- Feb 24, 2006
- 1,060
- 1,975
- 113
Matriarch Quor, Hybrid Trapper
To get ready for next month's round in Fabian's MF League, I looked at my stable of toons, looking for something suitable for hunting runes in the Moo Moo Farm. I only have two that have actually defeated Hell Baal. You guessed it, they're the old standby cookie cutters that everybody else seems to Pat/Mat first: a fishymancer and an orbitaller. I fancied neither as a cow runner, so I resolved to get one of my other projects past Hell Baal, looking in particular at something to deal lightning damage. I noticed that my level 84 trapper had arrived at the Frozen Tundra, but hadn't yet defeated the Ancients, so she was pretty close. A few hours later, she became capable of running cows:
Matriarch Quor, hybrid trapper. (LCS)
GoMule stat dump:
GoMule skill dump:
Fire Blast: 3/9
Shock Web: 1/7
Blade Sentinel: 1/7
Charged Bolt Sentry: 1/7
Wake of Fire: 1/7
Blade Fury: 1/7
Lightning Sentry: 20/26
Wake of Inferno: 20/26
Death Sentry: 20/26
Blade Shield: 0/0
Claw Mastery: 1/7
Psychic Hammer: 1/7
Burst of Speed: 1/7
Weapon Block: 1/7
Cloak of Shadows: 1/7
Fade: 1/7
Shadow Warrior: 1/7
Mind Blast: 0/0
Venom: 0/0
Shadow Master: 20/26
(no martial arts skills)
GoMule charm dump:
Equipment:
Ethereal Baranar's Star unique Devil Star <-- for blade fury on LMB
Lidless Wall unique Grim Shield, with socketed pDiamond
Spellsteel unique Bearded Axe <-- weapon switch, teleport or decrepify charges on RMB
Cunning Circlet of Wizardry <-- +3 to Traps, +20 to Energy
Natalya's Shadow set Loricated Mail, with two socketed pTopazes
Wraith Hand rare Light Gauntlets <-- 18 AR, 25%ed, 1 dex, 10% poison resist, -25% poison length, 14%mf
Rune Winding rare Spiderweb Sash <-- 10%fhr, 1-3 cold damage, 8 stamina, 26% cold resist, 20% poison resist
War Traveler unique Battle Boots
Nagelring unique Ring <-- 51 AR, 30%mf
Manald Heal unique Ring <-- 6% mana per hit
Mara's Kaleidoscope unique Amulet <-- 27% all resists
Mercenary equipment:
Zephyr runeworded Blade Bow
Stone Coat rare Ancient Armor <-- 5% ctc level 3 Frost Nova/struck, 20%ed, 26% poison resist, two sockets (pEmeralds)
Iratha's Coil set Crown
Notable find: she obtained my first ever Sazabi's Cobalt Redeemer in WSK2. I pool all my runes in the GoMule stash, so I have no idea which were her forge rewards.
Notes: Like many of my toons, I started this character back when 1.10 was current, and played her off-and-on through patches 1.11, 1.12b, and now 1.13c. I found her quite versatile, and fun to play. I think of her as a "hybrid" trapper, because she has three trap skills that she uses consistently: Lightning (and Death) Sentry, Wake of Inferno, and Blade Fury.
I simultaneously maxed DS (with three points in Fire Blast for another shot) and Shadow Master skills first. Next, i maxed LS and WoI simulatenously. LS was used both as a co-synergy with DS, and to have a ten-shooter instead of a six-shooter (for the same mana cost) at those times when corpse explosions weren't necessary or beneficial. WoI was a support trap against LIs; thanks to it's damage synergy from DS, it became a reasonably fast killer, not weak at all. Future points will probably be invested in Fire Blast, to strengthen WoI (and evenutally DS) even more.
She relied a great deal on her Shadow Master to engage foes and hold them still enough to be hit consistently with her blade fury shuriken and sentry traps' missiles. The Shadow Master would occasionally lay her own traps, which would cause some of mine to evaporate prematurely, but this generally only slowed the killing a little, and it was well worth it to have the extra minion. She used the cloak skill a few times to help her get past ranged attackers like archers and slingers, but otherwise, she really didn't need to rely on it. She used BoS a lot more than Fade; I generally preferred having the quicker run/walk and sentry-summoning speed over the resistance boost.
The final battle with Baal was tedious: his AI produced lots of festering tentacles and dopplegangers to distract her sentry traps, and he aimed his hoarfrost wedges and mana-burning attacks at Quor each and every time, never once targeting the shadow nor the mercenary.
To get ready for next month's round in Fabian's MF League, I looked at my stable of toons, looking for something suitable for hunting runes in the Moo Moo Farm. I only have two that have actually defeated Hell Baal. You guessed it, they're the old standby cookie cutters that everybody else seems to Pat/Mat first: a fishymancer and an orbitaller. I fancied neither as a cow runner, so I resolved to get one of my other projects past Hell Baal, looking in particular at something to deal lightning damage. I noticed that my level 84 trapper had arrived at the Frozen Tundra, but hadn't yet defeated the Ancients, so she was pretty close. A few hours later, she became capable of running cows:
Matriarch Quor, hybrid trapper. (LCS)
GoMule stat dump:
Code:
Name: Quor
Class: Assassin
Experience: 1011026206
Level: 84
Naked/Gear
Strength: 135/165
Dexterity: 90/111
Vitality: 265/280
Energy: 25/60
HP: 1011/1172
Mana: 149/170
Stamina: 505/513
Defense: 22/1160
Fire: 89/49/-11
Cold: 108/68/8
Lightning: 81/41/-19
Poison: 131/91/31
MF: 138 Block: 25
GF: 0
FR/W: 31
FHR: 10
IAS: 50
FCR: 20
Fire Blast: 3/9
Shock Web: 1/7
Blade Sentinel: 1/7
Charged Bolt Sentry: 1/7
Wake of Fire: 1/7
Blade Fury: 1/7
Lightning Sentry: 20/26
Wake of Inferno: 20/26
Death Sentry: 20/26
Blade Shield: 0/0
Claw Mastery: 1/7
Psychic Hammer: 1/7
Burst of Speed: 1/7
Weapon Block: 1/7
Cloak of Shadows: 1/7
Fade: 1/7
Shadow Warrior: 1/7
Mind Blast: 0/0
Venom: 0/0
Shadow Master: 20/26
(no martial arts skills)
GoMule charm dump:
Code:
Mentalist's Grand Charm of Sustenance
Grand Charm
Required Level: 42
Fingerprint: 0xbc1858de
Item Level: 50
Version: Expansion 1.10+
+1 to Shadow Discipline Skills (Assassin Only)
+21 to Life
(and an assortment of large and small charms with life, resists, MF, and AR)
Ethereal Baranar's Star unique Devil Star <-- for blade fury on LMB
Lidless Wall unique Grim Shield, with socketed pDiamond
Spellsteel unique Bearded Axe <-- weapon switch, teleport or decrepify charges on RMB
Cunning Circlet of Wizardry <-- +3 to Traps, +20 to Energy
Natalya's Shadow set Loricated Mail, with two socketed pTopazes
Wraith Hand rare Light Gauntlets <-- 18 AR, 25%ed, 1 dex, 10% poison resist, -25% poison length, 14%mf
Rune Winding rare Spiderweb Sash <-- 10%fhr, 1-3 cold damage, 8 stamina, 26% cold resist, 20% poison resist
War Traveler unique Battle Boots
Nagelring unique Ring <-- 51 AR, 30%mf
Manald Heal unique Ring <-- 6% mana per hit
Mara's Kaleidoscope unique Amulet <-- 27% all resists
Mercenary equipment:
Zephyr runeworded Blade Bow
Stone Coat rare Ancient Armor <-- 5% ctc level 3 Frost Nova/struck, 20%ed, 26% poison resist, two sockets (pEmeralds)
Iratha's Coil set Crown
Notable find: she obtained my first ever Sazabi's Cobalt Redeemer in WSK2. I pool all my runes in the GoMule stash, so I have no idea which were her forge rewards.
Notes: Like many of my toons, I started this character back when 1.10 was current, and played her off-and-on through patches 1.11, 1.12b, and now 1.13c. I found her quite versatile, and fun to play. I think of her as a "hybrid" trapper, because she has three trap skills that she uses consistently: Lightning (and Death) Sentry, Wake of Inferno, and Blade Fury.
I simultaneously maxed DS (with three points in Fire Blast for another shot) and Shadow Master skills first. Next, i maxed LS and WoI simulatenously. LS was used both as a co-synergy with DS, and to have a ten-shooter instead of a six-shooter (for the same mana cost) at those times when corpse explosions weren't necessary or beneficial. WoI was a support trap against LIs; thanks to it's damage synergy from DS, it became a reasonably fast killer, not weak at all. Future points will probably be invested in Fire Blast, to strengthen WoI (and evenutally DS) even more.
She relied a great deal on her Shadow Master to engage foes and hold them still enough to be hit consistently with her blade fury shuriken and sentry traps' missiles. The Shadow Master would occasionally lay her own traps, which would cause some of mine to evaporate prematurely, but this generally only slowed the killing a little, and it was well worth it to have the extra minion. She used the cloak skill a few times to help her get past ranged attackers like archers and slingers, but otherwise, she really didn't need to rely on it. She used BoS a lot more than Fade; I generally preferred having the quicker run/walk and sentry-summoning speed over the resistance boost.
The final battle with Baal was tedious: his AI produced lots of festering tentacles and dopplegangers to distract her sentry traps, and he aimed his hoarfrost wedges and mana-burning attacks at Quor each and every time, never once targeting the shadow nor the mercenary.