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  1. #1
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    Starting a Trapper

    Assassins are cool, but for some reason that escapes me, I've only really done a kicker so far. She dominated Nightmare difficulty with Dragon Talon and Voice of Reason and I'll take her through Hell eventually. But I want to start a pure trap assassin. Or rather, I already have started one, but I don't know how to proceed. So far, my new assassin is level 13 and has yet to rescue Deckard Cain...

    I generally play single player (RWM) on /players8. I have a massive arsenal of gear that could possibly be twinked to this character, but her equipment and skills are both still undecided. All I know is that I want to use some traps. Deadly traps. For killing demons. Help me decide which traps. Also, equipment.

    So far, I've found Fire Blast to be lackluster. I've seen it maxed on builds before, so I assume that it either gets better later on or that it is mainly just useful as a synergy. Blade Sentinel, on the other hand, has been excellent. I don't recall ever seeing Blade Sentinel specialist assassin anywhere, so I assume that the skill either falls off later on or is outclassed by Blade Fury and left alone for that reason. Blade Fury itself is a bit of a puzzle for me. It looks like the skill is quite good, but that it's so weapon-dependent that it pretty much falls outside the "trapper" archetype and is its own thing of some sort, not really used alongside the rest of the traps tree. Is that correct?

    Are lighting/fire traps generally not powerful when used together? I don't need to be the fastest killer in the game. I do want to pack a punch though, and not be shut down by immunities. Is a fire/lightning trapper viable? How do trappers deal with elemental immune monsters? Kicks? Blade Fury? Mercenary? Venom? Crying and running away?

    Once I do have my awesome trapper figured out, what goodies should I plan to give her, assuming access to most uniques/runewords?



  2. #2
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    Re: Starting a Trapper

    Standard trapsin setup is max Fireblast, lightning sentry, death sentry and then as much as possible into synergies ( shock web and charge bolt). Fireblast is the standard LI killer. LS kills everything else. Death sentry adds some corpse explosion goodness. Lay 4 LS 1 DS, chuck fire bombs, occasional mind blast, easy to play. I posted a writeup on my single player trapsin here ( the second one ).

    As for the early game, I don't really know. Never use spells till level 24+. Till then it's shooting with Arctics, then shooting with ravenclaw. Burst of speed helps. But hey feel free to make a blade sentinel+wake of fire assassin. It'd be something different. Blade fury is totally different though, and requires other types of equipment.



  3. #3
    IncGamers Member hubb's Avatar
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    Re: Starting a Trapper

    Quote Originally Posted by Namtar View Post
    So far, I've found Fire Blast to be lackluster. I've seen it maxed on builds before, so I assume that it either gets better later on or that it is mainly just useful as a synergy. Blade Sentinel, on the other hand, has been excellent. I don't recall ever seeing Blade Sentinel specialist assassin anywhere, so I assume that the skill either falls off later on or is outclassed by Blade Fury and left alone for that reason.
    I've found FB to be great through early norm, though after that it does get a bit weak. Wake of Fire is likewise very strong through norm/nm, but the amount of fire immunes in Hell makes it a poor end-game choice. I vaguely remember having fun with Blade Sentinel in norm like 10 years ago when I had no idea what I was doing (yeah, it's damage doesn't scale up well later). With 1.13's respecs a FB/WoF build until about level ~40 is probably the best way to go.

    Quote Originally Posted by Namtar View Post
    Blade Fury itself is a bit of a puzzle for me. It looks like the skill is quite good, but that it's so weapon-dependent that it pretty much falls outside the "trapper" archetype and is its own thing of some sort, not really used alongside the rest of the traps tree. Is that correct?
    Yes. AFAIK all it needs is a high damage weapon, so you could presumably use it alongside Lightning Sentry as a backup against immunes (instead of FB) without losing out too much. There are some pure BF sins and hybrid builds around.

    Quote Originally Posted by Namtar View Post
    Are lighting/fire traps generally not powerful when used together? I don't need to be the fastest killer in the game. I do want to pack a punch though, and not be shut down by immunities. Is a fire/lightning trapper viable? How do trappers deal with elemental immune monsters? Kicks? Blade Fury? Mercenary? Venom? Crying and running away?
    Trappers (even the ones with Infi) generally use Fire Blast, Lightning Sentry and Death Sentry. FB is very effective when it's synergised - when a WSK map rolls without fire immunes I sometimes play using just FB and DS. If you look at the synergies it's not hard to guess what to spec. As you might know Cloak of Shadows and Mind Blast are amazing 1-pt wonders.

    Definitely take a look at the recently updated assassin stickies/FAQ

    Gear is a little harder and it very much depends on personal preference and what you have available. You need to decide between C/C (claw block can block spells) and weapon/shield and also whether you'll use BoS or Fade. Then maximise +skills, resists and trap laying speed. The easiest setup is along these lines:

    Lore (Ort-Sol) / Shako
    Mara's / +skills sin/trap with res, stat
    Spirit / HotO / Silence
    Vipermagi
    Spirit
    Magefists / whatever
    Arach / whatever
    2xSoJ / whatever
    Aldur's / whatever

    I love playing with the FRW from Burst of Speed, but you can also go for Treachery, Fade and a fast weapon. A Silence PB along with a good blocking shield is another option, though that makes more sense in HC. Claw builds are a little harder to balance and you usually end up weaker offensively.



  4. #4
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    Re: Starting a Trapper

    Thanks for the replies, both of you. I checked out the build that Zaphodbrx linked to and will be investigating the other guides too. I'm probably going with a fairly standard build (at least as far as Fire Blast, Lightning Sentry, and Death Sentry are concerned). Maxing Death Sentry makes sense anyway as I already named her Ereshkigal (obscure line about her threatening to have the dead eat up the living).

    I didn't even think about equipping a bow for low levels. So far I've mainly been shanking things with claws and running away while spamming Shock Web/Fire Blast/Blade Sentinel against anything too strong. Maybe I'll give her a Raven Claw.

    I do have a Silence phase blade that I haven't used in a long time, but I'm not seeing why that particular weapon would be good for a trapper. What am I missing? Is Silence chosen simply because it's a solid defensive weapon?


    Last edited by Namtar; 24-07-2012 at 08:22.

  5. #5
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    Re: Starting a Trapper

    Silence PB can be a nice weapon because it has 75 allres and +2 skills. Though personally I wouldn't make one, prefer dual claws mostly- weapon block, fast trap laying and no need of huge str req like spirit shield or high dex req of PB.



  6. #6
    IncGamers Member hubb's Avatar
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    Re: Starting a Trapper

    Quote Originally Posted by Namtar View Post
    I do have a Silence phase blade that I haven't used in a long time, but I'm not seeing why that particular weapon would be good for a trapper. What am I missing? Is Silence chosen simply because it's a solid defensive weapon?
    It's fast (10 fpa trap laying to start with, another 22 IAS gets you 9 fpa) and along with Fade the 75@ gives you a lot of freedom in choosing other gear. The dex req doesn't matter if you go max block, otherwise it's a fair bit of wasted stats.

    One thing to mention is the difference the +mana on Spirit(s), especially if your merc has Insight. At P1-P3 Death Sentry can quickly clear the screen but at P8 you'll be spamming pots unless you have a decent mana pool/regen or mana after each kill.



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