Trapsin problems

jerichob

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Mar 14, 2005
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Trapsin problems

Hi,

I was recently trying to build a good PvM trapsin char and seemed to have problems. Can someone either advise or point me in a direction of a good tutorial? IU heard a lot of people telling me that Trapsin is one of the best PvM char in the game, but I seem to miss something.

I was trying to build my trapsin with +3 trap amu, shako, +3 traps claws (2 pieces), vipermagi etc... Also put 20 into LS and CBS and FB.

Hmm, perhaps some tips please?
 
What kind of problems are you having?

Your gear seems nice.

Try:

A Holy Freeze Merc - properly leveled and equiped (damage reduction, CB and life leech).

Two plus 3 Shadow claws on switch to cast Fade and a Shadow Master (try to cast it at 17 level including plus skills).

Make sure with Fade you have max resistances.

Try and have around 50% claw block including plus skills (better is fine).

Use Death Sentry.

I used 20 LS, 20 DS, 20 FB - For the Shadow Tree - enough to cast Shadow Master at level 17 and to max my resists with Fade, Claw block at 49% with plus skills.

I also used a point in blade fury and venom (with a CB weapon on switch for fun) - I put a point in mind blast and cloak of shadows but never used them.
The rest in a lightning synergy.

For PvM you don't need to worry about IAS.
 
Thanks Day & FreezerBurn.

Day's comments were particularly helpful, as I lack practice with trapsin. I always wanted to play one, never had time. I can afford some nice gear like sojs etc... Anyway, these are great practical tips. I will try to experiment a little.

Also the 'untwinked trapsin guide' which FreezeBurn seems to refer to - I read it, but it was vague about some issues. And I couldn't really find the right gear. Since trapsin seems to be mostly a caster, I was thinking about something like this:

shako (um'ed perhaps)
vipermagi (um'ed)
2 +3 trap claws
+3 trap amu
Spirit shield
Archanid Belt
Soj + BK rings (or maybe 2 sojs are better)
FrostBurn Gloves
as for boots - dunno... Natalya maybe
Also 7 +trap skillers and anni

Any suggestions as for gear?

Also, traps are lightning damage. How do I harm lightning immunes? With FB? FB seemed slow (the throwing angle makes is slow, sometimes I missed my target). Any suggestions for that?

Other than that I will practice with playing techniques (Death Sentry etc...)

Day, great suggestion for 3 Shadow Claws on switch, I have never thought of that!

Again, thanks for all the tips and comments, it helps a lot!
 
Glad the tips helped.

FB is not as efficient as LS - (which is fire and forget and piercing) but it is in practice ok for LI's - in fact by the time I finished I'd decided I quite liked it! I think you need to get used to it - you need to get youself a nice posiotn behind your Merc and Shadow master and wait for them to either pin it or lead the target and it works nicely.

A Holy freeze Merc with his cold damage also helps.

Also rarely, there are lightning/fire immunes - so for that the HF Merc helps as does death sentry (I think its half physical and half fire).

Also for these rare dual immunes you might try 1 point Blade Fury and Venom with a CB weapon on switch (see the thread started by Nubi entitled concerning the choise of Shadow master or Warrio for a Trapsin ) where I posted a bit about this set up. Not necessary but could be fun. if you did go for it then Gore Riders or Goblin Toe gives you instant CB.

My Gear was for Trapper/Blade Fury Hybrid.

Plain Shako (did't have an "um")
Dusk Shroud (Nef Lum - can't rememeber the Rune word name)
Plus 3 trapper amulet
Goblin Toe boots
Lava lout for the chance to cast enchant gloves
1 SOJ
1 I forget the name unique ring with fire absorb and plus 40 life
2x plus 2 assasin claws

Black tyrant club and the unique shield that gives 50% open wounds with an eth rune in it.

I have no skillers. Charms for max resists and life.

Merc had Vampire Gaze
Etheral Rattle Cage
Kelpie Snare with Amn (this is really good vs ancients with the slowe and the HF aura).
 
Trapsin is really godly for PvM and MFing.

Techinique is really important..for all the classes. So..practice more is necessary.

Personally, I dont do PvM, I only MF or PvP, (IMO..MFing = PvM, you need to kill monster to MF...so not much difference for me when talking about PvM or MF)

My gears:

P-Topaz shako
Enigma
Hoto
Spirit
+3 Trap ammy with +10 str
Chance Guard
Arach mesh
War Trave
2x30MF Nagel
5xTrap charm, 1 Anni, 1 Gheed..a few 5 to all resist sc or 7MF sc(rest inventory space is for dropped items:p)

my mf is about 320
trap dmg about 8k something only
I use BOS for trap laying speed, and I got decent FCR from Spirit+Hoto+Arach for teleport and MB (for PvM only...its not enough for PvP for sure)


IMO, a PvM trapsin should:
(Importance in order from 1-5)

1) RUN!!!! with BOS, 95% of time should not be hitted by any monster.

2) Always has their shadow master out there for tank. (They are tough if
you invest enough points on them..something like lvl 17 include all ur +skill
item)

3) Use Mind Blast for crowd control

4) Know how to lure monster to "corpse" to use DS blow them off (work very well against lightning immune, bcz they dont have high hp, can easily be taken down by 1-2 blow from DS or a few FB)

5) Always release a DS when you see one monster down.

from your skill pts distribute, I didnt see you invest any into DS...MAX IT!! it is very important.
 
Hey, again great tips! Thanks for all the comments, I'm slowly developing a feel for the trapsin. It seems a bit difficult at first, perhaps not a character to start Diablo with. :)

I still seem to notice some controversies, like: use 2 claws or a claw with Spirit Shield or maybe even Hoto with Spirit Shield. Also the 'untwinked trapsin guide' says to put 1 point in DS, while other people claim it should be maxed.

Also do you use Weapon Block skill?

But overall, I can see that practice is the most important here... Let me experiment a little with my trapsin, I will surely share my impressions in the forum. Thanks again!
 
I believe you had read my post in another trapsin guide, so I dont need to explain why IMO I dont put points in claw block

I use hoto instead of claw bcz cast rate and other bonus, cast rate for MB monster and teleport, which is un-coverable by using +3 trap, +3LS claw
I traded two of them out (both with 2 socket) after I know facet not working with trap and the "turtle" teleport speed. I am happy with my hoto-spirit combo due to their resist, cast rate, fast hit recovery rate and life, mana.

IMO, trapsin is rather easy to play, bcz you can always lay ur trap far away from you, and kill those monsters which are far away from you. Easy and Save....when monster with extra fast or too many monsters at same time, mind blast stop them down, and I have PLENTY of time to keep my trapsin and monsters in save distance, and let the trap do the job.
 
I see... Apart from the playing technique your gear selection reminds me of my ele druid, where I play with shako, viper, hoto, spirit, arach mesh, soj and bk. Sort of a standard setup for a caster char.
 
one tecnique helped when i was first starting out that i haven't seen mentioned anywhere. i wanted to save almost all my stat points until i figured out my gear. so i would throw my traps to the edge of the screen and wait for them to quit firing. close about half the distance between the traps and me and repeat. I'd kill about 90% of everything without ever seeing them. i soloed clear through hell, killing baal. had 213 unused stat points when i reached lvl 90.

also, i wouldn't use frostburns. you'll have plenty of mana with 1 soj. i'm using magefist for fcr and added fire skill.
 
There is definitetly a choice to be made whether to go:

1.dual claw which will probably give you higher overall Trap and/or other skills (from the plus skills on the claws) and moderate blocking from the claw block skill - maybe around 45+% with plus skills without spending too many real points; or

2. claw shield which will give lower Trap skills but likely higher blocking (75% with the right shield and points from dex) plus the goodies on the shield.

Which is right for you depends on your playing style and gear (including skill charms) you have available (as a comparison your gear is much better than mine and I have no assassin skill charms).

I think for PVM 40-50 % blocking is fine- for PVP - (which I don't play) I'd guess you would want the 75%?

Also there are a number of 1 point wonder skills (with plus skills) which you may like - mindblast is highly rated for crowd control (as Flyingperson says) as is cloak of shadows (I never used these much but liked the idea of blade fury). Whether they fit your style is up to you. I'd suggest a point in the first two and see if you like them (even if you do 1 point is enough) - even if you don't you'll at least occaisonally find a use for them so they won't be "wasted" eg. have mind blast redeay when you go down stairs just in case there is a stair trap.

If you have a Shadow Master he casts mind blast very ofton so I wouldn't worry about casting speed too much in your build (unless you want it for Teleport as Flyingperson does for his build).

As I'm sure you know, if you go claw shield - don't put any more than 1 point (as a pre-requisite) in claw block as it only works with two claws!

Also you need to chose between Burst of Speed or Fade (as you can only have one at a time) BOS helps lay traps quicker - Fade boosts resistances enbling more room for plus life and other charms. Again depends what you have in the way of gear but to me Fade is more important than trap laying speed in PVM. For PVP (which as I said I don't play) I understand trap laying speed is very important so BOS might be better for you as Flyingperson suggests. On the other hand a point in Fade also gives you a 1% dmage reduction (hidden synergy) as wll as resistances so you may want to up Fade (for PvM I don't think its necessary but again a choice)!

Again whether you need Fire Blast to kill lightning immunes and/or dual lightning/physical immunes depends on your gear and your mercs (and indeed your choice of Merc). Also depends whether you play alone or in a group or whether you are prepared to skip round them (maybe with Teleport) or if you get really stuck eg. lightning immune Ancient restart. I play solo and don't like to skip so I need the ablility to kill everything - you may chose to specialise your character more. If you put points in FB it means you have less available to spend elsewhere which will mean less into the synergies - so weaker overall trap damage.

How much trap damage you need depends on how you play - I'm happy to be able to get through pvm - I don't aim to be able to beat Hell Ancients solo in an 8 player game.

The other issue is really how far you intend to play the character. I finished the game at level 82(ish). Obviously if you intend playing to a higher level you'll have more points to spend.

I think there is plenty of scope to customise for gear, your style and for what you want to eventually do with it which is why I enjoyed the character!
 
Day said:
There is definitetly a choice to be made whether to go:

1.dual claw which will probably give you higher overall Trap and/or other skills (from the plus skills on the claws) and moderate blocking from the claw block skill - maybe around 45+% with plus skills without spending too many real points; or

2. claw shield which will give lower Trap skills but likely higher blocking (75% with the right shield and points from dex) plus the goodies on the shield.

Which is right for you depends on your playing style and gear (including skill charms) you have available (as a comparison your gear is much better than mine and I have no assassin skill charms).


Doesn't claw block block elemental attacks that a shield won't block ?

Is it also is not reduced to 1/3 effectiveness when running as a shield is ?

Kull
 
Claw Block does block most attacks in the game, including many that are not blockable by a shield.

While running or walking, however, it is reduced to zero.

This information is available in the FAQ and FAQ update thread.
 
Another pricey solution to light immunes is getting an infinity on your merc -- will break almost all light immunes cept some uniques and bosses.

not cheap, but possibly the single most important item to any light damage build
 
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