May as well take the opportunity to post my "Trapsmith" build for this, since the original version is probably several versions out of date.
Still like being SMRT.
>Spellsurge +AGI 19
The stat point isn't strictly necessary, but its effect is critical to avoid a monster breaking its bindings and immediately rampaging.
>>Arcane +INT 18
Good all around, even if it weren't the prerequisite for the school.
Should help circumvent the slow-as-shit cast time my low SKL provides.
It's an attack that's defended against with INT. Do I really need to explain how good that is for fighting monsters?
>>>Detect Magic 15
Necessary for the more advanced tricks.
>>>Combine +INT 14
The explicit effect isn't effective for me at all, but it *should* give talent in related abilities, like combining Arcane magic with other effects. Right?
>>>>Barriers +(DEF) 11
Pricey, but necessary for trapping anything I can't mind-whammy.
>One With Nature +DEF 7
I still need to place the traps, after all, and not getting attacked helps with that.
>>Monster Within 6
Vanishingly few builds don't take this, and for good reason.
>>Bindings +INT 5
See: Combine. Not explicitly useful, since I'd want to make more permanent traps, but it might include something useful.
For soul ability combinations, like Ooze + Hydra or just stacking Fox souls.
>Marksmanship +AGI 3
Not bad, even though it's just the most useful prerequisite for
>>Enchantment +INT 2
Traps are a type of weapon, after all.
>Recall +INT 1
Teleporting away at the first sign of danger is the best way to improve survival chances.
>Pocketing +AGI 0
Crucial for any item-heavy build.
DEF *** (***)
INT ***** ***** ***