Potent Trapper build based on the buffed Ice Trap Spell
Updated for Patch 3.19
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Guide notes |
January 04, 2022 -Updated for Patch 3.16 February 07, 2022 -Updated for Patch 3.17 August 23, 2022 -Updated for Patch 3.19 |
Build overview | |||
Tags: [TRAP] [ELEMENTAL] [LIFE] [STARTER] | |||
Budget: Defenses: | Boss DPS: AoE: |
Saboteur is more often than not the most popular pick for a starter buildin Path of Exile. That's mainlybecause of how powerful it is early in new Leagues, and how easily it can transition into the end-game. The following build revolves around the Ice Trap Spell, which is currently one of the most powerful Traps in the game. It offers very high base damage and decent AoE. It is a straightforward skill that deals damage directly without any extra effects, making this build so much easier to play. As a Saboteur you will benefit from Trap-related Keystones as well as Born in the Shadows and Pyromaniac Keystone, encouraging you to invest in Evasion Rating for a quick and reliable Life and Energy Shield Recovery. This type of Trap builds have been relatively untouched by all the nerfs in the past expansions and their reliability remains constant.
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1. Gameplay
As a Trapper, you throw Traps that trigger when approached; which basically makes it feel like regular self-casted Spells when you throw them directly at your enemies. While the mechanic itself may not feel extremely convenient to play, it is more than rewarding. Traps allow you to dish out insane burst DPS in the end-game as you can plant them all shortly before the fights begin, for example, in-between Shaper and Atziri's phases. The only real issue for this build is Mana Management, as you have to spam your Traps as a Shadow class which does not normally utilize Intelligence and Mana Passive Skills. This can be bypassed by using Slavedriver's Hand Unique Gloves or grabbing additional Mana/Mana Regeneration Passives on the Skill Tree. The build is based on high Critical Strike Chance & Multiplier and Spell Damage because Ice Trap has the "Spell" tag. For the defenses, you should easily reach about 4,500 Life, so with the Evasion and Saboteur's blind, it feels like a very tanky build as well.
This is a video Guide presenting the "Starter" version using Heatshiver, Hyperboreus, Carcass Jack, and a set of random budget Rares. Even in such equipment, this build can easily farm Tier 16 Maps and some of the Bosses, while offering a lot of space for improvements and a relatively easy transition to end-game content
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2. Build's PROS & CONS
PROS |
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CONS |
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3. Leveling tips
Leveling as a Trapper is very easy. Traps deal an insane amount of damage starting from early levels, and you can get Deerstalker boots which grant very high bonus Movement Speed, Trap Throwing Speed, and allow a second five-linked setup right after you reach level 22. It's crucial that you invest in some Mana/Mana Regeneration gear like Praxis Rings or Atziri's Foible amulet, as this most likely be your biggest issue during leveling. You can also omit Crit. Chance and Multiplier on lower levels, as most of the Passives and items that will make it efficient, will be available for you at higher levels.
Suggested leveling Gemsetups:
Fire Trap | |
![]() | Fire Trap - grants decent Fire Damage to enemies in an area. This is the first Trap available and should be initially used, switch to Ice Trap as soon as it's possible. |
Multiple Traps Support - makes you throw two additional Traps with each cast | |
Trap and Mine Damage Support- grants high DPS bonuses to both Traps and Mines |
Ice Trap | |
Ice Trap - the primary Trap used in this build. You can socket it when you reach level 28 | |
Controlled Destruction Support - greatly increases Spell Damage at the cost of reduced Critical Strike | |
Trap and Mine Damage Support- grants high DPS bonuses to both Traps and Mines | |
Multiple Traps Support |
Utility Gems | |
Stone Golem - increases your Life Regeneration which is a very useful defensive bonus | |
Clarity - grants increased Mana Regeneration Rate | |
Herald of Ice- grants added Cold Damage to your Spells and also causes AoE explosions for better clear speed |
Bandits:
We recommend helping Alira for increased Crit. Multiplier, Mana Regeneration, and Elemental Resistances
Leveling Skill Trees:
37 Points Skill Tree
Priorities: 1) Trickery2) Saboteur 3) Expeditious Munitions 4) High Explosives 5) Blood Siphon
71 Points Skill Tree
Priorities: 1) Blood Drinker 2) Doom Cast 3) Revenge of the Hunted 4) Heartseeker 5) Herbalism 6) Throatseeker
Recommended leveling items:
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(8-12)% increased Spell Damage +1 to Level of Socketed Spell Gems (20-28)% increased Spell Damage (5-8)% increased Cast Speed +(15-20) to maximum Life +(15-20) to maximum Mana Regenerate (6-8) Life over 1 second when you Cast a Spell |
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+(20-25) to maximum Mana +(30-60) to maximum Mana (3-6) Mana Regenerated per second -(8-4) to Mana Cost of Skills 8% of Damage taken gained as Mana over 4 seconds when Hit |
Socketed Gems are now Supported by level 15 Trap (160-200)% increased Evasion Rating 15% increased Movement Speed (14-18)% increased Trap Throwing Speed 15% increased Movement Speed for 9 seconds on Throwing a Trap |
+(30-50) to Evasion Rating 10% increased Rarity of Items found +(30-40)% to all Elemental Resistances Reflects 4 Physical Damage to Melee Attackers Level Requirement reduced by 100 (Hidden) |
4. Final Skill Tree, Ascendancy Points, and Pantheon
Final Skill Tree:
116 Points Final Skill Tree(doesn't include Unique or Cluster Jewels)
116 Points Path of Building(PoB) link
Ascendancy points:
Preferably in that order:
- Perfect Crime
- Explosives Expert
- Born in the Shadows
- Pyromaniac
Pantheon:
Major God: Soul of Solaris:6% additional Physical Damage Reduction while there is only one nearby Enemy 20% chance to take 50% less Area Damage from Hits
Minor God: Soul of Ralakesh: Moving while Bleeding doesn't cause you to take extra Damage; 25% reduced Physical Damage over Time taken while moving
5. Final Gems links
[DPS] Ice Trap setup | |
Ice Trap- your main Spell. It throws a Trap that when triggered deals massive AoE damage. | |
![]() | Trap and Mine Damage support - core Support Gem for any Trap or Mine build. |
![]() | Cluster Traps Support- increases the maximum number of Traps that you can throw and you throw more Traps which each cast, you can swap it for![]() |
![]() | Charged Traps Support- Adds more Critical Strike Chance of supported Traps per Power Charge and increased Throwing Speed per Frenzy Charge, which are generated by this Support Gem. Can be replaced with ![]() |
Cold Penetration Support - makes supported Spells ignore some of the monsters' resistance to Cold Damage. | |
![]() | Added Cold Damage Support - adds bonus Cold Damage to your Ice Trap, you can replace it with![]() |
[UTILITY] Frost Bomb setup | |
Frost Bomb- Utility skill that is used to apply powerful Cold Exposure to enemies which reduces their Cold Resistance and life regeneration. | |
![]() | Spell Cascade Support - as a result, creates two additional Frost Bombs, greatly increasing the effective radius of its debuffs, but if you don't need radius but duration, replace it with![]() |
Bonechill Support - greatly enhances the effectiveness of Chill and the damage against affected enemies based on the Chill effect (This Support Gem can be also hooked up to your Skitterbots, but it will make them reserve more mana). |
[UTILITY] Immortal Call and Stone Golemsetup | |
![]() | Cast when Damage Taken Support- auto-casts supported Spells after a certain amount of damage is taken. Keep this Gem at level 1. |
Immortal Call- grants brief Physical and Elemental Damage Reduction. Keep it at level 1 as well for more frequent casts. You can replace it with ![]() | |
![]() | Summon Stone Golem- grants increased Life Regeneration. It will be summoned automatically by the CWDT Gem. It's completely optional and has little to no effect. |
Increased Duration Support- increases the duration of supported Spells. |
[MOBILITY] Flame Dash | |
Flame Dash - mobility Spell which can be used for this build. In this setup, it will also grant an Arcane Surge buff for increased Spell Damage and Mana Regeneration Rate. | |
Arcane Surge Support- grants the Arcane Surge buff after you spend the specified amount of Mana on supported Spell. If kept at level 7, it will trigger with every cast of Flame Dash. | |
![]() | Second Wind Support - adds additional charge to Flame Dash, it's optional as you need Bear Trap in your build and you might run out of sockets. |
[UTILITY] Bear Trap | |
![]() | Bear Trap- creates a Trap that increases the damage you deal to the affected enemy with your other Traps and Mines. Mainly use it against Bosses for extra damage |
[UTILITY] Assassin Mark | |
![]() | Assassin's Mark- The best Curse/Mark Spell, it increases your Critical Strike Chance and Multiplier against one single enemy. Cast it manually. |
[UTILITY] Aurassetup | |
![]() | Grace - Grace adds and increases your Evasion Rating, a core element of your defenses, if you value the Damage more pick![]() |
![]() | Summon Skitterbots - summons two invincible Minions that Chill and Shock nearby enemies, and increase your Trap DPS. |
![]() | Hatred - Hatred is an Aura that simply increases your Cold Damage and adds Extra Physical Damage as Cold Damage. It's optional, replace it with ![]() |
![]() | Enlighten Support - Reduces the Mana Reservation cost of linked Auras, you shouldn't need it at all. |
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5. Gear Setup
Below you will find all the recommended gear for this Ice Trapper build. There are several Unique and Shaper/Elder items with powerful affixes that make this build truly shine so we recommend getting all the items listed. Overall this build shouldn't cost a lot, but the new Veiled, Master-crafted and Synthesised items may make this build even better, so we encourage you to experiment with it.
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We can guarantee that the items listed by us will:
- Cap your resistances
- Give you enough DPS and Life to start mapping successfully
Stat priorities on items:
- Life
- Elemental Resistances
- Gem Level of Ice Trap
- Trap/Cold/Area/Spell Damage
- Critical Strike Chance & Multiplier
- Mana/Mana Regeneration Rate
Min. requirements: 80 maximum Life +70% to Elemental Resistances Strength Optional affixes: Nearby enemies have reduced Cold Resistance Added Cold Damage to Spells | |
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(80-100)% increased Evasion Rating 60% increased Mana Regeneration Rate +(20-30)% to Fire Resistance +(20-30)% to Cold Resistance Gain 1% of Cold Damage as Extra Fire Damage per 1% Chill Effect on Enemy Gain 100% of Cold Damage as Extra Fire Damage against Frozen Enemies | |
Helmet enchantment: 40% increased Ice Trap Damage Ice Trap Damage Penetrates 10% Cold Resistance | |
3% reduced Movement Speed (Hidden) (140-170)% increased Evasion and Energy Shield +(60-90) to maximum Life (10-15)% increased Cooldown Recovery Speed for throwing Traps 15% chance to gain a Frenzy Charge when your Trap is triggered by an Enemy 30% chance to gain Phasing for 4 seconds when your Trap is triggered by an Enemy Recover 100 Life when your Trap is triggered by an Enemy Recover 50 Energy Shield when your Trap is triggered by an Enemy | |
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(120-150)% increased Evasion and Energy Shield +(50-70) to maximum Life +(9-12)% to all Elemental Resistances (40-50)% increased Area of Effect (40-50)% increased Area Damage Extra gore | |
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Min. requirements: 40% Spell Damage 90% Critical Strike Chance for Spells +1 to Level of All Cold Spell Skill Gems Optional affixes: Added Cold Damage to Spells Critical Strike Multiplier | |
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Min. requirements: +60 to maximum Life +60% to Elemental Resistances Optional affixes: Evasion Socketed Gems have increased Reservation Efficiency Attributes increased Spell Damage increased Critical Strike Chance for Spells | |
Min. requirements: 70 maximum Life 25% increased Movement Speed +70% to Elemental Resistances Optional affixes: chance to gain Onslaught for 4 seconds on Kill You have Tailwind if you have dealt a Critical Strike Recently chance to gain Elusive on Critical Strike | |
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180% increased Evasion Rating +(55-75) to maximum Life 30% increased Movement Speed +(20-26)% chance to Suppress Spell Damage | |
Min. requirements: 90 maximum Life +100% to Total Elemental Resistances Optional affixes: Cold/Elemental Damage Flask Effect Duration Maximum Life % | |
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+(25-40) to maximum Life +(30-40)% to Cold Resistance Chill nearby Enemies when you Focus, causing 30% reduced Action Speed Focus has (30-50)% increased Cooldown Recovery Rate (50-70)% increased Damage with Hits and Ailments against Chilled Enemies Veiled Suffix | |
Min. requirements: 60 maximum Life 30% Global Critical Strike Multiplier +1 to Level of All Dexterity or Cold Skill Gems 30 Strength/Dexterity Optional affixes: Critical Strike Chance Elemental Resistances | |
+(20-30) to Dexterity (20-30)% increased Cold Damage +(35-40)% to Cold Resistance Chill Enemy for 1 second when Hit, reducing their Action Speed by 30% Blind Chilled Enemies on Hit Damage Penetrates 20% Cold Resistance against Chilled Enemies | |
Recommended Anointmens: Heart of Ice | |
Min. requirements: 60 maximum Life 80% Total Elemental Resistances Optional affixes: Attributes Mana/Mana Regeneration Rate Cold/Spell Damage | |
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Has 1 Socket Socketed Gems have Elemental Equilibrium -20% to all Elemental Resistances +(75-100)% to Fire Resistance when Socketed with a Red Gem +(75-100)% to Cold Resistance when Socketed with a Green Gem +(75-100)% to Lightning Resistance when Socketed with a Blue Gem All Sockets are White | |
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Min. requirements: 75 maximum Life 60% Total Elemental Resistances 30 Strength Optional affixes: Increased Damage with Hits against Chilled Enemies Adds Cold Damage if you've dealt a Critical Strike Recently | |
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+(30-40) to Dexterity (200-250)% increased Evasion and Energy Shield (30-20)% reduced Trap Throwing Speed Skills which throw Traps Cost Life instead of Mana Skills used by Traps have (10-20)% increased Area of Effect Increases and Reductions to Cast Speed also Apply to Trap Throwing Speed 10% chance to gain an Endurance, Frenzy or Power Charge when any of your Traps are Triggered by an Enemy | |
Glove enchantment: Commandment of Frost | |
Recommended affixes: Maximum Life added Cold Damage to Spells Critical Strike Multiplier Optional affixes: Increased Damage if you've killed recently | |
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Recommended affixes: Maximum Life Trap/Cold/Area/Spell Damage Optional affixes: Critical Strike Multiplier (preferably Multiplier with Elemental Skills which can roll higher values) Attributes/Resistances | |
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Recommended affixes: 1 Added Passive Skill is Blanketed Snow 1 Added Passive Skill is Prismatic Heart 1 Added Passive Skill is Widespread Destruction | |
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Recommended affixes: 1 Added Passive Skill is Guerilla Tactics 1 Added Passive Skill is Surprise Sabotage | |
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(4-6)% increased maximum Energy Shield (4-6)% increased maximum Life (4-6)% increased maximum Mana <Two or Three random aura modifiers> | |
+35% to all Elemental Resistances During Flask Effect, 6% reduced Damage taken of each Element for which your Uncapped Elemental Resistance is lowest During Flask Effect, Damage Penetrates (5-8)% Resistance of each Element for which your Uncapped Elemental Resistance is highest | |
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+35% to Chaos Resistance 2% of Chaos Damage Leeched as Life during Flask effect Gain (5-8)% of Physical Damage as Extra Chaos Damage during effect Gain (5-8)% of Elemental Damage as Extra Chaos Damage during effect | |
Other suggested Flasks:
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