Siphoning Trap of Pain is now the best Cold DoT skill.
Due to it's nature of being a spell and a trap at the same time, Siphoning Trap of Pain gives Trickster much more value. Being near trap/mine nodes, Trickster can now rush more damaging
nodes and pick less life early on. Trickster's pathing used to reach the Templar area, which meant a long passive tree stretch.
Instead of Malevolence, we can now opt for Skitterbots, which reserve less mana, allowing us to skip Charisma and pick even more damage.
Besides these benefits, the trap playstyle is much more interesting. It is much faster to "cast" our spell and the trap covers a lot of ground, which boosts the clearspeed to new heights.
This trap does NOT stack with itself ( tested ), meaning that only one of the traps thrown will target a boss and the others will stay idle or target other enemies in range.
Leveling:
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This isn't set in stone, but the best way for me now is to level as a trap or a mine until I can use Siphoning Trap of Pain.
The best skill for me is Explosive Trap.
During the first few levels, I link Explosive Trap with Chance to Poison support. The support gem is given by default and the only thing I have to do is to change the skill ( from Viper Strike ).
This skill has really strong dps and benefits from flat added damage. Early on, a wand with added flat damage to spells implicit adds a lot of total damage.
As the character levels up, I try to add % spell damage on top of flat damage modifiers. It's important to have a mix of these stats, not just one or another.
Wand + Shield setup is required, because the 2 movement speed skills used are Shield Charge with Frostblink. Having high mobility is a must.
Leveling with Explosive Trap means that one of the priorities is to get dedicated trap nodes. These trap nodes will be kept for Siphoning Trap of Pain, because both are traps and
have the same traits. This is a really nice QoL for leveling towards our Cold DoT skill.
As for the passive skill tree, the best way is to path towards the top, while picking relevant trap related modifiers.
After that, the goal is to reach the biggest trap cluster. Explosive Trap does not benefit from "Traps cannot be damaged" mastery.
Do not path towards suppression yet and instead, path towards the witch area. Pick as much damage as possible, while also picking reservation efficiency and area of effect.
Pick even more reservation efficiency and damage, then suppression. Add even more suppression later on and a bit more life.
These stats can be picked in the order that you prefer, but the general idea is that suppression should be picked towards the end, as well as most masteries.
Pick or skip "Traps cannot be damaged" once you swapped to Siphoning Trap of Pain, which can be done as early as Act 4.
This mastery needs more testing around it, because I am not sure if it's mandatory to take. I took it because I noticed that my traps were lasting a bit less than normal.
A trap has by default a 2 second window, in which it cannot be damaged. This skill lasts for 4 seconds on the ground ( inactive ) and 3 seconds while firing ( active ).
Ascendancy points:
1. Swift Killer - Damage + Speed
2. Heartstopper - Defense
3. Polymath - Damage + Recovery
4. Escape Artist - Defense
Picking "Polymath" in the third lab is the best, since we are trying to add a lot of masteries towards the end.
Mana reservation efficiency is important to enable all 3 auras as early as possible. Make it a priority.
Mana reservation efficiency is also important to enable the use of Stormblast Mine.
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Stormblast Mine is now the coolest ( pun intended ) Cold DoT tech at our disposal.
It is an aura mine that can be thrown after our Siphoning Trap is already on the ground, targeting enemies. That aura makes nearby enemies take increased damage per mine.
Since Cold DoT has a "hit and run" playstyle, it is very synergistic to throw a Siphoning Trap and then throw Stormblast Mines.
It was never possible before to press Vortex or another Cold DoT spell and then throw Stormblast Mines, because the spells need cast speed and the mines need throw speed.
The usage of mines was extremely clunky, making it an unreliable tech option. Since Siphoning Trap of Pain is a trap, it needs trap throwing speed, but this modifier is often found paired
with mine throwing speed.
Example: "Trap and Mine Throwing Speed" small passive point or "Guerilla Tactics" cluster jewel notable, that gives both trap and mine throwing speed
Due to this, it is also possible now to play Cold DoT with Saboteur.
He mostly has defense + damage for mines/traps that hit enemies, but he also has an ascendancy notable that boosts the aura effect of mine skills.
A Cold DoT Saboteur would get defensive nodes and try to boost the effect of the aura from Stormblast Mine. He would also play with life instead of energy shield and try to
maximize damage ( the glass cannon counterpart of Trickster ).
PoB link: https://pobb.in/lnIOwCbB3nKd
^ This will be a sort of "diary" and not a build "guide" per say, but I will still explain a lot of things in Notes. Keep an eye out for that.
Always upgrade before entering maps. I ran T1 maps with ilvl 14 and ilvl 47 items.
My damage, clear and speed look much worse here because of the gear, but in acts the build felt super strong. I need to upgrade the character now.
I also over leveled accidentally, because the clear speed was insane.