
+ Trap: Recover 30 Life (drop for Extra Traps)
+ Trap: Trigger AoE (or you obtain Hair Trigger)
Uniques that Are Comfy:
+ Chernobog
It provides 25% P to F conversion, has good stats.
+ Hair Trigger
Increases Trigger AoE, giving a Mastery back, and
allowing for EZ Corrupting Blood Immunity.
+ Xoph's Blood
Provides 50% P to F conversion, at the loss of gem
level scaling, but if cheap can be a good bandaid.
Mana Problems with Traps:
Initially we'll use Clarity to get through the story along
with Aliira's Mana Regen and Some Flasking. It should
not be too uncomfortable. Once we're settled in maps
the idea will be to switch to an enduring flask with some
flask charge gen for it to be comfy.
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Farming Focus - Atziri & Atlas Passives
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Early Economy Focus:
As a Trapper, your bread and butter will be early Atziri
farming, as you're reflect immune with high single target
with the ability to pre-load most of your damage for her
split phases. Keep the first flask and pair of boots for
yourself, then sell sell sell. Flasks will rapidly lose value
but the boots should retain it for a time.
Other early bosses are found in Delve and Abyss.
Atlas Focus:
For Atlas Passives, you should pursue the mechanics
that are most interesting to you, personally. If you were
concerned about 100% optimization, you wouldn't be
here anyways. I will tier the mechanics by the build's
ability to handle them, so you can plan things out based
on what you like.
Does Exceptional: - Anything you can preload damage.
+ Metamorph
+ Essences
+ Strongboxes
+ Harvest
Does Good: Things where high single target is nice.
+ Harbinger
+ Blight
+ Ritual
+ Bestiary
+ Abyss
+ Heist
Does Poorly: Things where lack of clear is apparent.
+ Legion
+ Breach
+ Non-Time-Dilation Alva
+ Delirium Mirrors (Maps are Okay)
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End-Game Plans, Possible Branches
-===========================================-
Scaling Your Damage:
Explosive Trap is very, very hungry for Gem Levels. Not
only do you get damage, but gem level scales your AoE
as well as secondary explosions.We'll also be using the
inherent Saboteur/Trap nodes to scale Crit and Crit
Multi.
Since the Cluster Trap Support change, we'll be testing
out high values of Throw Speed + Swift Assembly to see
if it can be comfy.
Solving Conversion:
There's a few ways to scale conversion which come at
various opportunity costs. Initially Temple Conversion
Gloves + Chernobogs will get you there. Eventually, you
will be able to craft the 25% for gloves. Losing the slot
to Chernobog's isn't the worse thing, but you miss out
on a rare shield that could grant Gem Level, Crit, and
otherwise. Similarly there's Xoph's Amulet which grants
Avatar of Fire, but that's the cost of a possible +2 as
well as other potentially useful Amulet modifiers. You
could use Skin of the Lords with Avatar of Fire, but that
leaves out all the goodies you can get from Body Armor
such as base Crit and otherwise.
Getting Tougher
The tree is meant to dump you off at the early end game
with close to capped spell suppression, reasonable
Evasion, moderate Life (5.5k in starter gear), with
Blind and Generic Damage Reduction built into the
Ascendancy. We'll unironically use Siphoning trap to
pump up our recovery a bit more, as it's more effective
than Vitality and doesn't require a reservation. There's
end-game potential to dabble a bit more into block and
armor for extra security.
Future Plans for Late End Game
My goal with this build is to open up the end game, get
a lot of my atlas done, farm a bit of currency, then make
another character that is primarily targeted at clearing,
leaving this guy as a bosser. I really enjoyed my Alt
Ailment DD Necro last league, and may pull some of that
tech over into this build if I can properly utilize it.
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More In-depth Mechanics, Reasoning, Etc.
-===========================================-
1.) Can you use Concentrated Effect?
You see a bit of arguement in different places about this
one. A lot of folks operate under the misconception that
Conc Effect affects Explosive Trap's AoE, but not it's
spread pattern, resulting in less overlaps and damage.
However, the AoE of the secondaries is unaffected,
meaning you have a tighter grouping with more overlaps.
2.) Why Charged Traps/Swift Assembly?
With Cluster Traps getting a bit of a smack, I'm going to
try to focus on sourcing Throw Speed and utilize that with
Swift Assembly to hopefully create a comfy synergy. This
will absolutely be something I will have to feel out, and is
an idea, not a proven thing.
3.) Why do you use that Three Dragons Modifier?
Explosive Trap damage in PoB is misleading and tends
to over-value Ignite as a result. Remember, ignites don't
stack like poisons and wants big thicc source hits, which
isn't how Explosive Trap does damage. This mod will turn
off the Ignite for consideration so you can work with a
more accurate number.
4.) How do I know how much damage I'm doing?
Avg Hit * Traps Thrown per Second * Number of Traps
per Throw * 60% of Total Explosions per Trap that Hit
40k Avg Hit
2 Throws a Second
2 Traps per Throw (Pessimisted Swift Assembly)
6 Explosions out of 11 (Counting Helm enchant)
40,000 * 3 * 2 * 6 = 1 440 000 sDPS
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Frequently Asked Questions
-===========================================-
1.) Why Explosive Trap? Isn't ____ Better?
F is for Firey insane explodey death sounds
U is for Ugh, meta
N is for None, which is how many fucks I give
And that's why it's the start for meeeee.
2.) Explosives Expert vs. Chain Reaction?
This depends on your gear and overall AoE situation
and is largely a decisions you can make based on feel.
At lower gem levels, Chain reaction may feel better as it
will produce more overlap opportunities, but as you have
better gear and higher gem levels, the multi may pull
away and be more valuable.
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Contact and Socials
-===========================================-
+ Twitch - twitch.tv/brittleknee
+ Twitter - twitter.com/brittlekneetv
+ Discord - discord.gg/brittleknee
There's a Build Discussion channel in the Discord!
Please route questions there to be answered by myself
or the community.
Thanks!
Description: It's a bit unconventional to start with Explosive Trap over Seismic, but Explosive Trap is generally dirt cheap and easy to pump full of damage. It also scales in a very straightforward manner, making it approachable by all.
Loadouts
Gear
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Skills
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Passive Tree

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- Bandits
- Help Alira
- Pantheons
- Soul of the Brine King, Soul of Garukhan
Character Stats
- Level
- 95
Damage
- Full DPS
- 0
- Combined DPS
- 38.19K
- Hit DPS
- 118.57K
- With Poison DPS
- 38.19K
- With Ignite DPS
- 38.19K
- With Bleed DPS
- 38.19K
- Damage over Time
- 0
- Average Hit
- 38.19K
- Average Damage
- 38.19K
Attack & Crit
- Attack/Cast Rate
- 3.1/s
- Hit Chance
- 100%
- Crit Chance
- 53%
- Crit Multiplier
- 395%
- Mana Cost
- 40
- Life Cost
- 0
Defence
- Life
- 5.67K
- Energy Shield
- 1.16K
- Mana
- 89.13
- Ward
- 0
- Armour
- 1.83K
- Evasion
- 22.45K
- Phys Damage Reduction
- 36%
Mitigation & Avoidance
- Block
- 25%
- Spell Block
- 0%
- Spell Suppression
- 97%
- Evade (Melee)
- 78%
- Evade (Projectile)
- 78%
- Attack Dodge
- 0%
- Spell Dodge
- 0%
Resistances
- Fire Resistance
- 26%
- Cold Resistance
- -3%
- Lightning Resistance
- -3%
- Chaos Resistance
- -37%
Recovery
- Life Regen
- 923.93/s
- ES Regen
- 0/s
- Mana Regen
- 58.2/s
Attributes & Utility
- Strength
- 159
- Intelligence
- 167
- Dexterity
- 183
- Movement Speed
- 32%
- Endurance Charges
- 3
- Frenzy Charges
- 3
- Power Charges
- 3
- Devotion
- 0