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SoulTaker
11-04-2004, 00:10
as making a **** load of chars latly, someting has drawn me back to trapping, i deleted my old one and started on my new one
since it "seems" a cookie cutter build of trappers is pretty cut n dry,
ls
ds
synergies
shadow master
mindblast
bos
possibly wepoen block(i prefer it)

and this trapper im going more synergies less shadow skills, but im looking for a lil insperation, as mine hasnt hit high lvls yet it should turn out like this...

20 charged bolt
20 lightning sentry
20 deathsentry
5 bos
1 shadow mastery
havnt deicded on mind blast or more synergies...
max claw block

item wise sumthing like this...
ill personally test myself cuz theres alot of contraversy on if -light or light% more dmg blah blah works or not, my friend is determined it is, sorta swayed me that direction so ill simply try it see if it work s out for me...

girns eye
ormus robes
arach
steelrends
eth sandstorm trek
two 3 trap claws,
two 3 shadow claws
3 trap ammy
manlad heal,dwarf star(im poor in ring deparment)

enuff str for equip,
rest in health

so hell have like 60% claw block
about 1.4k health
and be kiking ***,

...so how is, or if, ur trapper diff from mine?

Kaffe
11-04-2004, 00:59
Will lack FCR = No Proper Mind Blast.

BoS is safe at +1.

Regarding -lightning resists and enhanced damage, visually it seems that enhanced damage works. Lightning resists shouldn't work for two reasons; first off they are traps. Traps are considered minions by the game. So as soon as you set them up they will not be affected by whatever you do.

Preferably: Max Lightning Synnergies. Aim for 50% PDR. And 102% FCR. Mind Blast and a trap is what keeps your opponent stunned. Even though Lightning Sentry can 1-hit kill most players, some will go the absorb route on you and totally negate you. Just keep those locked down with Mind Blast.

I still prefer the Shield / Weapon route. Haven't really done a trapper in 1.10. But it's still the most flexibility. Basicly...

- Hoto
- Storm
- Enigma BP
- Griffon's Eye (Cham)
- Mara's
- Magefists / T-Gloves
- Arachnid's
- Aldur's Boots (for FR/W)
- 2 x SoJ

Should be 105% FCR. Quite enough to meet a satisfactory breakpoint. And it deals both deasant FR/W from gear, as well as deasant +skills. Not to mention resistances.

Kodachi_ysaane
11-04-2004, 02:24
if your for something ifferent, make a fire trapper.
Mine ha 102% fcr, 43% DR, 2600 life, MAX resists, and my fre trap does 1111 max at level 40 I believe. I could have level 54 wof if i really wanted, but i am hybrid with max venom an 12 into claw masery as well. I do very well in pubbys, and only necromancers seem to kill me.

SoulTaker
11-04-2004, 19:17
kaffe, i like the c/c setup better, my last assy had like 1.5k vit and 60% block rate while running, and could block atlot more then just a melee hit, i only had 10% pdr but i never got hit so it didnt matter...

and iv never actually tried mind blast, never thought it was nesacary, i ***** everyone without neways mwahahaha
i guess i jus dun get it, seems obselete to me

Night
11-04-2004, 20:40
no your character didn't have 60% block rate while running, it had what is it? 1/3rd of that?

Kaffe
11-04-2004, 22:39
Well, with a Shield your defense is lowered, and block chance is decreased by 1/3. That means that 75% chance to block is in fact 25%. Which is why Teleport is such an important skill for "aggressive" spell casters. Trapsins seems to be very much defensive casters now a days, but trust me, you don't want to meet an aggresive Teleport Trapper. Those existed already in 1.09, using DF very wisely and mixing things up with Mind Blast and Traps at close distance they basicly killed just about anything with some practice. I never dared such stunts with my trapper, mainly because of my poor latency. But after seeing it in action, anyone calling .09 trappers weak better rethink that statement.

Alas, that is also one of the reasons why the synnergies and increased damage of lightning sentry is so overpowered. It was by all means a merciful addition to the trappers strength, but it was a tad bit too much for anyone not playing sin :).

Now, in regards of dual claws. 60% in melee ain't much. And don't forget that you'll always block at 5 frames. Which is pretty slow. Still better than nothing. But when matched against 9 frames casting Necros it can lead to a block lock. So basicly, one has to outweight the evasive skills and ability to block spells, vs. fairing better against melee characters or amazons. Of course, the possibility to equip oneself with 2 x +3 Traps / +3 Lightning Sentry claws is by far an argument to stick with C/C.

A trapper should, btw, reach at least 2K life, as stats like str/dex can be kept at a minimum...

And Mind Blast is, by all means, worth maxing out. First off. It stuns. It causes a small swirly to appear, and all attacks after, no matter how small forces the enemy to go into hit recovery animation. Basicly, it what keeps the enemy coming at you. The higher cast rate, the more you can rely on it solely. I don't consider it obsolete. Never will be as long as it does the business. However, considering you can still 1-hit kill certain players it might be less used. But facing an absorbing 6K life Tele Singer you WILL need it...

Ooh, and you CAN get deasant FCR either way. But it's more expensive. Just look at this example:
- Nice Circlet with 20% FCR (Kira's)
- Arachnid's
- T-O Gloves / Magefists
- Crafted 20% Amulet
- Stealth / Skin of the Viper (Ormus)

This equals 80%. Well over the 65% limit. If one can't afford Enigma and have two nice claws it definetly makes for a better set-up... personal preference is Stealth because with a high level BoS, and 40% FR/W from boots, and a possible 30% from circlet you can get enough levels to "outrun" teleporters. It's an old approved method of dealing with sorcs for almost any melee character, and would definetly work well vs. druids / necs teleporting at 10-9 frames. You can basicly run away / towards them to set-up your traps without the risk of getting them on top of you.

Uzziah
12-04-2004, 18:00
If your looking for a harder /or more challenging trapper try a trap tree only build. You end up not having a Shadow unless you find the + shadow on a claw. The fun part is that with trap tree only you can easily get 70 - 80 points into synergizies for fire blast. At 80 points that 720% increase damage to your fire blast which will give you 700-940 in fire blast before +skills as well as 1-2500 in LS with 1 point in bladefury you have a well rounded assassin. Your biggest problem is the sin has to be played very cautiously becuase it has no real defence and no other skills to stun lock or crowd control.

It is also a PvM build not workable enough for PvP.