7 weeks ago
Level 98 Seismic Trap Pathfinder3.24
Life: 3,823136%
ES: 310
Mana: 130
eHP:
43,000
Resistances: 83%/83%/83%/55%
Evade: 45%
Block: 30%
Evasion: 7,032
DPS: 7,321,990
Speed: 2.98
Hit Rate: 1.99
Hit Chance: 100%
Config: Pinnacle, Frenzy, Power, 15x Wither
Bandit: Alira
Pantheon: Soul of the Brine King, Soul of Ryslatha
Gear
Gems
Unbound Ailments
Trap and Mine Damage
Lifetap
Seismic Trap
Deadly Ailments
Advanced Traps
Void Manipulation
Exsanguinate
Chain
Cluster Traps
Lifetap
Despair
Flame Dash
Shield Charge
Faster Attacks
Temporal Chains
Immortal Call
Cast when Damage Taken
Herald of Agony
Summon Skitterbots
GRACE + MALEVOLENCE CAN'T BOTH BE ACTIVE
Malevolence
Vaal Grace
Withering Step
Tree Preview
Magebane
Chaos Mastery
- Deal 10% more Chaos Damage to enemies which have Energy Shield
Curse Mastery
- +20% chance to Ignite, Freeze, Shock, and Poison Cursed Enemies
Damage Over Time Mastery
- 15% increased Duration of Ailments on Enemies
- 15% increased Skill Effect Duration
Duration Mastery
- 10% more Skill Effect Duration
Evasion Mastery
- +15% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Rating
Life Mastery
- +50 to maximum Life
Poison Mastery
- Poisons you inflict deal Damage 20% faster
- Enemies Poisoned by you cannot deal Critical Strikes
Reservation Mastery
- 8% increased Damage for each of your Aura or Herald Skills affecting you
Trap Mastery
- 60% increased Trap Trigger Area of Effect
Notes
NOT FOR BEGINNER - PLS DON'T C*CK YOUR LEAGUE START LEVELING Pconc till 80-85 and Swap. Can swap earlier if you feel like it and/or hate too many regrets. GEAR - Getting life regen on pieces is really comfy - Some Dex on gear is required for spell suppression cap via the Magebane Keystone - Obliteration is really nice for clear, instead of Cold Iron Point. You, however, would need to get to 188 Int in order to use it. (See INTELLIGENCE notes) INTELLIGENCE - If you keep Flame Dash at a lower level, you need way less intelligence. 131 at minimum for Cold Iron Point, but 188 anyway if you want to use Obliteration for clear. - You could opt to take another jewel socket next to "Frenetic" and "Infused" that gives Int as travel points and the socket itself. BANDITS - Kill all is great, but might want to consider starting Alira to help with resistances earlier. - Keep in mind that part of the PoB resistance comes from endurance charges ON KILL CRAFTING Amulet and Belt are the "challenge" here. Might want to get them first to see what attribute/res issues remain and change other gear accordingly. Helmet Fractured Life/Dex, Lightning Essence till the other. Craft phys taken as. Roll Eldritch Mods. Gloves Suppression Fracture, Life Essence till high enough resist roll, craft lightning + chaos (fracture can also be life or resist and you essence roll for suppression) Amulet Buy +1 phys Amulet, Craft Trap Throwing Speed. Probably worth getting the Amulet soon, to see what Attributes you end up with, as you might not get exactly the base you want. If you can't also get resist here, you might need it on your ring. Ring Amethyst Base is nice for Chaos Res. Essence till Life, Craft. Might need resist here if you can't get it elsewhere. Could opt for resist ring base instead of Amethyst. Belt Annoying to roll. Buy the Flask Mod, Craft trap throwing speed. If no heavy belt, might need to fix Strenght elsewhere. Jewel Any corrupted blood immunity is great. Depending on attirbute situation, you might not need Int on it as well. Jewels can also have reduced effect of chill that pairs nice with brine king.