Velyna's Ice Trap PoB and Skills (PoE Settlers of Kalguur)
PoB Imports
Progression
This build has multiple stages to work through as your character improves, that way you always know what to be upgrading from leaguestart to endgame.
- Leaguestart: This is for either a fresh league or a start with zero currency. The only goal of this PoB is to make it through acts into early maps and allow you to farm. Top priorities here are capping resists and getting life totals up, while saving for Heatshiver to juice your damage.
- Midrange: Still wearing Heatshiver, but new boots with suppression. Speaking of suppression, make sure to have evasion on boots, helm, chest, and gloves, to get the 15 suppress from evasion mastery. You will need some flat fire damage to spells on either weapon or an abyss jewel to gain the 40 crit multi from Explosives Expert, Don’t forget! Adding some reservation efficiency from a cluster jewel gives more freedom to level Clarity/ Vitality and brings us closer to adding another big aura. Make sure to get the trigger craft on weapon to benefit fully from the mark nodes without manual casting. Don’t forget to anoint sovereignty and craft reduced mana cost on rings to help sustain. The big purchase in this stage will likely be jewels, mainly Lethal Pride and the cluster setup.
- Endgame: Two main things here, Slavedriver's Hand and a crafted helmet. I would get the gloves first since they should allow you to drop Clarity for a second 50% aura of your choice. Grab an evasion or armour/evasion base helmet with spell suppression, life, and resists. If you’re crafting your helmet eldritch crafting can also help hit some nice suppress, resists, and life before finishing the implicits.
The gear page has information about each of your endgame items, search links to help you find them, plus crafting instructions for any complicated items.
Anoint
Sovereignty is required for our auras.
3x Silver OilGems
Ice Trap
Wand
Shield
Helm
Boots
Gloves
Leaguestart Gems
Act 1
Before Prison
At Prison
Merveils Cave
- Lightning Trap- Swift Assembly Support- Added Lightning Damage Support
- Frostblink- Steelskin
- Vitality- Clarity
- Orb of Storms
You will need some STR on gear to run Vitality, keep checking the vendor every time you level for an Amber Amulet.
Act 2
- Lightning Trap- Swift Assembly Support- Added Lightning Damage Support
- Summon Skitterbots- Vitality- Clarity
- Frostblink- Steelskin
- Orb of Storms
Don’t forget the Great White Beast quest gives a second Quicksilver Flask.
Kill all the bandits.
Act 3
- Ice Trap- Swift Assembly Support- Inspiration Support- Charged Traps Support
- Summon Skitterbots- Vitality- Clarity
- Flame Dash- Steelskin
I ran lightning trap until the end of act 3, but you can probably swap at the library if desired.
Lab should be easy to do right after Dominus, take Explosives Expert.
To get full benefit from this ascend requires a source of flat fire damage to spells so we can ignite, it can be found as a weapon prefix or as an implicit on some wands.
Act 4-10
- Ice Trap- Swift Assembly Support- Inspiration Support- Charged Traps Support
- Vitality- Clarity- Summon Skitterbots- Grace
- Flame Dash- Steelskin
- Cast when Damage Taken Support- Summon Stone Golem
I dropped Vitality and Clarity to level 1 and added Grace once I had enough reservation efficiency on tree, then levelled clarity back while keeping vitality quite low.
This was the setup I ended the acts and started mapping with, from here I moved towards matching the Leaguestart PoB.