Explosive Trap Saboteur Build Guide (PoE Ritual 3.13)

Octavian0

9


Guide Format

This build guide is split over multiple pages, both to prevent it from getting too long, as well as to help you better find the information you are looking for. In addition to the current page, which presents general information about the build and also contains a Leveling and FAQ section, we have the following pages:

Passive Skill Tree & Gem Link Page

Gear, Jewels, and Flasks Page

Ascendancy, Bandits, and Pantheon Power Page

About the Author

Hi! I’m Octavian, I’ve been playing Path of Exile since Warbands league (back in 2015) with more than 11,000 hours logged so far and I’ve jumped around to pretty much every game-mode the game offers. SC trade, HC trade and Solo Self-found both SC and HC – I generally try to make builds that have well-rounded options for approaching the game from any of these angles, but my preference for tankier, higher single-target builds does shine through in what I make. If you like this guide or have any questions related to it, be sure to check out my stream where I’m live almost every day. Enjoy the guide!

Introduction

This guide was originally written in 3.12, Heist League. The build has been edited to account for the changes in Ritual league, and will be quite powerful going into 3.13. The only real change is in choice of ascendancy, as Chain Reaction has become a legitimate option now with AoE removed from Explosives Expert. Personally, I would still go for Explosives Expert but if you value clear above damage, Chain Reaction is a good choice. Check out the Ascendancy page for more.

Explosive Trap Explosive Trap is one of the last bastions of true destructive power left in the trap archetype. The changes to mine support gems and the gutting of Trap Support Trap Support left the trap playstyle rather under-utilized, but pre-fabricated traps are still fairly powerful skills overall, with Explosive Trap Explosive Trap being the best of the bunch. Through scaling things like gem levels, physical damage gained as extra elemental damage, and just regular old spell damage and crit, Explosive Trap Explosive Trap can reach astronomical levels of damage – or just regular old quite good damage, while being very tanky. This build throws the idea of the squishy right-side-of-tree build out the window, being properly tanky and hardcore viable as a life-based trapper. So far, I’ve taken down the majority of endgame bosses (Cortex, Elder, Shaper, Kosis, Sirus) and reached past level 99 on this build in Hardcore, proving it perfectly capable of surviving and thriving in such an environment. As a disclaimer however, this build does rely on some fairly specific Unique synergies which make it a pretty difficult build to do in SSF, so I would recommend it more for trade league.

Pros & Cons

Pros

+ High single target damage
+ Powerful burst
+ Very tanky

Cons

Unique-reliant
Delayed damage

Core Interactions

This build takes advantage of a few Unique synergies that I have found to be quite powerful, and are absolutely core and build-defining. As I mentioned in the intro, that makes it somewhat SSF-unfriendly, so fair warning. The first of these tools is the use of a Slavedriver's Hand Slavedriver's Hand, a Unique pair of gloves only obtainable from specific Incursion temple rooms that allow the build to entirely ignore Mana cost (which is very important) and instead spend life, as well as providing a chunk of AoE and trap throwing speed. I really wouldn’t play the build without these, but the good news is that as of writing this guide they are fairly cheap to acquire in trade league! Just an annoyance in SSF.

The second set of incredibly important tools are a Lethal Pride Lethal Pride with the correct roll (I have a video here on how Timeless Jewels work if you are unfamiliar with them) and you’ll want to get one with an Akoya roll on it. This will give you access to the keystone Chainbreaker, which grants a small amount of flat passive Rage generation, and converts your %increased Mana regeneration into Rage regeneration instead. What this essentially means is that with a significant Mana regeneration investment, you can sustain Rage passively quite easily. The keystone does have a limiting factor – whenever you hit an enemy, you lose 5 Rage. However, we can avoid that being an issue by playing traps (or totems or mines, in theory), as hits from traps, totems and mines do not count as your hits, and thus won’t cost you any Rage.

The reason this Rage is useful leads into the final powerful tool I’d heavily recommend for the build, but also the least functionally core one. Divergent Berserk Berserk grants a massive boost of spell damage while Berserking, but in order to have good uptime to actually use this benefit you would need to have a whole lot of Rage generation all the time. It turns out we can do that. With this setup of Chainbreaker and Divergent Berserk Berserk working in tandem, we end up with easily 80-90% uptime on a buff that grants (with scaling) as much damage as Righteous Fire Righteous Fire, as much mitigation as Fortify, and as much movement speed as a Quicksilver Flask Quicksilver Flask. This is the core of the build, and a large part of what makes it powerful enough to be hardcore viable.

Playstyle

Traps are fairly straightforward comparatively to mines in terms of playstyle. Unlike with my Toxic Rain guide, there will be no detonation timing or juggling of correct detonation sequences – you simply throw the trap under the enemy you want dead, and it gets dead pretty quickly. That said, traps do have a short arming time, which means particularly quick foes might be able to step off of them before they trigger – learning to lead enemies’ movements with your trap throws can be crucial to dispatching certain bosses and quick-moving Rare monsters in the endgame. Otherwise, clearing is pretty straightforward: Cluster Traps Support Cluster Traps Support gives us a spread of traps on each toss that, with good AoE and gem level scaling, essentially covers your average pack of mobs perfectly. As far as single target is concerned, you simply need to cover your bases of debuffing skills (tossing out a Flamethrower Trap Flamethrower Trap for combustion, Bear Trap Bear Trap to debuff/slow and Wave of Conviction Wave of Conviction to shred resistances) and then spam as many Explosive Trap Explosive Trap tosses as you safely can. Oftentimes, bosses will even have spawning animations or phases which will allow you to stack a whole lot of traps for them to spawn right on top of, and subsequently be deleted by. Highly mobile bosses can be a bit of an annoyance, however, due to the previously mentioned arming time for traps meaning they can sometimes jump or blink off of your damage before it triggers.

Passive Skill Tree

The passive skill trees are all contained within this Path of Building link.

In case you are unfamiliar, I’ve provided a visual tutorial below that will show you how to swap between passive trees in Path of Building. The Path of Building provided has leveling trees for various stages of leveling, as well as a theoretical variant tree for SC. Keep in mind, the only variant of the build I’ve actually played is the HC one, so there may be some things I’ve overlooked that could provide more DPS in a SC setting. Don’t worry though, even the HC version pumps out enough damage to handle the entirety of the endgame, more is fairly unnecessary. The gear in the Path of Building highlights the most important stats you’ll need in each slot, and does not accurately reflect resistance and stat needs you may have – be sure to cap your res and meet your stat requirements!

Use this drop-down menu to access different variants of the passive tree depending on what you’re after.

Select the tree you’re interested in!

You can find more information about this on our dedicated Passive Skill tree page.

Gem Links

The Gem Link page contains all the info you’ll need on your skill gem setups for this build.

Gem Link Page

Ascendancy, Bandits, and Pantheon Powers

For full information about the Ascendancy, Bandit, And Pantheon power choices for this build, please check out our dedicated page.

Ascendancy, Bandits & Pantheon Powers

Gear

Itemization is thoroughly covered on the dedicated gear page for the build. If you just want a quick cheat sheet to look over, I’d suggest looking through these graphics I’ve prepared which have reference items for low, high, and massive budget items in each slot. For full information on each one, be sure to check out the gear page.

Gear Page

Leveling

One of the nice things about this build is the ability to level as your main skill all the way through the story. From Act 1, you acquire Explosive Trap Explosive Trap, and while the clear is honestly pretty terrible early on, the damage will be enough to carry you all the way through the story easily. Leveling trees are provided in the Path of Building, but if you’d prefer to use a different option, the early leveling tree is here and the end of story tree is here.

Do keep in mind that these links do not have the ability to properly convert keystones with timeless jewels, so the Supreme Ego keystone is actually meant to be Chainbreaker, converted to that by a Lethal Pride Lethal Pride. Path of Building will accurately represent this, if you have the forked version – found here.

Early on, prioritize pathing through some life nodes over to the large trap and mine wheel on the right side of the tree, and grab Acrobatics and Phase Acrobatics as soon as possible in HC. Frenzy Charges will be worth investing into once you begin using Charged Traps Support Charged Traps Support. Speaking of, the early links to use are as follows (in order of importance)

  1. Explosive Trap Explosive Trap
  2. Swift Assembly Support Swift Assembly Support
  3. Combustion Support Combustion Support
  4. aAdded Fire Damage Support Added Fire Damage Support

Use these links until you are high enough level to swap Swift Assembly Support Swift Assembly Support for Cluster Traps Support Cluster Traps Support. Once you can use it, also pick up a Bear Trap Bear Trap to use on bosses, and a Wave of Conviction Wave of Conviction to shred resistances. Early on, link the Wave of Conviction Wave of Conviction to aAdded Fire Damage Support Added Fire Damage Support, and eventually link it to Combustion Support Combustion Support as well. When you have these links, swap the main links for:

  1. Explosive Trap Explosive Trap
  2. Trap and Mine Damage Support Trap and Mine Damage Support
  3. Cluster Traps Support Cluster Traps Support
  4. Added Fire Damage Support Added Fire Damage Support
  5. Charged Traps Support Charged Traps Support
  6. Controlled Destruction Support Controlled Destruction Support

Again, these are in order of importance, so if you don’t have a six-link feel free to drop the last link or two as needed. Once you have full Physical to Fire conversion (from your amulet and shield, see the gear page) drop the Controlled Destruction Support Controlled Destruction Support for a Fire Penetration Support Fire Penetration Support – preferably a Divergent version of the gem, since that will provide corpse removal and maximum quality, which is a great defensive layer.

Alternatively, you could level with a Nycta's Lantern Nycta's Lantern. If you choose to do this, it will likely carry you through the whole story damage-wise after you’re able to equip it, but you need to put your Explosive Trap Explosive Trap links in the weapon to get the benefit. That means we only get three links, so those should be

  1. Explosive Trap Explosive Trap
  2. Cluster Traps Support Cluster Traps Support
  3. Added Fire Damage Support Added Fire Damage Support

If you do this, don’t bother with Frenzy Charge investment until you swap over to a regular 5 or 6-link and have Charged Traps Support Charged Traps Support. Speaking of Charged Traps Support Charged Traps Support – you ideally want the Divergent version of it, since that gives you enough trap trigger radius to drop Hair Trigger Hair Trigger.

For reservations, use a Herald of Ash Herald of Ash and Summon Skitterbots Summon Skitterbots as soon as you can, in Act 2. A low level Vitality Vitality is likely worth using for the life regeneration as well, but I wouldn’t level it very much until you are later in the build and can solve Mana effectively with Slavedriver's Hand Slavedriver's Hand.

Early Gearing

I would suggest crafting a couple of Wands with the flat damage recipe at level 20.

If you’re unfamiliar with how to do this, vendor a Magic Wand with a Rare Sapphire Ring Sapphire Ring, Ruby Ring Ruby Ring, or Topaz Ring Topaz Ring and an aOrb of Alteration Orb of Alteration. The kind of ring you use determines the kind of damage you get, so I would suggest using a Ruby Ring Ruby Ring so you get Fire Damage to spells. Save a couple essences or Alchemy Orbs you get so you can do this recipe, as it will provide quite a bit of early damage.

The next most important thing to smooth leveling is a good pair of movement speed boots, and Wanderlust Wanderlust is your best bet here if you can get them. If not, I’d suggest using any good essences that provide a suffix on boots (if you don’t need them for the aforementioned wand recipe) since rolling a suffix specifically doesn’t eat a prefix mod that could have been movement speed, giving slightly better odds to hit it. That said, if all you got is greed essences or the like, go ahead and use them – just try your best to use whatever you got to get some MS boots. Pick up rares whenever they drop! They’re your friend.

If you’re in HC, respec Chaos resistance as you get into Act 7 and 8, as the Chaos Spitting enemies in later Act 7 can be quite nasty if you’re sitting at negative 30. A good place to find this is with Amethyst Ring Amethyst Rings from the vendor, though they don’t sell them that commonly, so keep an eye out. A little bit of physical mitigation goes a long way as well, so pick up a Basalt Flask Basalt Flask in Act 7 from the quest just outside of town. I would normally recommend a Granite Flask Granite Flask at this point, as it is more effective early on, but because we use Acrobatics, a Granite Flask Granite Flask is not very effective. Enduring Cry Enduring Cry can work wonders in a boss fight as well, and binding Steelskin Steelskin to left mouse button is always a good idea while leveling in HC.

I’d swap off of dual wands and pick up a good Life and Resistance shield somewhere around Act 6, as that will be when you’re most likely to need the added resistances, and damage investment elsewhere ought to keep you competitive DPS-wise. If you’re already using the Berserk setup, or at the very least generating Rage, you can even begin using Shield Charge Shield Charge now – especially if you’ve got Charged Traps Support Charged Traps Support in your links and are getting frenzies.

Up until you are high enough level for Slavedriver's Hand Slavedriver's Hand to be equipped, you’ll be reliant on a Mana flask to solve your Mana problems. If this extends into early mapping because you don’t have the gloves, I highly recommend taking the time to craft an Enduring Eternal Mana Flask Eternal Mana Flask.

Tabula Rasa Tabula Rasa is an acceptable early body armour, but I wouldn’t progress much past white/early yellow maps with it. You’ll need the HP from a real Rare chest to safely move forward in HC from that point.

If you have any further questions about leveling, or the build in general, feel free to ask them! Explosive Trap Explosive Trap can be a little slow to start (in terms of clear) because as it levels it gains both radius and explosion count, which means that while you can use that to scale hard in the endgame, early it does have pretty minimal coverage. I’ve been pushing this one to 100 recently, so you can probably catch endgame gameplay if you stop by my stream while this guide is still fresh! You can also leave any questions you have here!

Changelog
  •   

    Build added.

7
  1. Posts
    1

    Hi Octavian,

    so I made an account just to reply here and subbed your channel because this got me excited :). I actually started with Explosive Trap in 3.12 because I heard you mention the ridiculous damage in a Baeclast (plus it is cheap as a bonus). I have cleared all content on about 4 Ex’ worth of investment albeit with a build setup that is totally different than this approach. Plus I have loved Traps since the D2 LoD days…

    Anyways, I love how you incorporate Berserk and the Lethal Pride here as well as the high life numbers (I could never think of something like this). – I will definitely respec into this and give it a try for the life and movement speed (my biggest gripe with Trapper) alone. I do not like dying even in SC.

    2 Questions:
    1. I got lucky with a +1all/ 50% reduced crit corruption on a Tinkerskin. Would you say Tinkersking is viable here or would you always go for a Shaper / Dodge / Spell crit chest?

    2. I am experimenting with Arc. I would need to change some auras etc -> would this setup work with Arc as well in general or am I missing something blatant?

    Thanks for your quality content and time, have a great day.

    Edit – A small suggestion: The pictures could be a bit bigger imho, perhaps I have some browser settings wrong though. Thumbs up for the guide detail.

    Edited by Valencius81 on November 2nd, 2020

  2. Octavian0

    Moderator

    Posts
    19

    On 02/11/2020 at 4:19 PM, Valencius81 said

    Hi Octavian,

    so I made an account just to reply here and subbed your channel because this got me excited :). I actually started with Explosive Trap in 3.12 because I heard you mention the ridiculous damage in a Baeclast (plus it is cheap as a bonus). I have cleared all content on about 4 Ex’ worth of investment albeit with a build setup that is totally different than this approach. Plus I have loved Traps since the D2 LoD days…

    Anyways, I love how you incorporate Berserk and the Lethal Pride here as well as the high life numbers (I could never think of something like this). – I will definitely respec into this and give it a try for the life and movement speed (my biggest gripe with Trapper) alone. I do not like dying even in SC.

    2 Questions:
    1. I got lucky with a +1all/ 50% reduced crit corruption on a Tinkerskin. Would you say Tinkersking is viable here or would you always go for a Shaper / Dodge / Spell crit chest?

    2. I am experimenting with Arc. I would need to change some auras etc -> would this setup work with Arc as well in general or am I missing something blatant?

    Thanks for your quality content and time, have a great day.

    Edit – A small suggestion: The pictures could be a bit bigger imho, perhaps I have some browser settings wrong though. Thumbs up for the guide detail.

    I think Arc would end up falling short on damage with this tree. This is a very defensively oriented tree + build, and can afford to be that way because Explosive Trap has such good damage scaling with many overlapping explosions. Arc just doesn’t have a similar scalar that would carry dps-wise.

    Tinkerskin is alright, and even better than alright with those corruptions. It would, however, be fairly costly damage-wise as it would make it even harder to eventually reach the extra explosion breakpoint at gem level 25. That’s a pretty high-investment goal, however, and not really necessary, so tinker is probably fine. Wouldn’t be my first choice, though.

  3. Posts
    1

    Good day to you Octavian!

    I’ll start off by saying i’m a fan of your builds! so now that this bias is out of the way, i got a little question for you regarding your endgame amulet i was eyeballing on your character profile.

    I was trying to craft the amulet you are currently wearing on your firetrapper character by myself but failed to so 2 times in a row so i was wondering if you would knew some elements in the crafting process that would make your end result more “guaranteed” compared to the way i approached the crafting process. I will break the process down briefly which i used for my crafting attempts.

    1: bought an agate ilvl 83+ Warlord influence amulet base
    2: used scorched fossils and one socket resonators to get the “ +1 to level of all fire skill gems” mod as only Warlord mod on the amulet.
    3: bought an amulet with Hunter influence and the “+1 to level of all dexterity skill gems” mod as only hunter mod on the amulet (amulet base doesnt matter)
    4: used an Awakener’s orb on the hunter influenced amulet first and then applied it to the warlord influenced base, resulting into an amulet with the two +1 to level type of mod guaranteed.
    5: bench/meta crafted : “prefixes cant be changed” in an open suffix slot, scoured the item.
    6: here is my problem in both scenarios i ended up with an awakener orb’s result that produced an item with 3 prefixes, one of them being a bad mod and the 2x +1 level type of mods. i could call it a day and multi mod from there but an amulet without a life mod feels BAD. so i ended up using an orb of annulment for that 1/3 chance of removing the bad prefix. but this didnt happen in both occassions.

    So i’m curious how you managed to obtain your “perfect” scenario in keeping the 2× +1 to level mods and be able to multimod craft the life modifier. My guess is you were either lucky in getting a 4 mod awakener orb result (how rare is it even to get a 4 mod awakener orb result?) where you have the 2 guaranteed prefixes and 2 suffixes so you can apply “prefixes cant be changed” scour and have a merry multimod scenario. Or you were lucky with a 1/3 annul (from the first attempt or more). Or you used the beastcraft option “remove prefix add suffix” also resulting in 1/3 chance of removing the right mod. and getting an extra suffix so you have a full 6 mod rare item after the multimod process. maybe 2 tries wasnt enough and it is expected to attempt more tries for such an endgame amulet? ended up just keeping/using the amulets that ended up having only 1× +1 to level type of mod. FeelsBadMan.

    anyway, thanks for any reply to this in advancement :) keep up with your wonderful content!

    Edited by dxdiag87 on November 5th, 2020

  4. Octavian0

    Moderator

    Posts
    19

    On 05/11/2020 at 7:55 AM, dxdiag87 said

    Good day to you Octavian!

    I’ll start off by saying i’m a fan of your builds! so now that this bias is out of the way, i got a little question for you regarding your endgame amulet i was eyeballing on your character profile.

    I was trying to craft the amulet you are currently wearing on your firetrapper character by myself but failed to so 2 times in a row so i was wondering if you would knew some elements in the crafting process that would make your end result more “guaranteed” compared to the way i approached the crafting process. I will break the process down briefly which i used for my crafting attempts.

    1: bought an agate ilvl 83+ Warlord influence amulet base
    2: used scorched fossils and one socket resonators to get the “ +1 to level of all fire skill gems” mod as only Warlord mod on the amulet.
    3: bought an amulet with Hunter influence and the “+1 to level of all dexterity skill gems” mod as only hunter mod on the amulet (amulet base doesnt matter)
    4: used an Awakener’s orb on the hunter influenced amulet first and then applied it to the warlord influenced base, resulting into an amulet with the two +1 to level type of mod guaranteed.
    5: bench/meta crafted : “prefixes cant be changed” in an open suffix slot, scoured the item.
    6: here is my problem in both scenarios i ended up with an awakener orb’s result that produced an item with 3 prefixes, one of them being a bad mod and the 2x +1 level type of mods. i could call it a day and multi mod from there but an amulet without a life mod feels BAD. so i ended up using an orb of annulment for that 1/3 chance of removing the bad prefix. but this didnt happen in both occassions.

    So i’m curious how you managed to obtain your “perfect” scenario in keeping the 2× +1 to level mods and be able to multimod craft the life modifier. My guess is you were either lucky in getting a 4 mod awakener orb result (how rare is it even to get a 4 mod awakener orb result?) where you have the 2 guaranteed prefixes and 2 suffixes so you can apply “prefixes cant be changed” scour and have a merry multimod scenario. Or you were lucky with a 1/3 annul (from the first attempt or more). Or you used the beastcraft option “remove prefix add suffix” also resulting in 1/3 chance of removing the right mod. and getting an extra suffix so you have a full 6 mod rare item after the multimod process. maybe 2 tries wasnt enough and it is expected to attempt more tries for such an endgame amulet? ended up just keeping/using the amulets that ended up having only 1× +1 to level type of mod. FeelsBadMan.

    anyway, thanks for any reply to this in advancement :) keep up with your wonderful content!

    Personally, I got quite lucky and the amulet I ended up making off of the awakener orb use had only two prefixes and two suffixes. However, if I ended up with a junk prefix there would be a few options:

    If you have only one suffix, immediately do the beastcraft prefix to suffix and hope you win the 1/3 so you can then prefixes cannot be changed and multimod.

    If you have two suffixes, annul first and if you hit the junk prefix then do prefixes cannot be changed, scour, multimod. If you hit a suffix, do the first option.

    If your item has full affixes, do the second option.

    And yeah, this is likely to take a few attempts and a good bit of currency. There isn’t really a way to guaruntee it, you’re always playing the odds until you get clean prefixes and an open suffix to work with.

  5. Posts
    1

    Been playing this game for over 7 years now and never played a trapper. Going to give this build a go in 3.13 as it looks pretty fun and think it will fair well in those 10 boss fights.

    I have 2 questions as i prepare for Ritual league.

    1. The increase AOE on the Saboteur was moved from Explosives Expert to Chain Reaction. I assume we can’t get rid of Explosives Expert due to the huge amount of DPS it provides. Do you think we will need to find this AOE somewhere else? If so, suggestions?

    2. I am playing softcore and generally don’t level past 95 at which point I really focus on bossing. What are your thoughts on switching to a +levels bow with signal fire and dropping fortify? I would think the increase in damage would only help with bossing and this would really only be my end game set up. Thoughts on softcore bow gem level stacking with this build? Is it even necessary for all content?

    Thanks for the help. Oh and PS, you are my favorite content creator, don’t tell the others in Baeclast :)

  6. Octavian0

    Moderator

    Posts
    19

    On 13/01/2021 at 5:26 PM, MasterJediSkywalker said

    Been playing this game for over 7 years now and never played a trapper. Going to give this build a go in 3.13 as it looks pretty fun and think it will fair well in those 10 boss fights.

    I have 2 questions as i prepare for Ritual league.

    1. The increase AOE on the Saboteur was moved from Explosives Expert to Chain Reaction. I assume we can’t get rid of Explosives Expert due to the huge amount of DPS it provides. Do you think we will need to find this AOE somewhere else? If so, suggestions?

    2. I am playing softcore and generally don’t level past 95 at which point I really focus on bossing. What are your thoughts on switching to a +levels bow with signal fire and dropping fortify? I would think the increase in damage would only help with bossing and this would really only be my end game set up. Thoughts on softcore bow gem level stacking with this build? Is it even necessary for all content?

    Thanks for the help. Oh and PS, you are my favorite content creator, don’t tell the others in Baeclast :)

    A softcore variant with a bow/signal fire is the peak of DPS for this skill, so it’s a great option if you can afford to lose the survivability. If you have access to my profile (Profile name Octavian0), look up the character “Sabootoot” on standard, that’s a SC Bow variant you could look at.

    In terms of Chain Reaction, I think it’s a legitimate choice if you really value the clearspeed. Otherwise, in SC a Carcass Jack is an option but not one I’m thrilled by personally as the chest slot is really powerful defensively. In HC, I think I would just take the AOE hit and not worry about it too much as with good gem level scaling I don’t think you’ll feel it that much, and the damage from Explosives Expert is quite important.

    I hope the build treats you well, let me know if you have any further questions!

  7. Posts
    1

    Hi!
    So at the current state of league, a pair of Slavedriver’s Hand are approx 100+chaos, Lethal Pride under Akoya is falling but still at a solid 70+ and a Thread of Hope (large) is at 100+ c. what do you suggest as a temp solution while working towards these pieces?

    Edited by Koff on January 21st, 2021

  8. Posts
    1

    On 21/01/2021 at 11:23 PM, Koff said

    Hi!
    So at the current state of league, a pair of Slavedriver’s Hand are approx 100+chaos, Lethal Pride under Akoya is falling but still at a solid 70+ and a Thread of Hope (large) is at 100+ c. what do you suggest as a temp solution while working towards these pieces?

    I’m playing pretty casually and using Explo Trap with Blood Magic Support in a Tabula instead of the gloves, worked well for me, but I’m just in t6 maps at the moment. I branched manually to the Blast Cascade and Doom Cast keystones instead of using Thread of Hope.

Please log in to reply.