View Full Version : Untwinked HC Trapper Build Questions
Building an untwinked Hardcore “Trapper”. Read all of the guides I could find and various thread discussions.
Have a few questions.
*Traps*
20 LS
20 DS
20 FB
1+ CBS or 1+ SW
As an untwinked Trapper, is it better to max out CBS or SW? From what I have read, LS will be my main trap 3 traps while laying 2 DS. From a playing prospective it appears to me having a better trap to use before LS comes on line makes maxing CBS a better option.
The synergies seem to offer equal benefits to take either route. Is there a best choice here?
*Shadow*
1 in all Shadow Skills except Venom which gets none
1+ Shadow Master – Should this be a 1 point skill or a 20 point skill? Since I am playing HC dying is bad. I am leaning toward a significant investment in my Shadow Master.
1+ Mind Blast – I have read that some people recommend 2 hard points in this to get the Shadow Master to cast this ability more often.
1+ Fade- How many points should this skill receive?
*Skill Progression*
1 to all as they become available.
+ to FB as needed
+ to LS at 24 until maxed +1 to 3 DS along the way
Then fill in remaining points
Thanks in advance for your advice.
As an untwinked Trapper, is it better to max out CBS or SW? From what I have read, LS will be my main trap 3 traps while laying 2 DS. From a playing prospective it appears to me having a better trap to use before LS comes on line makes maxing CBS a better option.
The synergies seem to offer equal benefits to take either route. Is there a best choice here?
I'd recommend going with CBS mainly, but in the end they both provide equal synergy for you LS and DS, which are the traps you'll be using later on anyway, so doesn't matter really.
*Shadow*
1 in all Shadow Skills except Venom which gets none
1+ Shadow Master – Should this be a 1 point skill or a 20 point skill? Since I am playing HC dying is bad. I am leaning toward a significant investment in my Shadow Master.
I personally think that a trapper that knows how to play doesn't need another good tank so badly that it would be worth the extra points beyond 1.
Mind blast and CoS is your friend, the shadow has no problem tanking stunned and blind monsters. As you've already decided to go for FB as your LI killer the master doesn't come into play there either.
1+ Mind Blast – I have read that some people recommend 2 hard points in this to get the Shadow Master to cast this ability more often.
Correct, but that is mostly for pvp since it makes her cast it more often while you're teleing around. In pvm you shouldn't bother.
1+ Fade- How many points should this skill receive?
I'd suggest 1.
*Skill Progression*
1 to all as they become available.
+ to FB as needed
+ to LS at 24 until maxed +1 to 3 DS along the way
Then fill in remaining points
Sounds solid.
AeroGear
18-08-2009, 17:52
I recommend skipping shadow altogether. You can lay down a maximum of 5 traps and that includes the traps your shadow lays down (which overlay yours whenever she decides to use one). Pin down hard bosses with mind blast and let the traps do their work. Until you have access to higher end stuff (SoJ, Shako, etc.) I recommend making an Insight RW for your merc, it will make it a no brainer to spam traps/MB all over the place.
Expect the merc to die alot but as gear and level comes into play it will get easier for him and for you. Shop and gamble for claws as much as you can, you can get some pretty godly mods on them later on, all those +skills will make for a much smoother ride.
Your hardest fight will be hell ancients!
Aerogear - Mindblast works on Bosses Mephisto and Diablo? I did not know that will try today.
I have decided since this is my 1st Trapper to go with a "strong" +10 points Shadow Master.
This is my time to experiment before 1.13 :)
AeroGear
18-08-2009, 19:14
Nope it doesnt! It works on bosses and champions/fanatic/etc, put thems in hit recovery or however you call it, but not act bosses. Think it can pin down ancients as well but I'm not 100% sure.
You can certainly mess around with the shadow, he is a good tank. The problem is the weakness of her traps (something like half the shadow's level, I dont remember the exact formula). Her traps also dont benefit from synergies unless she lays down 1 of each kind.
The good news is that the build is strong enough to allow misplaced skillpoints! And like you said 1.13 should bring around the option to reset skillpoints (sadly not stat points altough that may be included as well). If you insist on using the shadow I recommend putting an extra point in MB, if you want a tank you might as well use the extra CC (she will cast it more often which might make her less enthusiastic with traps).
She synergizes, and possibly casts higher traps than the sin. For this reason, the warrior is "trained" and is used as a tank / dmg supplement.
Especially for HC, she's far from useless. The warrior may over write with unsynergized, but a master is usually too busy PSing or MBing.
Sass - I not sure I understand.... Are you saying Warrior is better than a Master for HC or a Master is Better?
I have read... That the Master is better... However the downside is she runs off and gets into trouble... which I have already seen for myself. :) I have read putting 1 Extra Hard point into MB will cause that to cast more.
AeroGear
18-08-2009, 23:55
Higher level than a trapsin? Just no.
According to arreat summit SM casts her trap at a level equivalent to half her skill level +1.
A level 30 SM would cast level 15 traps, they dont benefit from synnergy unless one of each (or one of more than 1 kind) is out. Say she puts out a LS and a DS out, they will benefit from it.
I find her very useful on my talon/DS sin, taking the heat off both me and my merc. Having to meet the needs for elite boots and decent block takes a good chunk out of the health pool, not to mention the fireworks she puts out is a good show.
However for my pure trapper she would be kind of a nuisance, there is just no way her traps can be anywhere as strong as mine. Then agan it depends on how you want to play your trapper, I tend to lay traps far ahead, or run in and out, back towards my "ambush". I prefer having all those points invested in the traps tree. Mind blast, Clos and my HF merc is more than enough cc given level 33 LS/FB.
Anyway to each his own, no point arguing over it, author is decided on trying it, just giving my personal input.
@Kichel:
Warrior is a better tank, gets more defense per level. However the warrior will only use the skills you have selected (left and right click) and thus cant use the whole arsenal. Shadow master suffers no such limitation (can use every skills regardless of which you have selected) but can be more erratic, sometimes wastes time attacking with cobra strike, laying down WoI or other fire traps, etc. She's tough, but not as tough as the warrior. I would take SM over SW but some players prefer having more control over their minions. Too much mindblast can get annoying (conversion) but it can also come in handy, I've personally never tried it, perhaps once I'm pondering what to do with those extra points at level 90+.
Sass - I not sure I understand.... Are you saying Warrior is better than a Master for HC or a Master is Better?
I have read... That the Master is better... However the downside is she runs off and gets into trouble... which I have already seen for myself. :) I have read putting 1 Extra Hard point into MB will cause that to cast more.
That running off into trouble is why she's frowned upon in HC. The MBing is why she's frowned upon in general pvm.
@Aero, it's vastly known that she can cast higher level traps than a sin. It'd take maxing her out on a pure trapper to make it happen, but it's common on a base point or hybrid builds.
Untwinked in HC, I'd probably get a shadow up some levels to help tank, and depending on if I do prereqs first, she'd cast higher than me.
Also, defense hardly matters. She just benefits from your def, which sucks. However, the master is a better tank. She'll self buff, the warrior won't (often it'll take forever even if you select the skill).
Seryphim
20-08-2009, 06:40
I also have a few questions for an HC Trapper, actually.
Should she use 2 Claws for the potentially massive +skills, or should she use a Shield for the protection / resists?
If a shield is a good idea, what is a good shield to look for?
If she should be using a shield (or COULD be using one, I guess) should she be interested in investing in the necessary dexterity to achieve max block? It's a bit tricky to make a call for an "untwinked" character how much dexterity she would need since the eventual shield would be an unknown?
Also, given HC, what would be the ideal Merc to use? I'm basically divided between Defiance or Holy Freeze. It seems like Holy Freeze would be best for a Trapsin since she doesn't have her own form of colding (although she does have Mind Blast...) and Holy Freeze will make monsters much easier for your traps to hit. Is this right?
I would advocate using a shield in HC, easier to get max block, and its been shown that max block is vastly more efficient on a point per point investment in stats than vitality. Also, unless you're using a Jade Talon in a dual claw setup, it will be difficult to get good resists.
Good shields are everywhere, even a 3 pdiamond shield with good base blocking is decent through NM. My personal recommendation for a good mid level shield is a Rhyme runeword in a 2 socket Grim Shield. Low strength requirement, one of the better base block percentages, and looks cool on a sin to boot! All res, MF, blocking enhancements, this shield has it all.
As for mercs, I would advocate a Holy Freeze merc. Defiance mercs are only good for certain characters, such as Barbs and Pallys that can boost their defense to rediculous numbers with the aura. For relative squishy characters like the Sin, Holy Freeze both serves as defense by slowing down the monsters and consequently making the battle more manageable, and offense, by making them easier targets, especially for your traps.
Shields
While I am new to Assassin's not sure I agree with the reasoning on shields.
Shields are mainly for resists on an Assassin or a Fishmancer (which I have some experience with).
As for Max Blocking.. with CoS the amount of times you block is greatly reduced as with Dim Vision. Also Claws will block (with 1 in Claw Block) more efficently than a shield and more attacks.
All that being said... I would have a two Claw +skill set up and a Shield + LR Wand setup. The trapper plays like a Fishymancer... you try not to be in physical combat... When you need resists use your shield,, Swap a Claw for your LR wand when immunes are not an issue. When resists are not a problem in the area you are fighting, going with two claws with + Skills, will always be better than one and a shield (if resists are not an issue).
Just my view on this from a Fishymancer prospective.
As for Merc, if you have a problem with regular mobs than Holy Freeze is best. If your problem is bosses and endgame bosses, then Prayer or Defiance maybe better for you.
Truth be told, the trapper should not be touched. The shadow, merc, and mind balsted monsters are more than enough tankage, and cos / DS deals with a big mob.
c/c grants skills, which you'll need, but shields (especially max block) is for if you get into the fray.
AeroGear
20-08-2009, 19:37
I started mine from scratch in HC, no help and no gear. Every level I invested 1 pt in str, 1 in dex, 3 in vit. I wanted to have access to all claw types later on if they had some great mods. There's a guide about which claws can spawn the mods you're after, it can give you a good idea of the stats you need in dex/str without resorting to gear.
She is now a level 89 guardian with roughly +11 to traps, almost resist capped and roughly 1400 life without the super cheesy torch and annihilus charms since its an SP char. Achieving max block will hurt you more than shopping for a second decent claw (+2 all +3 to traps) and a second mod like +2 to FB or LS). At some point your mercenary is only there for the 3 seconds it takes for your traps to clear the whole screen (and to provide meditation...), that is why I'm pretty much against the shadow master since you honestly dont need a tank, let alone a second one. You have CoS and mindblast, use them! Holy freeze merc shines in Hell even though he does make you lose a few corpse to shatters.
Claw block with +skills will give you around 30-40% block and it can also block spells, the added life lets you eat those freak hits in nilhatak temple (the vipers...) or OKs, gloams etc which is really the only threat for a trapper. I've tried the LS wand on switch but I'm not too fond of it, doesnt last long enough. I usually resort to backtracking to corpses and letting CE/merc finish it, or pin it to a wall with MB and let the merc solo.
Aerogear - Where is the guide you mention on Claws? A link would be great
I would advocate using a shield in HC, easier to get max block, and its been shown that max block is vastly more efficient on a point per point investment in stats than vitality. Also, unless you're using a Jade Talon in a dual claw setup, it will be difficult to get good resists.
Good shields are everywhere, even a 3 pdiamond shield with good base blocking is decent through NM. My personal recommendation for a good mid level shield is a Rhyme runeword in a 2 socket Grim Shield. Low strength requirement, one of the better base block percentages, and looks cool on a sin to boot! All res, MF, blocking enhancements, this shield has it all.
As for mercs, I would advocate a Holy Freeze merc. Defiance mercs are only good for certain characters, such as Barbs and Pallys that can boost their defense to rediculous numbers with the aura. For relative squishy characters like the Sin, Holy Freeze both serves as defense by slowing down the monsters and consequently making the battle more manageable, and offense, by making them easier targets, especially for your traps.
I would disagree with you on both points. My sin was built untwinked and she is now 87 on uswest hc, I feel that vit is def. the way to go. Claw block works surprisingly often and blocks things a shield can't. Also, most attacks that will hit u will be ranged//magic missles (and usually when they hit u, u are standing still laying down traps so claw block works).
My sin has a little over 2k life w/ max vita and she is very tough. I use a kiras and lionheart for resists and str/dex. I plan to switch to enigma when i become wealthy enough. (resists nearly maxed too, I use BoS.)
As for holy freeze merc, this just sounds dumb. Have u ever made a trapper?? You are going to shatter the corpses that death sentry would otherwise explode. I say go defiance. (Will slow down the monsters for the traps to work?? LOL, the sin has some of the best crowd control in the game already w/ cos, mind blast, and a shadow.)
Also I will agree w/ the people who have posted here earlier. My untwinked sin has 1pt shadow master, fade, and mind blast (It is easy to recast a shadow master and she casts mind blast plenty). If i was to rebuild her, I wouldn't change a thing. You need the damage when playing untwinked (and twinked, lol).
P.S. two +3 shadow claws on switch is nice to cast shadow master//bos//fade. These can be bought from anya.
Edit: as far as str and dex, I would shoot for 79 a piece to use greater talons (these claws have -30wsm on them). Look for greater talons from anya w/ 3 to traps. I saved most of my points and used str/dex gear cause i figured I would eventually get torch//anni. I now have a torch so its coming along..
Seryphim
20-08-2009, 21:56
Hmm some good advice it seems, but many different perspectives and preferences.
I think I'm going to play to use a Shield, because I think long-term I would like to get an Enigma and be able to use it for Teleporting to Baal and helping my group out that way (the Sorcs who can reliably Teleport won't be around all the time, etc.). The reason a Shield is good for this is because you can use a Spirit Monarch offering good FCR (as well as +skills) in order to hit the 102 FCR breakpoint for Teleporting quickly. Since my plan would involve using a Monarch under the assumption I have Enigma (as without Teleport FCR is a nearly useless stat on an Assassin) I could maintain a pretty strength-light build by factoring in the Enigma to pick up the slack for the highish strength requirements for the Monarch.
Plus, I think Assassins with Shields look much cooler than those with dual claws.
I also don't think I want to use a Shadow Master. People have mentioned the Master can get you into trouble by running into unwanted areas, as well as screwing up trap set-ups. Personally, sometimes I find the Conversion effect of Mind Blast to be more harm than good. I wouldn't want my Shadow Master annoyingly messing me up with extraneous Mind Blasts, thus I think I'll avoid the point investment.
By gaining quite a few points from pre-reqs and skills I might have otherwise used some points on (Master, Claw Block) I can invest points in Fade which I think will be incredibly useful, easily boosting my resists to playable or maximum levels and providing me with the always-welcome damage reduction.
Also, I still think the ultimate pros of using a Holy Freeze Mercenary probably outweigh the con of occasionally shattering enemies. Plus, the other sane option, Defiance, seems a poor choice if I don't intend to use the Shadow Master, as my own defense will likely be pretty lacking and not gain much via Defiance.
Oh, one question: What level is necessary to go shopping for strong claws like +3 Traps etc.?
AeroGear
20-08-2009, 22:29
You'll find those claws in hell once you rescue anya, or you can gamble them at say, level 80+. The mods you are after are ideally +3 to traps, but +2 to all is good as well.
These are the claws I'm using atm, they are by no means optimal but they are the best I've come up so far:
Wraith Claw
Greater Talons
One Hand Damage: 39 - 66
Durability: 69 of 69
Required Level: 48
Required Strength: 79
Required Dexterity: 79
Fingerprint: 0x5513c8d1
Item Level: 85
Version: Expansion 1.10+
+2 to Assassin Skill Levels
90% Enhanced Damage
+140 to Attack Rating
Adds 65 Poison Damage Over 7 Secs (175 Frames)
4% Life stolen per hit
+2 to Lightning Sentry (Assassin Only)
Cunning Scissors Quhab of Fire
Scissors Quhab
One Hand Damage: 19 - 40
Durability: 68 of 68
Required Level: 45
Required Strength: 82
Required Dexterity: 82
Fingerprint: 0xa599e6e7
Item Level: 81
Version: Expansion 1.10+
+3 to Trap Skills (Assassin Only)
Adds 1 - 7 Fire Damage
+1 to Weapon Block (Assassin Only)
I also have a +2 traps/+1 dragonflight claw stashed somewhere but I'm not too eager to teleport nowadays.
If you dont grab the WP in halls of pain (or watever its called), the portal stays up and you can go back and forth to refresh the claws she has to offer.
Finally found it, whew here's the claw guide I mentionned:
http://diablo.incgamers.com/forums/showthread.php?t=637936
As for running around with Fade remember that traps laying speed is according to attack speed and not casting speed. I havent tried boss running with my trapper, I dont think they make efficient boss runners anyway, perhaps if you get yourself an infinity merc I honestly dont know. She's efficient at running areas which are ideally void of LI's, I roam around WSK/Pits/AT.
If you want to run bosses and have a strong traps tree have a look at the flash dancer or kick/trapper hybrid from Ikori's guide. Spirit monarch is decent but you will lose up to 3 levels on your main trap!
Does claw block have a chance to block death explosion, such as fire enchanted or ice enchanted? I have lost too many characters to those, it would be better in my eyes to have max vit with a bonus chance to block lag deaths from death corpse explosion uniques.
Increases chance to get hit by LEMS though :\...
PvM still, so it's not a big deal.
Untwinked Assassin can run hell andy and meph easily.
I would disagree with you on both points. My sin was built untwinked and she is now 87 on uswest hc, I feel that vit is def. the way to go. Claw block works surprisingly often and blocks things a shield can't. Also, most attacks that will hit u will be ranged//magic missles (and usually when they hit u, u are standing still laying down traps so claw block works).
No argument here, I just prefer all the extra defensive mods on a shield. Of course, the best defense is a good offense, especially one with MB and CoS! ;)
My sin has a little over 2k life w/ max vita and she is very tough. I use a kiras and lionheart for resists and str/dex. I plan to switch to enigma when i become wealthy enough. (resists nearly maxed too, I use BoS.)
Hmm, all that untwinked? Since the OP was asking for untwinked build, I figured that that kind of stuff shouldn't even be in the discussion, since the godly items make any build powerful.
As for holy freeze merc, this just sounds dumb. Have u ever made a trapper?? You are going to shatter the corpses that death sentry would otherwise explode. I say go defiance. (Will slow down the monsters for the traps to work?? LOL, the sin has some of the best crowd control in the game already w/ cos, mind blast, and a shadow.)
HF doesn't cause shatter on all corpses, IME its about 1 out of 4. As a Lightning Trapper will usually end up killing 2 or 3 enemies at the same time seeing as how LS pierce, and good trap laying can increase this number, there's usually no shortage of bodies for DS to explode. And unless you are able to use MB and CoS to consistently herd Extra Fast boss packs into a nice tight group, Holy Freeze definitely helps out. Yes, I have a K/T sin atm. Defiance is useless since MOST trappers will not have stellar defense, you might not even use a shadow, so only the merc would benefit, and in Hell diff, even a high def merc gets hit hard and often. By slowing down all the enemies, you're more effectively increasing your merc's and conversely your survivability. I'd choose Might over Defiance, since that will allow the Merc to kill Lit/Fire immunes more effectively and with good leech stay alive better. But I'd still pick HF first and foremost.
Also I will agree w/ the people who have posted here earlier. My untwinked sin has 1pt shadow master, fade, and mind blast (It is easy to recast a shadow master and she casts mind blast plenty). If i was to rebuild her, I wouldn't change a thing. You need the damage when playing untwinked (and twinked, lol).
I wouldn't add more than one point into SM on anything but a Shadow oriented build, mostly because there aren't enough points to go around when synergizing traps effectively. A good Shadow is more necessary for a melee or hybrid sin. Of course, if you like using a Shadow, having to re-cast every time she gets hit because her life and resists are so low might get annoying.
P.S. two +3 shadow claws on switch is nice to cast shadow master//bos//fade. These can be bought from anya.
Edit: as far as str and dex, I would shoot for 79 a piece to use greater talons (these claws have -30wsm on them). Look for greater talons from anya w/ 3 to traps. I saved most of my points and used str/dex gear cause i figured I would eventually get torch//anni. I now have a torch so its coming along..
Again, difficult gear to come by untwinked, so I didn't consider it as an option.
AeroGear
21-08-2009, 20:31
Its just not possible to reach a respectable amount of defense in hell without resorting to holy shield or warcries. If you want to be tougher you aim for DR like strings, CoA, etc..
These things (DR) are aimed toward kicker hybrids though so best avoid them on your trapper. Remember to work on fireblast (rather than finishing LS synnergies) once you step into hell difficulty, the lightning immunes will prove problematic otherwise.
Trappers are insanely boring until you hit level 24/30 or so, at this point traps start doing decent damage, feel free to put a few of those saved points into LS synnergies right away, from that point on its smooth sailing.
Pure trappers are one of my two favorite classes. Just a few personal preferences among the issues that split people for trappers:
1) I prefer Claw Block to shield. You get much more life of course, and it only takes a couple skill points to get to 49-50% block (think diminishing returns keep you from getting more then ~60% block). Figure your max skills, go to a calculator, and find out how many hard points to get to at least 50% (10 points). Generally you can get by with just 1-2 hard points to get to 50%. Yes, it doesn't block as much as a shield (counterpoint: you won't be getting hit as much, and it blocks things that shields won't - viper spears, for instance, and iirc meph ice balls). You won't get resists you would from a shield (counterpoint: in HC in Hell, I use fade -- max resists, pdr). You get more +skills - shop Hell Anya and you can, with a bit of patience, get a couple +3 traps / +1-2 fb or ls (+3/+3 is orders of magnitude harder to find, but possible).
2) Shadow master. I usually try to get about 2-3 hard points to make them a very strong tank. Survivability is my number one goal in hc, and I've never lost a trapper to a mob. Even if they cast traps, your shadow master is another target for the enemy, and you should be going for enough IAS that you can throw traps out so fast that even if your master does put them, you can override them in a moment. I lose a few points on a trap synergy with my build. Remember to get +shadow skill claws for your fade buff and your shadow master.
3) Holy freeze merc. You'll have plenty of corpses to blow up, don't worry.
Figuring a modest +4 to all skills from gear, an additional +6 shadow skill on alt claws, +6 traps on primary claws, at level 76 (84 skill points) you have a 1000 hp master with 2 hard points, 56% resist all fade, 42% weapon block, 1650 avg damage ls, 1730 avg damage fb. If you get a couple trap skillers and a couple shadow skillers, and get +5-8 all from your gear (depending on wealth, but +5/6 is pretty easy with just a few of these --shako, coh / enigma / upped viper magi / soj / rare ammy - you're sure to find or craft or trade for a +2 all or +3 traps or shadow ammy), you can easily hit 47-50% weapon block, have a 1200-1300 life SM, and up your avg damage on your traps by 500, still at level 76. Then keep pumping the synergies. You'll never max out the second synergy, but by level 88 your avg FB is about 2800, average LS is 2562 (max 5124). Plenty of damage for soloing hell, and if you get rich you can add an Infinity to your merc to make the game ez mode. Otherwise, best merc weapon is Insight, unless you're fine on mana for some reason, in which case for cheap I really like Obedience to make him a viable damage source.
One of my biggest hopes for the patch is that finally, finally they'll add a trap oriented runeword claw. It's ridiculous that the best weapon for a trapper is a random blue claw you have to shop for ages. There's no unique, set, or runeword claw that is designed for trappers.
AeroGear
06-09-2009, 23:21
pretty easy with just a few of these --shako, coh / enigma / upped viper magi / soj / rare ammy
Well I can only scratch my head over how rare those items and RW are...
Not sure why would you upgrade vipermagi. I'd say treachery is better, you want IAS% not FCR, especially if you run around with Fade.
Overall your post is spot on. Dying happens, sometimes it cant really be avoided. My 89 HC trapper died in 1 hit (I had around 1450hp) to cursed/extra strong Pindle yesterday so I'm in the process of rebuilding, lost everything, even a godly +27 resist all Mara's! I had built it with no shadow minion whatsoever. I dont think she's needed but it would certainly help on ancients and some other areas, not to mention she's cool to have zipping around.
I'm pondering wether to put 20 pts (yes 20) into SM and forget about FB, so it would make her a pure lightning trapper with a SM around 30+ provided +shadow claws on switch. I'll probably just build 2 trappers at the same time, one with a 1 pt SM and the regular FB for LI's, the other with an unkillable minion.
Well I can only scratch my head over how rare those items and RW are...
Not sure why would you upgrade vipermagi. I'd say treachery is better, you want IAS% not FCR, especially if you run around with Fade.
Overall your post is spot on. Dying happens, sometimes it cant really be avoided. My 89 HC trapper died in 1 hit (I had around 1450hp) to cursed/extra strong Pindle yesterday so I'm in the process of rebuilding, lost everything, even a godly +27 resist all Mara's! I had built it with no shadow minion whatsoever. I dont think she's needed but it would certainly help on ancients and some other areas, not to mention she's cool to have zipping around.
I'm pondering wether to put 20 pts (yes 20) into SM and forget about FB, so it would make her a pure lightning trapper with a SM around 30+ provided +shadow claws on switch. I'll probably just build 2 trappers at the same time, one with a 1 pt SM and the regular FB for LI's, the other with an unkillable minion.
Some of the items are hard to get, but I tried to give a variety - certainly Vipermagi, shako, rare gambled / found / crafted ammy are easy enough to find or trade for for +6 all, and plain trap skillers aren't so expensive. Along with good shopped claws, you can be 90% as powerful as the richest trapsin on ladder, just takes a bit of patience (particularly with the claws).
I personally like Vipermagi better - more resists (especially with an um, or you can pruby it, which you can't with treachery), and for the times you do want BoS (say, if your resists are fine already), the fade proc is annoying, although you shouldn't be getting hit often anyway. But Treachery is a good choice too - it's just cheap enough, and as a trapper you get hit rarely enough, that you can even throw it in a bugged eth armor and use it for a good long time, for extra def and style points.
I'd be interested to hear how a high level SM works out, let me know if you go that route :)
I will post my SM success or failure.. :P
I hope he will shine!
If not well... I am sure it will be my fault.
she... key SM skill BPs.... 6, 11 and 17.
AeroGear
07-09-2009, 09:00
There's a few reasons why I dont use those breakpoints;
HP;resists;pdr scales per level, beyond that point
The combat abilities that she uses (mb/traps/phoenix strike etc.) are always considered relatively to her level as well.
I do the same for my valk, I enjoy a level 32+ Valk ^^; Completly invulnerable!
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