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PoE 3.23·Affliction·Occultist

CI Ice Trap - A powerful all rounder

by BloodReaverBob2 years ago2

DPS
46.77M
Effective HP
39.32K
Energy Shield
5.45K
Level
100
Min budget

Overview

CI Ice Trap - A powerful all rounder is a Path of Exile Occultist build by BloodReaverBob, made for the Affliction league (3.23). It is centered on Ice Trap and plays as a trap, dexterity, spell, area archetype. In Path of Building it reaches 46.77M DPS with 39.32K effective HP, 1 life, 5.45K energy shield. Suited for: Bossing, Mapping, Simulacrum, Delirium. Key uniques include Tulfall, Crown of the Inward Eye, Badge of the Brotherhood, Precursor's Emblem, Ralakesh's Impatience.

Build Video

BloodReaverBob's Notes

The good stuff first -

Bossing PoB : https://pobb.in/H3kffOAomNKu

Molten shell ticked off, flasks ticked off, pinnacle boss in config

Mapping PoB : https://pobb.in/erDM-otRmoS6

Molten shell ticked off, flasks ticked on, standard boss in config

Path of Building Notes :

Here are the PoB's, and a small disclaimer, Don't trust the DPS number shown, I obviously don't throw 3 traps a second as I run swift affliction which is around 60% more dps and not 300%, the actual DPS is hard to calculate as PoB doesn't take into account % chance to throw extra traps, and while you map/boss the amount of traps hitting is inconsistent, I urge you to watch the gameplay videos below to see what the feel of the damage is.

Also to randomly address a few things, I am aware you can link culling strike to bear trap but it feels very inconsistent, and doesn't help with mapping as its too janky so i got it from a seperate source.

The mana at first might seem overkill, but you need to calculate arcanist brand ticking alongside the traps you're throwing, the mana balancing was very delicate to say the least, and probably the most annoying part, I can understand why people default to EB to solve mana problems easily.

Showcase videos :

* DIsclaimer, I am actually currently lvl 98, so I am quite a bit less tanky than I should be in the PoB *

3.4k Wisp Juice t16 6 mod map -

https://www.youtube.com/watch?v=asUZu-r4nYk

80% deli t16 7 mod map -

https://www.youtube.com/watch?v=bbWD05rrGds

Uber Exarch -

https://www.youtube.com/watch?v=T_-26NmzoNE

Disclaimer on the uber exarch video, I die twice because I do the boss once a league on story mode and never boss again, this was more a showcase of how the uber pinnacle dps is without any special adjustments to it at all, I probably didn't even preload right but I'm not paying anthor 1.7 div to re-record a better run because i'm trash at bosses and cheap.

Short Build Introduction -

I am a 1 build a league player, and I generally enjoy playing a completely different arche-type every single league, this league after seeing ralakesh changes and having never played traps or charge stacking before I decided on Ice trap with power charge stacking, now generally I enjoy running various types of content wildly swinging from uber shaper farming, delving, mapping etc, so I naturally enjoy all rounder builds that are a bit more lop-sided towards being tanky as I dislike dying, and when looking over the arche-type of traps I found that the general consensus on ice trap is it has bad recovery, bad tankiness, and should be disregarded as a mapper entirely unless you're fine with a sub-optimal build at best. so for the first time ever I decided you know what, I'm gonna make my own build, I've played so many versions of various scaling builds that I was confident I could solve the problems with the build myself and decided it would be a fun league challenge for myself.

Problems with Ice Trap builds and my solutions -

A bit of a disclaimer before, if you didn't read the introduction this is my first build I've tried making on my own, and I've never played traps/charge stacking before, if I have missed obvious/better solutions or trap mechanics I'd love to hear about it from the more experienced, thank you.

Problem 1, Recovery -

For those that havn't played traps, here's the gist of the problem, traps count as a copy of yourself but work as a 1 way street, anything YOU do on-hit the traps do on-hit, but the channel doesn't flow back, so I can have unnerve on-hit as my gloves implicit and they will trigger, BUT for example es/life on hit even though they happen, are leeched to the traps and not yourself, making most of the sources of recovery not a option for traps.

Problem 1, Solution -

We go CI, and take as much es regen as we can muster without letting it affect damage, we take zealot's oath to benefit from life regen, we take the armour and shield mastery : "Recover 5% of ES over 1 second when you take a physical hit", and we take Divine shield, This puts us at a constant 1k es regen, not counting the 2 mentioned notables which add a lot more on top.

Problem 2, Tankiness -

Trap build are generally top-right sided of the tree it seems, making people default into eva/suppress, and over invest into damage in my opinion, and use too many uniques for damage strong arming them into having problems with resistance, armor, and phys taken, as affixes become too hard to fit in.

Problem 2, Solution -

We utilize CI + incandescent heart and the utilize the fact we path to the left side of the tree for a power charge and grab glancing blows via a large thread of hope, alongside constantly being on max endurance charges, a taste of haste, the recovery solutions I've listed, and 86% reduced extra damage from critical strikes, and a decently large ES pool of 5.5k, we can do most content without fearing for our lives.

Price point -

I'm not gonna talk about specifics as prices change but I just wanted to say that if you look at the PoB and are freaked out about 7 div large clusters, and 6 div charms, those are min max stuff I did because i was enjoying the builds and is not necessary at all, I was clearing a lot of content very easily on 3% crit multi charms, and a blanketed snow + sadist large clusters which are a fraction of the cost, or the precursor ring which can easily have +% chance to block instead of damage and be tankier.

Conclusion and Thoughts -

The build for me personally after having scaled it from nothing to this point felt great at all parts, it is not the fastest, the strongest, or the tankiest at it's price point, but not a lot of all rounders are, you aren't gonna compete with a 300% move speed TS build for mapping, or a zhp ice trapper for uber bossing, but if you enjoy having just 1 build, with easy gameplay that you can swing into whatever content you enjoy at a whim and have a healthy balance of tankiness/damage, I feel it more than holds up.

I will also add that despite how tight the tree is, it can be modified very easily to have more ES, more damage, more phys max hit, or more regen, just by moving points from ES wheels to crit wheels, or medium clusters, I just enjoyed the balance i've struck but it is catered to myself and you can easily alter it if you wanted to.

Thanks for reading if you made it through

Gear

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Tulfall
Crown of the Inward Eye
Incandescent Heart
Badge of the Brotherhood
Behemoth Eye
Precursor's Emblem
Entropy Knuckle
Anarchy Harness
Ralakesh's Impatience
Malachai's Loop
Militant Faith
Watcher's Eye
That Which Was Taken
Chimeric Solace
Assassin's Corvine Charm of the Necromancer
Soul Cut
Bramble Cut
Thread of Hope
Forbidden Flame
Forbidden Flesh
Assassin's Corvine Charm of the Occultist
Glyph Sliver
Assassin's Corvine Charm of the Necromancer

Skills

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Body Armour

  • Ice TrapIce Trap21/20WMain
  • Charged TrapsCharged Traps20/20W
  • Increased Critical StrikesIncreased Critical Strikes20/20W
  • Power Charge On CriticalPower Charge On Critical20/20W
  • InspirationInspiration20/20W
  • Swift AssemblySwift Assembly20/20W

Helmet

  • ClarityClarity1W
  • Defiance BannerDefiance Banner20/20W
  • Molten ShellMolten Shell18/20W
  • Cast when Damage TakenCast when Damage Taken15W

Gloves

  • Summon SkitterbotsSummon Skitterbots20/20W
  • VitalityVitality20W
  • EnlightenEnlighten3W
  • BonechillBonechill18W

Boots

  • DeterminationDetermination20W
  • Vaal DisciplineVaal Discipline20W
  • Tempest ShieldTempest Shield20W
  • EnlightenEnlighten3/9W

Weapon 1

  • Flame DashFlame Dash20/20W
  • Bear TrapBear Trap1/20W
  • Faster CastingFaster Casting20/15W

Weapon 2

  • Arcanist BrandArcanist Brand20W
  • Assassin's MarkAssassin's Mark20W
  • FrostbiteFrostbite20W

Passive Tree

Passive tree 3.23
scroll to zoom
Wildwood Primalist
Wildwood Primalist
Occultist
Occultist
Bandits
Eramir (1 Passive Skill Point)
Pantheons
Soul of the Brine King, Soul of Yugul

Character Stats

Level
100

Damage

Full DPS
46.77M
Combined DPS
15.57M
Hit DPS
14.02M
With Poison DPS
14.02M
With Ignite DPS
14.02M
With Bleed DPS
14.02M
Damage over Time
0
Culling DPS
1.56M
Reservation DPS
0
Average Hit
3.67M
Burst Damage
3.67M

Attack & Crit

Attack/Cast Rate
3.82/s
Hit Chance
100%
Crit Chance
96%
Crit Multiplier
734%
AoE Radius
2.3 m
Mana Cost
17
Life Cost
0

Defence

Effective Hit Pool
39.32K
Life
1
Energy Shield
5.45K
Mana
62
Ward
0
Armour
16.21K
Evasion
24
Phys Damage Reduction
78%

Mitigation & Avoidance

Block
46%
Spell Block
66%
Spell Suppression
0%
Evade (Melee)
0%
Evade (Projectile)
0%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
75% (+3%)
Cold Resistance
75% (+7%)
Lightning Resistance
76%
Chaos Resistance
-44%

Max Hit Taken

Physical
10.4K
Fire
28.85K
Cold
28.85K
Lightning
29.92K
Chaos

Recovery

Life Regen
0/s
ES Regen
1.03K/s
ES Recharge
5.45K/s
Mana Regen
113.6/s
Life Leech
0/s
ES Leech
0/s
Mana Leech
0/s

Attributes & Utility

Strength
159
Intelligence
411
Dexterity
114
Movement Speed
22%
Endurance Charges
4
Frenzy Charges
10
Power Charges
10
Devotion
75