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I'm leveling now and have reached the point where I need to make a similar decision as the above poster. I have maxed D-Talon, and all of the utility skills. I haven't even put more than 1 point in traps yet, so my options are very open.
As I see it, I can either go with what a pure Uber-running Sin would do, and do Venom and Death Sentry, or I can go with what's suggested in this thread and max LS. Having not played a trapped before, I'm not really sure how much either is going to help with their respective strengths - LS with AOEing and Venom with single target stuff. My initial thought is that Orbs will do enough AOE damage that I don't really need LS maxed.
I'd appreciate any advice...
20 points in LS is still weak - without synergies the damage isn't too impressive. Unless you plan on an infinity merc to make more use of your light traps, I wouldn't recommend a heavy investment there since you're so melee oriented to begin with. Venom should be maxed on a dtalon kicker, its additional damage to anything not immune.
I would recommend one point to ds - the ce it offers will make clearing groups a lot less repetitive.
I think we are thinking rather alike, then. I do have 1 point DS, I just see a lot of the guides here recommend maxing it.
I agree on the LS unsynergized, I think the idea would be, as suggested in this guide to take shock web as a synergy and then get an Infinity Merc, but that'll probably be the last of the HR's I get my hands on (I am re-starting and therefor rather poor).
Edit: Oh, now I'm looking back and the guide here actually has DS maxxed as well. Would a fully synergized LS such as that be worthwhile do you think, or should I still just focus on melee damage?
Having both a kicker and trapper, a fully synergized trapper with high plus skills and an infinity merc can solo anywhere outside of uberland - up until Lillith she's fine really.
The kicker was made to handle uberland. While a kicker/trapper hybrid can technically do both - you end up having to try to balance gear between trap damage and kicker effectiveness.
On the otherhand, when you focus on kicking, its a bit easier. Traps are nothing more than supplemental damage, and really you'll be using your kicks to create corpses, so ds can make some more.
Really, you ultimately want to decide how you're going to play her. While I like my kicker, my trapper is more efficient anywhere she's effective, so the only time kicker comes out is for the heavy duty stuff. However, if you're finding yourself content with the kicking (i've always had a preference towards casters in any game) You basically want to focus on survivability since so little will prove useful. Decent traps are helpful for physical immunes - if you can pull decent damage out of them.
Since my kicker usually only deals with converting keysets into a torch, Pi's are a pain, but can be avoided. Traps are basically meaningless in most uber areas since I can't rely on having an Infinity merc to break immunes. If you're planning to use it as more of an all around pvm type character, then you'll definitely want to consider the option of having decent trap damage as in certain areas (like arcane sanc) the traps will be safer and generally more productive.
You may simply want to hold off on placing points and add as you find necessary or more effective. You have the right idea, focus on traps and synergies or melee. However, it's up to how you prefer to play that should really decide which side you focus on.
On a side note - a lot of the reason i prefer my trapper is that she's gear for fcr and hits the 102 fcr breakpoint, so she teleports pretty quick. It's also the reason I'm not big on the kick/trapper hybrid as you sacrifice fcr for better damage and survivablity kicking. But, trapping alone gets pretty monotonous, and the same could be said for kicking. Being able to do both not only allows versatility but helps keep the gameplay fresh longer. Since a trapper will be using fcr primarily for casting teleport, if you don't require quick teleports (or teleporting at all) then kick/trap hybrid is a solid choice as well.
Last edited by SeCKSEgai; 04-04-2009 at 21:18.
I've made this character, and it solo's hell easily. I have close to 0 manaleech but i still keep up.
On switch im using cta+spirit, i get 17 SM with dancer boots, anni etc.
BoS it is for me, i hit almost max res with no extra charms.
What i do find annoying is that (some will laugh at this but its true) in 1 player games your traps ripped about 50% of your enemies apart before you even get to kick (i have infinity merc). I'm going to try and fiddle with skills about, might go with fire traps for the stun, rather than light for the dmg.
Why are we using venom ? It doesn't apply to my kicks.
Yes, it does.
I built a kick/trapper based largely around this guide not too long ago. The character is more fun to play than any other I've ever made. The quantity of available gameplay decisions make it much more interactive than the typical melee or caster character. It's also incredibly powerful, which is unusual for such a relatively obscure build. Cheers to Sara for managing to pull that off.
After using Voice of Reason on Conviction pallies with only moderate success, I was skeptical that Rift would be able to meet the damage requirements for end-game Hell mode. So I made a Rift, but put off my acquisition of Nightwing and cold Facets until I could appraise their value to my play style. I'm glad I did; while Rift manages to tear up little critters like Corrupt Lancers and Flayers with ease, it just doesn't cut the mustard for killing high-power LIs like Black Souls and Night Lords without Infinity on (When my Infinity Merc is around, well, most things die before I get a chance to kick them).
So in lieu of Nightwing, HHG, and Rift, I've been using slightly more conventional kicking gear for tougher runs: Stormshield, Stormlash, and Andariel's Visage. The additional DR, leech, and resists allow for more carefree kicking action, while the extra CB and Static Field allow me to take down big monsters more efficiently. Aside from that preferential caveat, this was a great guide.
Popping venom does not alter my kick damage. Could be LCS.
Then i feel kind of lame by synergising my traps too much and having only 1 hard point in venom.
Again, i really like this build, but i'm going to remake it that traps have more of a support function (CE, Stun) rather than pure damage, maybe invest a bit more in MA or SM skills.
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