So ItsATrap stole my twinked trapperess name, who had been renamed with more generically HCTrapperess. As it stands, she could be the Assassin member of my first HC Sept of Guardians.
She will be my runneress for the Orange You Glad That Rune Dropped @PhineasB's tournament. Let's now build something, and see how it goes!
The build Summary
After a fire trap start, Shadow Master shall be maxed to get her through NM. Then hopefully a respec will be enough to handle Hell as a Lightning trapperess, with Shadow Warrior as decoy.
Progress:
Act 1 N ended at clvl 21.
Act 2 N ended at clvl .
Act 3 N ended at clvl .
Act 4 N ended at clvl .
Act 5 N ended at clvl .
Detailed build
In progress
Code:
Lvl [leftovers] Skills
02 [0] Claw Mastery
03-06 [0] Fire Blast (4)
QA [0] Burst of Speed
07 [0] Psychic hammer
08-11 [4] saved
12 [1] Weapon Block, Cloak of Shadows, Wake of Fire, Fire Blast (5)
13-17 [1] Wake of Fire (6)
18 [0] Shadow warrior, Wake of Fire (7)
QR [0] Fire Blast (6)
FUTURE
19-29 [0] Wake of Fire (18)
QI Wake of Fire (20)
30-39 [0] Shadow Master (10)
About end of Normal
QA Fire Blast (7)
40-49 [0] Shadow Master (20)
QR [0] Fire Blast (8)
50-61 [0] Fire Blast (20)
62-EON [0] Wake of Inferno (*)
End of Nightmare, Lightning respec
Gear planning & evolution Initial thoughts
For reference, the crafting recipes on diablowiki. Also, some formulas from Pb_pal's post in tournament's thread.
Best weapon piece would be a nice claw - or even pair of claws - with +skills. Sadly, no formula allows such crafting (unlike say spears/javelins for zons), so it will be a pain to find something usable/great.
As usual everything else is about +skills, so...for now, I am planning a mana regen crafting, or maybe but more unlikely damage reduce gearing.
And after a review of formulas, I am setting on Caster, Blood and Hitpower recipes for now...well, kinda surprising me!
Crafting formulas and detailed planning
Supply tables for a full gear craft:
Code:
Gem | Quantity | Runes
P. Ame | x3 | Tal, Ort, Thul
P. Eme | x2 | Nef, Eth
P. Rub | x3 | Amn, Sol, Sol
P. Sap | x2 | Ith, Tal
For merc:
Code:
Gem | Quantity | Runes
P. Ame | - | -
P. Eme | x1 | Sol
P. Rub | x2 | Ral, Thul
P. Sap | - | -
Pre Act 2 NM:
Diamonds for Savage polearm recipe, chipped gems for socket.
Blood Helm
Preset Mods:
1-4% Life Leech
+10-20 Hit Points
5-10% chance of Deadly Strike
Magical Plate Mail
or Templar Plate (Excep)
or Hellforge Plate (Elite)
+ Jewel (any)
+ Thul Rune (#10)
+ Perfect Ruby
Blood Body
Preset Mods:
1-3% Life Steal
+10-20 Hit points
1-3 Demon Heal
Merc weap pre-act 2 NM
Savage polearm recipe
1 Diamond + 1 Staff + 1 Kris + 1 Belt --> Savage Polearm Class Weapon
ivl = 50.
Creates a polearm class weapon with the Savage prefix (66-80% Enhanced Damage).
May spawn with a random suffix as well.
The polearm type will randomly choose from a Bardiche, Battle Scythe, Bill, Halberd, Lochaber Axe, Partizan, Poleaxe, Scythe, Voulge, or War Scythe.
And to get sockets on a weapon (should work for ItsATrap claws pre Act 2 NM too), but no way to get staff mods on normal bases so...maybe late Normal or via gambling:
3 Chipped Gems + 1 Magic Weapon --> Socketed Magic Weapon
ilvl = 25.
This recipe rerolls the stats on a magical weapon, setting it with new, random modifiers and 1-2 sockets.
Magical weapons that can not have sockets, such as throwing weapons, will spawn with new modifiers but no sockets.
3 Standard Gems + 1 Socketed Weapon --> 1 Socketed Magic Weapon
ilvl = 30
This recipe rerolls the stats on the weapon, creating a new magical version of the same weapon, with random modifiers and 1-2 sockets.
Any type of gems may be used, but they must be normal (between flawed and flawless) in quality.
Magical weapons that can not have sockets, such as throwing weapons, will spawn with new modifiers but no sockets.