[3.8] Demi's Infinite Tinkerer, the Lightning Trap Saboteur (EVERYTHING/BUDGET VIABLE)

I am playing this on SSFSC and have 2 questions:

1- What amount of ES would you consider enough to run Eldritch without having Tinkerskin?

2- Just found a Thundersight which removes the abilty to shock; would it be viable? Because the rest of it's stats are pretty awesome.

Thanks!
Hello demi . i follow much ur builds evry legue . now i want play this one . i watch one ur video in youtube u play with arc traps and lightning traps for uber elder kills . which one is better arc traps or lightning traps . thx u :D we love u
Hi exiles!
I want to share my experience using infinite tinkener:
I use lightning trap as main skill
Has reached 170k effective dps per trap * 23 traps = 3900k dps with decent gear
Hybrid ES/Life/MOM 577/4600/1916. Total 7093 eHP
Going through all content easly.
There is no reasons to use chain in narrov maps, cuz we have 9 projectles per trap. Clear speed is really good. Offscreen clear with pierce support.
We can use horned talisman with crit multiplier/spell dmg/lightning dmg/HP/...other usefull mods
so we can change pierce support gem with other support gem with better damage multiplier
Pastebin:
https://pastebin.com/AsA8hZZT
Check my gear in profile, if you want to
Last edited by Silver_Dude on May 6, 2019, 2:43:44 PM
how is the purifying flame one vs lighting trap
Last edited by healzr on May 11, 2019, 2:33:48 PM
Why does this build choose cast speed in some of the skillpath? And focuses on Frenzy charges?
Spoiler
Actually there is no particular reason to take nodes with frenzy charges&cast speed.
These nodes can give us additional exploding rays per second for lightning spire trap & additional aps for shield charge/whirling blades, but these are not mandatory nodes. You can take another useful nodes with hp/damage/gem sockets
Last edited by Silver_Dude on May 16, 2019, 10:02:26 AM
Playing that build on PS4 for the current race event and loving it!

Small question tough:

Why do we take some mana nodes or lower mana reserved for auras?

Are those mandatory in order to play the 2 heralds and aura?
FRENZY CHARGE explanation:

- 4% increased blahblahblah
- 4% increased blahblahblah
- 4% MORE DAMAGE per Frenzy Charge

more.
MORE.
MORE.
MOOOOREEEEE!!!!!
Last edited by kiralygomba on May 15, 2019, 3:07:15 PM
"
kiralygomba wrote:
FRENZY CHARGE explanation:

- 4% increased blahblahblah
- 4% increased blahblahblah
- 4% MORE DAMAGE per Frenzy Charge

more.
MORE.
MORE.
MOOOOREEEEE!!!!!

Man, u are damn right!
I forgot about frenzy charges grants 4% more dmg per charge.

My bad.

Seems like grab some nodes with frenzy charges - really good investment of points.
Last edited by Silver_Dude on May 16, 2019, 11:00:02 AM
Also for frenzy charges, you have 30% chance to generate while for power charges it's only 15%. If you are not so fast paced, it matters a lot. You won't have power charges all the time. :)

(See Tinkerskin+Master Sapper vs Blast Cascade.)
Last edited by kiralygomba on May 16, 2019, 10:48:05 AM

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