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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.

Naliworld
10-06-2004, 07:08
A few comments/suggestions:

1) Why not Magefists or Frosties for gloves? The extra mana could be handy.

2) Merc choice while levelling?

3) Which order should you max your skills?

4) Why not max FB instead of another LS synergy? Could FB be of any use in PvP?

/me stickies topic

mario100113
10-06-2004, 08:54
I don't find anything really useful that this maxed MB trapsin guide can contribute to the existing trapsin builds out there already. I duelled a maxed traps and MB trapsin (+10 traps gc) with enigma before. With GA and thundergod (and high fhr), the trap dmg is almost negligible and the poor trapsin can only keep applying MB to the poor opponent in the hope of MB him to death. But by the time the oppenent's life is halved, he can perform at least two things: (1) drink potion (2) exit the game and enter again. Duelling this sorta trapsin is more of an irritant rather than fun. Just imagine getting stunned over and over again for little dmg (= boring duel). Some people may disagree with my comments, but my point is that any future guides on trapsins should contribute useful knowledge and tips on how to overcome absorbers (unless you just stick to legit rule-based duelling). Perhaps someone could start a guide on other variants of trapsins (e.g., venom + maxed traps, etc).

chaos9
10-06-2004, 14:10
With maxed lighting resist (from standard gear and charms) and wearing t-gods as the only source of absorb, my kicksin has never lost to a trapper. When I df in, I can get the kill before the trapper can stun-lock me. The traps do hurt, but the trapper always dies while I have half my life left. I guess I am saying that I believe this build is too one-dimensional to be widely effective.

KaFKa
11-06-2004, 01:22
With maxed lighting resist (from standard gear and charms) and wearing t-gods as the only source of absorb, my kicksin has never lost to a trapper. When I df in, I can get the kill before the trapper can stun-lock me. The traps do hurt, but the trapper always dies while I have half my life left.
in all honesty, i've only lost once to a kicker, and all the rest have died before they could get the dtalon on me. but nevertheless, i'll adress more PvP issues in my next update, since im testing out the viability of many builds in open bnet.

i completely agree that anyone hiding behind high absorb can tear this build apart. thats why when i update it i'm going to add in other options for the skill tree.

to Naliworld:

frosties arent all that useful, since your main mana-consuming ability (MB) should only be used on the W switch (with the wizspike, which gives copious amounts of mana, or HoTO which gives decent mana as well)

merc choice? i totally forgot about that... never used a merc while leveling any of my characters :scratch:

ive never used FB in PvP, im going to look into that.

D34D
11-06-2004, 18:45
Hey KaFKa :wave:
I know your writing up a second draft so here's a few things I like to see when I read a guide,
As Nali already said you should info on when and what order you add skills/stats, I would add info on good gear to use as you lvl and some tips on pvm playing style as you lvl as well. As for mercs, if its a pvp char I'm making, I never bother with them as I find they just waste time/gold keeping them alive, and you'll be doing cows/baal etc for fast lvlin, imo not worth the effort for something that you wont use when dueling.
Add some breakpoint tables for fcr,frw and fhr etc.
I also like to get an idea of the finnished char of the guide writer, at the bottom add your chars name, lvl, realm, and list your gear setup and what what damage, fcr, frw, fhr breaks you hit, your life, mana and stats with gear etc.

I duel with KaFKa and he's got himself a good trapper. Without stacked light res and something like tgods (if you have stacked res, tgods and 2 wisp rings, you need to go duel in norm btw), your going to have a hard time. I don't believe that the maxed synergy/MB Light Trapper is too one dimensional, espesially for team/pubbies. If you have your gear setup to negate the dmg from this trapper, then you'll spend alot of your time picking up your body thanks to the fireball sorc or rabies druid that are probably in the game with you :lol:

Looking forward to a second version, see you online bro :drink:

edit : I think there's alot of bad trappers out there due to the fact that you can make one quite cheaply, that will still do high dmg. You'll see the ones that are attracted to trappers because of this, they are the ones standing just outside town with all their traps infront of them. These are always easy kills and give trappers a bad name. Duel a good one that has a tight build, knows what they are doing and plays out in the open, theres a big differance between the two.

skygoneblue
11-06-2004, 18:54
One thing that I personally always like to see is a guide without Godly gear.

I mean, honestly you can make any character good if you give them Enigma, Heart of the Oak, etc. I think a true challenge (and value) lies in actually using good assassin gear for a trapper build.

Plus, you can use Weapon Block that way (INVALUABLE!).

KaFKa
12-06-2004, 09:55
One thing that I personally always like to see is a guide without Godly gear.

well, that gear is listed as optimal because its the "best" you can get for this character. i agree that anyone can make a formidable character with the godly stuff, but you should have seen how long i've been using over half the items on the budget list, and still been kicking ***. the godly gear is there because its godly. although, i would be more worried about the trapper using the W switch method than one with a runeword character laying traps with a hoto/sanctuary. personally, i dream of having characters that godly :drool: .

coming from that little tanget, i've made nine or ten different builds on open, testing out differing skill strats (and making one godly sin for fun) and i've come up with some respectable hybrid PvP builds. I'm going to list them in the update, which should happen sometime tomorrow night, or sunday morning, whenever i get back home.

GameOver
12-06-2004, 14:38
ias wepon on switch??

Fishmonger
13-06-2004, 21:53
>< helps you lay traps faster.

"Tgods, for the run/walk" tgods does runwalk???

this may be a dumb question, but why use shadowdancers? the strength req on them is friggen enormous. sure, they have good mods, but is it worth paying 37 stat points just for those mods? with weapon block, dex on them is useless. maybe for the + shadow disciplines or something. I'd rather go with a good pair of 30 runwalk\24 fhr\res caster boots.

KaFKa
14-06-2004, 12:22
im sorry to anyone who's been anticipating the next update, there was an unscheduled party and otehr stuff going on...

*ahem*

tomorrow should be when it's up. again, im sorry to anyone whose been waiting for the update >.<


to fishmonger:

shadow dancers have a huge str requirement, yes, but the enigma should give enough str after equip base to equip them. if not, it should only be one or two off (which is the case in my assasin, and i have a trap gc with str on it so i can equip them)

skygoneblue
14-06-2004, 19:01
well, that gear is listed as optimal because its the "best" you can get for this character. i agree that anyone can make a formidable character with the godly stuff, but you should have seen how long i've been using over half the items on the budget list, and still been kicking ***. the godly gear is there because its godly. although, i would be more worried about the trapper using the W switch method than one with a runeword character laying traps with a hoto/sanctuary. personally, i dream of having characters that godly :drool: .

Oh, I realize that godly gear will always be "the best," but I just have this hair in my *** that tells me that ANY build, as crappy as it may be, can be effective if you drop a ton of good gear on it. I mean, have you looked in the Barbarian forum lately? There is a PVP Singer build stickied. Now, I'm sure it is a great build, and no offense to the writer, but give me a break. The build is littered with godly gear that makes an otherwise useless build work at least some of the time.

So, my point is that listing a ton of godly gear, at least in my experience with reading guides, doesn't tell anyone a whole lot about what REALLY makes the build work. Heart of the Oak will make ANY caster build work, but why? There has to be something better that a trapsin could use! Think of the weapon block that you're missing out on! :thumbsup:

Once again, I'm not trying to come down on you or anything man, but I just get really skeptical when all I read is Enigma, HOTO, BOTD, blah blah blah...

D34D
15-06-2004, 01:33
I think you could make a good trapper with a vipermagi, 2x shopped trap claws, crafted jewelry (costs a pgem and a crap rune, go make them), shako, various cheap boots, gloves and belts like magefists, sandstorms etc for an Ist rune.

KaFKa
15-06-2004, 01:55
to skygoneblue: well, im not sure if you just skimmed over the guide or just missed the little part, but the HoTO/lidless is on your secondary weapon switch, while two trap claws are on your primary. the secondary weapon switch is used just for the fcr, resist, and +to all skills. (which is why wizardspike would be just as useful as HoTO, but it doesent give + to skills)

now to go and update the guide...

KaFKa
15-06-2004, 02:08
damnit, how do i edit the origonal post...?

Soepgroente
15-06-2004, 22:53
No shadow master, no dragon flight? I wouldn't build any assassin without either of those 1 point. Shadow can seriously add in damage when your opponent has high resists and is stunlocked if it gets above lvl 17, and dragon flight is really nice to get close to your opponent instantly (WITH the shadow) in case he's nearly escaped.

I wouldn't stress maxing the synergies too much, I'd personally go for an after +skills from eq' lvl 17 shadow master, 1 dragon flight, a point in BoS & venom & mind blast, and then everything else in LS + synergies. But that's just me :)

gvandale
18-06-2004, 17:05
dragon flight is really nice to get close to your opponent instantly (WITH the shadow) in case he's nearly escaped.

So basically your saying he's going to need a way to get close to his opponent. Now...what...item...can...I...think...of...that... grants...this...
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.

That's right, ENIGMA grants teleport, thus negating the necessity for df. It's not like he'd ever connect with his df's anyway.

g

Naliworld
18-06-2004, 17:10
damnit, how do i edit the origonal post...?

The forum doesn't allow users(except mods) to edit their posts after the 1 hour window. If you want to update your guide, you can work on a completely new version and send it to me via email(in my profile) or PM(if you send it via email, though, PM me, as I don't often check my email). I'll overwrite the old post with the new version and change the thread title accordingly.

Alternatively, if this is a major guide update, you can make a completely new post. I'll sticky the new guide topic, but close the old topic(this one).

This guide as been unstickied as per forum rules(a guide is stickied for no longer than a week).

Soepgroente
18-06-2004, 19:14
That's right, ENIGMA grants teleport, thus negating the necessity for df. It's not like he'd ever connect with his df's anyway.
Enigma doesn't give a kick, and DF gives awesome bonusses to attack rating so yes, you'll likely hit. You only need to get close when your opponent is getting out of the lock, and then the kick really matters to me. I say dragon flight > teleport in certain situations. Shadow master simply adds to the stunlock. You can mindblast immediately after your kick but your opponent could be out of range already without going into the hit recovery animation.

On teleporting opponents this is even way more true.

gvandale
18-06-2004, 19:59
maybe i'm mistaken, but a level 1 df is horrible in terms of ar / dmg bonus's.

slvl 1 df: 100% kick dmg / 60% ar bonus
slvl 5 df: 200% kick dmg / 160% ar bonus

Considering he is not in anyway going to have other items to support his dmg / ar for melee / kick attacks, then those bonus's won't really be that great. His base dmg / ar is going to suck.

just my .02

g

Soepgroente
18-06-2004, 20:15
He's got dex for max block, and likely higher than slvl 5 dragon flight. I think you'll get about 5k attack rating, which is plenty when catching casters. Ok you won't hit a barbarian or paladin with it, but you're not trying to get close to them anyway. And it's not about damage, it's about stunlock, when your opponent is under the effect of mind blast every hit makes you go into hit recovery.

But maybe you're right and those points are better off in synergies/mind blast. Matter of taste i guess.

CreLuSioN
19-08-2004, 12:22
Nice guide/build but i still prefer wiz/lidless or hoto/lidless (with 10 fcr on ring or amu). Its a lil less dmg but u reach the 103 fcr breakpoint which lmao is worth it. + the massive res u get from wizspike and mana.

Oh well qeuss its a matter or preference. I would win easy from a dual trap claw assa tho.

And why dont you have cta / lidless on switch?

skygoneblue
27-09-2004, 15:13
Another question I have: I have seen countless little trapper turds running around toting a StormShield. Now, I seen how a Lidless can be great for a trapper (allows you to use BoS, much better block rate than Lidless), but has anyone considered using a SS? If you have Shadow Dancers on, you already have enough STR to use a SS anyway - why not give it a try? I think it would help a ton against Barbs (and their stupid BotD :rant: ).

-Ferro-
14-02-2005, 14:33
Just a couple of comments,

-Does Griffons does not reduce enemy resitances? Is not a good helm to use?

-A decent kicker eat any trapper for breakfast. My kicker using thunders, stacked resist , 120%fhr ,60% WB and nice amount of CB and OW, does not have any troubles vs trappers.

Kirby Hunter
15-02-2005, 03:35
Just a couple of comments,

-Does Griffons does not reduce enemy resitances? Is not a good helm to use?

-A decent kicker eat any trapper for breakfast. My kicker using thunders, stacked resist , 120%fhr ,60% WB and nice amount of CB and OW, does not have any troubles vs trappers.
-res doesnt work
MB=:D

yelopen
22-05-2005, 20:48
your trapasn build is better than what i did
but this is what i did:

full nats
(nats armor) w/ 3 shaels
(nats helm) w/ shael
(nats boots)
(nats claw) w/ lightning facet

secondary claw
bartucs w/ lightning facet

belt
t-gods

gloves
frostburn

rings
soj's

amulet
3 to traps

charms
obviously, trap gcs

Kendoon
23-05-2005, 00:20
Two things;

For anyone who thinks traps are effected by Lightning facets, in ANY way, is a complete newb.

And furthermore, on my trapper, when someone decides to stack massive resists or absorbs, depending on what type of char it is, I do this;

Sorcs w/ sorb/stacked res = 2x rings of absorb and boots/belt same
Ele druid = 2x raven and Stormshield + Ber'd Shako (same with barbs and pallys)

Pretty much, if they stack/sorb, you do it back, but with your infinity mercenary while teleporting on them with MB (****s them up, even with sorb, as it takes away a lot of res).

Shadow + Merc + Infinity + MB + Traps + Teleporting from enigma = Sorber DESTROYED.

kellsa
15-06-2005, 11:33
i wanna make a trappasin and i have most of that stuff but i wanna know something...

why isnt spirit any good for a trapper?
i think it'd be great for the +2 skills and fcr and not to mention the resists

scarecroww
12-02-2006, 00:53
i dont understand why u bothered including a section on battle tactics,as all u have to do is put your traps on the ground and they will automatically target people. anyone can do that.why dont u try somthing more fun and challenging?u might actually earn respect that way

TarnishedHope
13-02-2006, 04:58
er, scarecroww, go get a light trapsin and see if you can kill me with that kind of pathetic excuse for tactic. :jig:

light trapsin can be hard, or easy. if you can't MB, you'll suck. if you don't know what to aim for, you'll suck. if you don't know where to place traps and how to place them in the most efficient pattern, you'll suck.

earn people's respect? maybe you should actually learn to duel with a trapsin before you even start to talk. maybe then, people will begin to respect you.

colojaro
30-06-2006, 06:35
What about a trapper that switches to infinity after laying traps? No good?

MCPWTB
17-03-2007, 20:39
Edit: So in light of the LCS. Just ignore the bits about extra light damage from Light facets etc.

Shoot I read this thing and there are a few comments I need to add:
1. +% Light Damage: More damage is good. Lightning Facets add +5% damage to your traps. Griffon's can add 15% + 5% damage and comes with a free 25% FCR. I have a total of 18+10+5 = 33% more light damage.
2. I would use bloodfist for 10%ias and 30%fhr. I can't think of better gloves really unless they came with +2 traps,20%ias.
3. FCR: 25% From griffs. +20% from Arachnid's Mesh. I need to reach 65% or 102%. I can easily reach 65% with a crafted ammy with FCR or FCR rare rings, however I lose a raven frost or wisp projector or soj depending on what you need. I prefer the +20% Rare ammy with nice mods(resists/dex/str/life/mana) to reach the 65%. Reaching the 102% FCR is more of a challenge, but it's so worth it to tele faster.

Gear:
WeaponOne: witch hunter's greater talons(dominant hand) and hand scythe, both with +3 LS, one has two sockets, one has one socket. Both have 5% damage light facets filling in.
WeaponTwo: Spirit Monarch(55%fhr 25-35%fcr +2skills) or Stormshield and CtA or Hoto(40%fcr +3 skills +30-40%all resists) or Wizard Spike(50%fcr +75allresists).
Armor: Enigma. Need tele.
Rings: Wisp Projector has light absorb. Raven frost. SOJs.
Belt: Arachnid's.
Boots: Shadow Dancers. 30% fhr.
Ammy: FCR Rare or Crafted Ammy with good mods or Mara's. I wear mara's always for pvm.
Helm: Griffon's. Want to get 15% damage and put in a 5% light damage facet or if you can think of something better that's fine.
Gloves: Bloodfist. 10%ias and 30%fhr.

So lets consider some totals:
Weapon One:
FCR = 65%(next breakpoints 102% and 174%.)
FHR = 60%(next breakpoints 86% and 200%... lets stick to 86%, or will we? Use charms to reach at least the 86% FHR breakpoint)
IAS = -30% + -10% Assuming you use a -30 weapon. You need 32% IAS to reach the breakpoint BoS will easily reach it lvl 3 or above. Now assume you have bloodfist and a -30% WSM weapon of quickness, you should now reach the 9 frame breakpoint for trap laying without the need for BoS.

WeaponTwo:
FCR = 65% + 25->35% + (40% or +50%) = 130%-150%. You only need hoto + griffon + arachnid + 20+% fcr ammy to reach 102% breakpoint. You can push this one a little bit and reach the 174% breakpoint, but to me it's not worth it(initially), you'd have to equip a FCR gloves + one fcr ring. So you can equip a hoto and stormshield in this setup and still reach 10 frame cast rate.
In fact aside: Perhaps using FCR gloves are not a bad idea if you use BoS. If you use Fade you def need the IAS on your gloves.
FHR = 60% + 55% + charms = 115%->?
IAS = -10% + -10% probably from a flail hoto. -20% + -10% From a wizard spike. You can reach the 9 frame breakpoint with BoS for trap laying with or without IAS gloves.


Weakness of build: Only DR on equipment is in enigma for 8%. Fade can provide +1% DR per level, but hard to reach the 50% DR without sacrifices to FCR.
Lightning absorb and Lightning resists. Even with 16k LS trap damage, will it cut it? Don't know.

Best scenario for winning: You mind blast them into a stun lock right near one or more of your LSs. Difficult to achieve.

Trap Damage:
Weapon One: w/ anni, asstorch and 5 trap GCs, raven frost and one soj, I get Lvl 46 LS for 1->14810 damage. You can add 4 more trap GCs, but I don't have them on my assassin now or I'd post the damage. I'd prefer sc lifers. With BC, I get lvl 47 LS for 1->15290.

Weapon Two: I don't have a hoto, but I do have cta. My LS damage drops to 1->9733. So the damage is still respectable, with hoto you can be looking at around 11k damage. Is it enough? *shrug*

I don't play pvp anymore, but if I did, this is what I'd use.

stephan
17-03-2007, 20:43
1. +% Light Damage: More damage is good. Lightning Facets add +5% damage to your traps. Griffon's can add 15% + 5% damage and comes with a free 25% FCR. I have a total of 18+10+5 = 33% more light damage.
This doesn't work. Traps are minions.

DareToDream
06-07-2007, 12:27
I don't find anything really useful that this maxed MB trapsin guide can contribute to the existing trapsin builds out there already. I duelled a maxed traps and MB trapsin (+10 traps gc) with enigma before. With GA and thundergod (and high fhr), the trap dmg is almost negligible and the poor trapsin can only keep applying MB to the poor opponent in the hope of MB him to death. But by the time the oppenent's life is halved, he can perform at least two things: (1) drink potion (2) exit the game and enter again. Duelling this sorta trapsin is more of an irritant rather than fun. Just imagine getting stunned over and over again for little dmg (= boring duel). Some people may disagree with my comments, but my point is that any future guides on trapsins should contribute useful knowledge and tips on how to overcome absorbers (unless you just stick to legit rule-based duelling). Perhaps someone could start a guide on other variants of trapsins (e.g., venom + maxed traps, etc).
ive made many lite trapsins and with a gg mb they cant escape and my shadow master just followed all the sorb/stackers and they were eventually killed..just sayin.

DareToDream
06-07-2007, 12:28
Edit: So in light of the LCS. Just ignore the bits about extra light damage from Light facets etc.

Shoot I read this thing and there are a few comments I need to add:
1. +% Light Damage: More damage is good. Lightning Facets add +5% damage to your traps. Griffon's can add 15% + 5% damage and comes with a free 25% FCR. I have a total of 18+10+5 = 33% more light damage.
2. I would use bloodfist for 10%ias and 30%fhr. I can't think of better gloves really unless they came with +2 traps,20%ias.
3. FCR: 25% From griffs. +20% from Arachnid's Mesh. I need to reach 65% or 102%. I can easily reach 65% with a crafted ammy with FCR or FCR rare rings, however I lose a raven frost or wisp projector or soj depending on what you need. I prefer the +20% Rare ammy with nice mods(resists/dex/str/life/mana) to reach the 65%. Reaching the 102% FCR is more of a challenge, but it's so worth it to tele faster.

Gear:
WeaponOne: witch hunter's greater talons(dominant hand) and hand scythe, both with +3 LS, one has two sockets, one has one socket. Both have 5% damage light facets filling in.
WeaponTwo: Spirit Monarch(55%fhr 25-35%fcr +2skills) or Stormshield and CtA or Hoto(40%fcr +3 skills +30-40%all resists) or Wizard Spike(50%fcr +75allresists).
Armor: Enigma. Need tele.
Rings: Wisp Projector has light absorb. Raven frost. SOJs.
Belt: Arachnid's.
Boots: Shadow Dancers. 30% fhr.
Ammy: FCR Rare or Crafted Ammy with good mods or Mara's. I wear mara's always for pvm.
Helm: Griffon's. Want to get 15% damage and put in a 5% light damage facet or if you can think of something better that's fine.
Gloves: Bloodfist. 10%ias and 30%fhr.

So lets consider some totals:
Weapon One:
FCR = 65%(next breakpoints 102% and 174%.)
FHR = 60%(next breakpoints 86% and 200%... lets stick to 86%, or will we? Use charms to reach at least the 86% FHR breakpoint)
IAS = -30% + -10% Assuming you use a -30 weapon. You need 32% IAS to reach the breakpoint BoS will easily reach it lvl 3 or above. Now assume you have bloodfist and a -30% WSM weapon of quickness, you should now reach the 9 frame breakpoint for trap laying without the need for BoS.

WeaponTwo:
FCR = 65% + 25->35% + (40% or +50%) = 130%-150%. You only need hoto + griffon + arachnid + 20+% fcr ammy to reach 102% breakpoint. You can push this one a little bit and reach the 174% breakpoint, but to me it's not worth it(initially), you'd have to equip a FCR gloves + one fcr ring. So you can equip a hoto and stormshield in this setup and still reach 10 frame cast rate.
In fact aside: Perhaps using FCR gloves are not a bad idea if you use BoS. If you use Fade you def need the IAS on your gloves.
FHR = 60% + 55% + charms = 115%->?
IAS = -10% + -10% probably from a flail hoto. -20% + -10% From a wizard spike. You can reach the 9 frame breakpoint with BoS for trap laying with or without IAS gloves.


Weakness of build: Only DR on equipment is in enigma for 8%. Fade can provide +1% DR per level, but hard to reach the 50% DR without sacrifices to FCR.
Lightning absorb and Lightning resists. Even with 16k LS trap damage, will it cut it? Don't know.

Best scenario for winning: You mind blast them into a stun lock right near one or more of your LSs. Difficult to achieve.

Trap Damage:
Weapon One: w/ anni, asstorch and 5 trap GCs, raven frost and one soj, I get Lvl 46 LS for 1->14810 damage. You can add 4 more trap GCs, but I don't have them on my assassin now or I'd post the damage. I'd prefer sc lifers. With BC, I get lvl 47 LS for 1->15290.

Weapon Two: I don't have a hoto, but I do have cta. My LS damage drops to 1->9733. So the damage is still respectable, with hoto you can be looking at around 11k damage. Is it enough? *shrug*

I don't play pvp anymore, but if I did, this is what I'd use.

About the dr part maximum dr in pvp is 20.

D G F
08-11-2007, 17:43
You will need to update your guide against bowazons. I killed a trapassin with a Bowa by simply shooting guided arrows while bieng outside the trap range.

The traps will need to be right outside of town.

Spoochie
02-01-2008, 20:12
what about stats?:O

DarthLeader
10-04-2008, 15:54
I have already played a light/MB trapper and it's very fun. I killed many pubbies, but I didn't have good good gear and got killed by anyone that hit hard.

With good gear this type of sin can be very dangerous especialy in teams ! Imagine anyone stunned for a sec, then a blizz sorc pops in and 1 blizz wonder :thumbsup:

DarthLeader

godismaz
18-07-2008, 13:42
I've been thinking of creating a light trapper like this for PvM. Do you think it would be any good? Biggest problem is to handle light immunes I guess.

Mastiphal
16-08-2008, 23:26
the only thing that doesnt work from facets and griffons is the -resisitance. the + %light dmg does work with traps