KaFKa
10-06-2004, 02:12
hi all and welcome to my first thought-out guide
KaFKa's Minorly Helpful Guide to PvP Light Trappers
v1.0
Skills
Trap Tree:
well, this part is pretty obvious.
1 Fire Blast
20 Shock Web
20 Charged Bolt Sentry
20 Lightning sentry
20 Death sentry
This ensures that you will have the highest possible trap damage for your Assasin, which is crucial for beating the holy snot out of people.
Shadow Disciplines Tree:
now for those other skill points you have
1 Claw mastery
1 Psychic hammer
1-5 Burst of Speed
1 Weapon Block
1 Cloak of Shadows
1-5 Fade
1-20 Mind blast
Martial Arts Tree:
What? Like you expected there to be skill allocations in this tree?
Stat Allocation
like it has to be said... str/dex high enough to wear eq with the rest going into vita
Equipment
Optimal equipment:
Weapons:
On your primary Weapon switch you should have 2 +3 trap claws, with preferrably +to light sentry secondary skills on them.
Your primary weapon should have of swiftness (+30IAS) or quickness (+40IAS) on the suffix, with shael runes adorning the two sockets you get from a socket quest.
Your secondary weapon should be another + to light sentry claw, but this one with fhr/hp/ias jewels in the two sockets.
On your secondary weapon switch you should have HoTO and Lidless wall with UM rune or Pdiamond in the socket.
Helm:
High defense Shako with UM rune in the socket
OR
High to near perfect CoA with 2 UM runes or 1 UM rune and 1 shael rune in the sockets
Armor:
High def Dusk Shroud enigma. This gives you the 45% run/walk and the juicy +2 to skills. The teleport is gravy, really. I only use it to get back to town quickly after a duel or in a pubby where you dont want to deal with the townguarders.
Belt:
Arachnid Mesh. +1 to skills on a belt, yes please?
Rings:
soj+bk is really the catch-all setup for entering a game, but keep raven frosts, wisp projectors, and dwarf stars handy when dealing with other elemntal characters in pubbies.
Ammy:
high to perfect Mara's, +2 assasin skills with fcr/resist/hp, or a +3 trap ammy with other good mods
Gloves:
Laying of hands is pretty much the best choice here, unless you have a rare/crafted set of gloves with better mods.
Boots:
High ED Shadow dancers.
Charms:
10xTrap GCs with good mods, like 12fhr, high life, run/walk, etc.
Anihullis, the best small charm since the hex.
9xAll Res small charms
Budget equipment:
Weapons:
Primary weapon switch:
two +3 trap claws, one with shael runes, and the other with decent mod jewels in them.
Secondary weapon switch:
Wizardspike with res jewel, and Lidless wall with Pdiamond in it.
Helm:
Lore runeword, or Shako with shael in it.
Armor:
Arkaines Valor, Upped Que-Haegens wisdom (if youre on ladder), or upped Skin of the Vipermagi. (assuming you're on ladder) Put in jewels or runes at your leisure and disgresion
Belt:
Tgods, for the run/walk and +to vitality, or Verdungos Heary Coil.
Rings:
Raven frost and rare ring with decent resist or fcr on it
Gloves:
Magnus' skin (orphans call set gloves) or any other 20ias gloves
Boots:
Natalya's set boots, or rare/crafted boots with r/w and resist.
Charms:
as many trap GCs as possible and resist or life small charms.
Setup:
Have your primary W switch (the claws) on lightning sentry for right click, and the secondary (the HoTO/Lidless) right click as mind blast. Your hotkey setups should be however you feel they should be
Strategies in PvP:
Amazon: Most amazons shouldnt give you any hint of trouble.
Bowazons: If you're lucky enough to be outside of town before the bowazon, make complete use of it, place your traps in far corners of the blood moor entrance, and then lure the zon twoards them, making sure to keep just inside of their arrow range. most will think that you're just outside their range and come closer, while you can jsut take a few steps and repeat the process until they get a greeting from the pack of traps. repeat until zon gives up, or dies.
Javazons:
CS, or "Pokeazons": Run outside of town, then cast your traps in a nice line an inch or so behind you, parrallel to the zon's incoming path. hit your W switch, (having MB on right click) and wait for her to get close enough for the traps to fire. When you see one of your traps light up, hit the zon with MB and she should get the full 5-hit salvo. (rinse, repeat) If the zon has high res and decides to tank you, just spam the MB when she is within range and watch the traplocking goodness commence.
Alternatively, when the pokeazon plays defensive, toy with her a little, cast two or three at your feet and the others just outside the screen. Stand ready with your MB switch up and wait for her to eiher kill herself on your traps or for her to come at you. MB and cast extra traps around, kepping her locked.
Plague Zons: Just lay traps around and dodge the poison. Try to get her on screen and hit the MB. W switch back to your trap claws and lay a trap or two, then switch back, MBing again. Repeat until dead.
Assasins:
WWsin: As you run outside of town switch to your secondary and hit the cloak of shadows, then quickly switch to MB. Get yourself off the wwsin's screen, and cast traps at your feet, then switch to your MB and spam it at your feet. nine times out of ten the wwsin will dflight in and get a face full of lightning followed by a MB or two to keep it going. At this point the WWsin is either traplocked or you're dead, and in the case of the former, spam MB until the wwsin is dead.
Alternatively, you can play the cat and mouse game, slowly picking off the WWsin's life with single traps and solitary MBs as you run around the blood moor.
Trapsin:
Light trapper: Just lay and lure, since most trappers wouldnt get caught dead in a traplock. She shouldnt have great resists anyways, and in the case that you're getting knocked around by the traps, switch to the secondary weps and cast fade, and keep on the secondary switch until you want to cast more traps, switch to your claws, cast, then go back to the HoTO/wizspike.
Fire Trapper: Lay your traps and dont get caught in the wakes, if you do, its a slow, agonizing death. generally the same as the light trapper except that if it comes to a tanking contest you're sure to win almost every time.
Kicker: Same as with the WWsin, traps at your feet and wait for the Dflight.
Necromancers:
Poisonmancers: Lay traps outside of the screen and try to catch the necro before he casts the nova. Stay outside of his range and just peck away with MBs and traps. It may take awile, but they shouldnt be that hard.
Bone necros: If they're telespamming little nubs, just lay some traps and dodge and wait. Telespammers are (in my experiances) the bane to trappers.
If not, run outside and lay a couple of traps, then switch to Mb setup and wait for them to come within range. MB and switch for traps, rinse, repeat until dead.
Summoning necros: Just stay in town. there is no way to beat a PK summoner, they all tele around and are usually absorbers as well. Jsut wait for him to stifle and leave, or walk outside and lay a pack of traps and see of he blindy teles into it.
Barbarians:
WW barbs: Lay your traps in whatever fashion seems best, and wait for the barb and keep your secondary up, and once he comes to you, run to the side of the ww and MB spam him. run once he goes back into WW and set new traps, then MB again.
Conc barbs: Same thing as with pokeazons, only be more careful once they get close to you.
Singers: Lay traps in a circular pattern around you and wait for him to leap/tele to you, get out of the range of the warcry and MB him until your traps are gone or he is dead, whichever comes first.
Paladins:
Zealadins: Zealers shouldn't be hostiling you anyways, but if they do, MB spam them until theyre a good screen and a half away, then lay traps, and await their return, MB ready.
Crusaders: Back yourself up against a wall and lay traps at your feet, MB at the ready. Wait for the desynch charge, and once you see the traps light up, spam MB just in front of you.
Hammerdins: Lay a couple of traps around jsut for distraction, and run circles around him of he tries to chase you. If he plays defensively and stays in a hammer field, drop a trap on the other side of him and MB, then lay another trap and MB again. If he is traplocked with just two traps, keep it on him and throw up one more trap, then just lock and kill. If not, repeat the MB-trap-MB course until five traps are up, then lock and kill.
FOH: Switch to your secondary and cast fade, Then walk out and cast two traps at the edge of the screen. Switch back to your secondary and run to the traps. Drop two more traps where the FOH is coming from, and repeat the process until you hit him with the lightning, once you do, MB and dont look back until he is either a screen away from you or traplocked.
Smiters: Same as with Zealots, except that if they get close, RUN.
Liberators: Lay traps as necessary and traplock when he charges, just dont let him get clsoe enough for the hammer kill.
Sorceress:
All sorcs are the same, tele and spam. lay traps and evade their skill of choice, and if they give you the opportunity, traplock.
Druid:
Wind druid: Switch to your secondary and cast fade, followed by walking out of town and teleing a few times. Switch to your claws and cast the traps in a circular pattern, then go back to your secondary and run a circuit around your traps, luring the druid to you. once he tele onto you and your traps, mind blast and tank his hurricane, it shouldnt be that hard since you should be hitting for more than three times the damage than he is.
Rabies/Fury/Fire claw: same as zealadin.
Shockwave Druid: lay your traps out in front of you, and stay out of range of the shockwave, let him try to tank the traps. Once the first trap fires switch to your secondary and MB until locked.
Town summoner: Stand just under him and make a little box out of the gamespeak, call it the "nub box" since he isnt going to walk out of town and endager his own life.
KaFKa's Minorly Helpful Guide to PvP Light Trappers
v1.0
Skills
Trap Tree:
well, this part is pretty obvious.
1 Fire Blast
20 Shock Web
20 Charged Bolt Sentry
20 Lightning sentry
20 Death sentry
This ensures that you will have the highest possible trap damage for your Assasin, which is crucial for beating the holy snot out of people.
Shadow Disciplines Tree:
now for those other skill points you have
1 Claw mastery
1 Psychic hammer
1-5 Burst of Speed
1 Weapon Block
1 Cloak of Shadows
1-5 Fade
1-20 Mind blast
Martial Arts Tree:
What? Like you expected there to be skill allocations in this tree?
Stat Allocation
like it has to be said... str/dex high enough to wear eq with the rest going into vita
Equipment
Optimal equipment:
Weapons:
On your primary Weapon switch you should have 2 +3 trap claws, with preferrably +to light sentry secondary skills on them.
Your primary weapon should have of swiftness (+30IAS) or quickness (+40IAS) on the suffix, with shael runes adorning the two sockets you get from a socket quest.
Your secondary weapon should be another + to light sentry claw, but this one with fhr/hp/ias jewels in the two sockets.
On your secondary weapon switch you should have HoTO and Lidless wall with UM rune or Pdiamond in the socket.
Helm:
High defense Shako with UM rune in the socket
OR
High to near perfect CoA with 2 UM runes or 1 UM rune and 1 shael rune in the sockets
Armor:
High def Dusk Shroud enigma. This gives you the 45% run/walk and the juicy +2 to skills. The teleport is gravy, really. I only use it to get back to town quickly after a duel or in a pubby where you dont want to deal with the townguarders.
Belt:
Arachnid Mesh. +1 to skills on a belt, yes please?
Rings:
soj+bk is really the catch-all setup for entering a game, but keep raven frosts, wisp projectors, and dwarf stars handy when dealing with other elemntal characters in pubbies.
Ammy:
high to perfect Mara's, +2 assasin skills with fcr/resist/hp, or a +3 trap ammy with other good mods
Gloves:
Laying of hands is pretty much the best choice here, unless you have a rare/crafted set of gloves with better mods.
Boots:
High ED Shadow dancers.
Charms:
10xTrap GCs with good mods, like 12fhr, high life, run/walk, etc.
Anihullis, the best small charm since the hex.
9xAll Res small charms
Budget equipment:
Weapons:
Primary weapon switch:
two +3 trap claws, one with shael runes, and the other with decent mod jewels in them.
Secondary weapon switch:
Wizardspike with res jewel, and Lidless wall with Pdiamond in it.
Helm:
Lore runeword, or Shako with shael in it.
Armor:
Arkaines Valor, Upped Que-Haegens wisdom (if youre on ladder), or upped Skin of the Vipermagi. (assuming you're on ladder) Put in jewels or runes at your leisure and disgresion
Belt:
Tgods, for the run/walk and +to vitality, or Verdungos Heary Coil.
Rings:
Raven frost and rare ring with decent resist or fcr on it
Gloves:
Magnus' skin (orphans call set gloves) or any other 20ias gloves
Boots:
Natalya's set boots, or rare/crafted boots with r/w and resist.
Charms:
as many trap GCs as possible and resist or life small charms.
Setup:
Have your primary W switch (the claws) on lightning sentry for right click, and the secondary (the HoTO/Lidless) right click as mind blast. Your hotkey setups should be however you feel they should be
Strategies in PvP:
Amazon: Most amazons shouldnt give you any hint of trouble.
Bowazons: If you're lucky enough to be outside of town before the bowazon, make complete use of it, place your traps in far corners of the blood moor entrance, and then lure the zon twoards them, making sure to keep just inside of their arrow range. most will think that you're just outside their range and come closer, while you can jsut take a few steps and repeat the process until they get a greeting from the pack of traps. repeat until zon gives up, or dies.
Javazons:
CS, or "Pokeazons": Run outside of town, then cast your traps in a nice line an inch or so behind you, parrallel to the zon's incoming path. hit your W switch, (having MB on right click) and wait for her to get close enough for the traps to fire. When you see one of your traps light up, hit the zon with MB and she should get the full 5-hit salvo. (rinse, repeat) If the zon has high res and decides to tank you, just spam the MB when she is within range and watch the traplocking goodness commence.
Alternatively, when the pokeazon plays defensive, toy with her a little, cast two or three at your feet and the others just outside the screen. Stand ready with your MB switch up and wait for her to eiher kill herself on your traps or for her to come at you. MB and cast extra traps around, kepping her locked.
Plague Zons: Just lay traps around and dodge the poison. Try to get her on screen and hit the MB. W switch back to your trap claws and lay a trap or two, then switch back, MBing again. Repeat until dead.
Assasins:
WWsin: As you run outside of town switch to your secondary and hit the cloak of shadows, then quickly switch to MB. Get yourself off the wwsin's screen, and cast traps at your feet, then switch to your MB and spam it at your feet. nine times out of ten the wwsin will dflight in and get a face full of lightning followed by a MB or two to keep it going. At this point the WWsin is either traplocked or you're dead, and in the case of the former, spam MB until the wwsin is dead.
Alternatively, you can play the cat and mouse game, slowly picking off the WWsin's life with single traps and solitary MBs as you run around the blood moor.
Trapsin:
Light trapper: Just lay and lure, since most trappers wouldnt get caught dead in a traplock. She shouldnt have great resists anyways, and in the case that you're getting knocked around by the traps, switch to the secondary weps and cast fade, and keep on the secondary switch until you want to cast more traps, switch to your claws, cast, then go back to the HoTO/wizspike.
Fire Trapper: Lay your traps and dont get caught in the wakes, if you do, its a slow, agonizing death. generally the same as the light trapper except that if it comes to a tanking contest you're sure to win almost every time.
Kicker: Same as with the WWsin, traps at your feet and wait for the Dflight.
Necromancers:
Poisonmancers: Lay traps outside of the screen and try to catch the necro before he casts the nova. Stay outside of his range and just peck away with MBs and traps. It may take awile, but they shouldnt be that hard.
Bone necros: If they're telespamming little nubs, just lay some traps and dodge and wait. Telespammers are (in my experiances) the bane to trappers.
If not, run outside and lay a couple of traps, then switch to Mb setup and wait for them to come within range. MB and switch for traps, rinse, repeat until dead.
Summoning necros: Just stay in town. there is no way to beat a PK summoner, they all tele around and are usually absorbers as well. Jsut wait for him to stifle and leave, or walk outside and lay a pack of traps and see of he blindy teles into it.
Barbarians:
WW barbs: Lay your traps in whatever fashion seems best, and wait for the barb and keep your secondary up, and once he comes to you, run to the side of the ww and MB spam him. run once he goes back into WW and set new traps, then MB again.
Conc barbs: Same thing as with pokeazons, only be more careful once they get close to you.
Singers: Lay traps in a circular pattern around you and wait for him to leap/tele to you, get out of the range of the warcry and MB him until your traps are gone or he is dead, whichever comes first.
Paladins:
Zealadins: Zealers shouldn't be hostiling you anyways, but if they do, MB spam them until theyre a good screen and a half away, then lay traps, and await their return, MB ready.
Crusaders: Back yourself up against a wall and lay traps at your feet, MB at the ready. Wait for the desynch charge, and once you see the traps light up, spam MB just in front of you.
Hammerdins: Lay a couple of traps around jsut for distraction, and run circles around him of he tries to chase you. If he plays defensively and stays in a hammer field, drop a trap on the other side of him and MB, then lay another trap and MB again. If he is traplocked with just two traps, keep it on him and throw up one more trap, then just lock and kill. If not, repeat the MB-trap-MB course until five traps are up, then lock and kill.
FOH: Switch to your secondary and cast fade, Then walk out and cast two traps at the edge of the screen. Switch back to your secondary and run to the traps. Drop two more traps where the FOH is coming from, and repeat the process until you hit him with the lightning, once you do, MB and dont look back until he is either a screen away from you or traplocked.
Smiters: Same as with Zealots, except that if they get close, RUN.
Liberators: Lay traps as necessary and traplock when he charges, just dont let him get clsoe enough for the hammer kill.
Sorceress:
All sorcs are the same, tele and spam. lay traps and evade their skill of choice, and if they give you the opportunity, traplock.
Druid:
Wind druid: Switch to your secondary and cast fade, followed by walking out of town and teleing a few times. Switch to your claws and cast the traps in a circular pattern, then go back to your secondary and run a circuit around your traps, luring the druid to you. once he tele onto you and your traps, mind blast and tank his hurricane, it shouldnt be that hard since you should be hitting for more than three times the damage than he is.
Rabies/Fury/Fire claw: same as zealadin.
Shockwave Druid: lay your traps out in front of you, and stay out of range of the shockwave, let him try to tank the traps. Once the first trap fires switch to your secondary and MB until locked.
Town summoner: Stand just under him and make a little box out of the gamespeak, call it the "nub box" since he isnt going to walk out of town and endager his own life.