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  1. #1
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    KaFKa's minorly helpful guide to PvP light trappers (v1.0)

    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.




  2. #2
    IncGamers Member
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    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




  3. #3
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    Why sticky this guide?

    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).




  4. #4
    IncGamers Member
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    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.




  5. #5
    IncGamers Member
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    Quote Originally Posted by chaos9
    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.




  6. #6
    IncGamers Member
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    Hey KaFKa
    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.




  7. #7
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    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!).




  8. #8
    IncGamers Member
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    Quote Originally Posted by skygoneblue
    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.




  9. #9
    IncGamers Member
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    why use?

    ias wepon on switch??




  10. #10
    IncGamers Member
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    >< 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.




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