Part II. (Next Page)
Elemental Trappers ver. 1.6 - Part 1 - Phoenix-Hawk
Introduction:
In the trap skills there are two main types, those dealing
with the lighting and fire elements and the blade traps.
To separate the different trapper types I'll be referring
to the ones that focus on the lighting and fire traps
as elemental trappers.
Elemental trappers are like with other skill based characters,
at the beginning things can be rather rough going if
all you use are your skills but later on you can dish
out a lot of damage when your skills are used properly.
One advantage assassins have over sorceresses though
is that assassins can go melee more easily early on
with the skills and stats you're developing, by the
time your melee skills start showing their limited usefulness
you should be able to use just your skills fairly well.
So that early game rough period isn't so rough here
and you can level at a good rate.
Before you Start:
When you start an elemental trapper you first need to
ask yourself four main questions to help decide your
skill and stat placement.
1 - Will I be using a shield throughout the game?
2 - Will I be playing with others most to all the time?
3 - Do I want to use a shadow?
4 - Will I be maxing Fire Blast for an added attack
skill?
1)
If you decide to use a shield throughout the game this
will mean you will need to put some 150+ dexterity points
in for your stats. As better shields need more strength
this may also mean putting more into that stat as well
than you'd otherwise need.
Now as you don't need dexterity or strength to hit or
do damage their only use past a point will be to use
a shield. Then as you're fighting from range and have
two very useful crowd control skills (Cloak of Shadows
and Mind Blast) if you use them correctly you should
rarely be attacked. Finally with at least one melee
target to draw fire from you (your merc, more if you
have a shadow or play with others) then you can use
Mind Blast to create a few other targets for critters
to attack which limits the attacks against you even
more so really blocking shouldn't be much of a concern
for these builds so you could save yourself some stat
points and gain some added +skill points by dropping
the shield once you can start getting +skills claws.
2)
Playing with others means you won't be using your crowd
control skills (Cloak of Shadows and Mind Blast) as
much and allows you to specialize in one element type
more easily so you could then drop more points into
the Shadow Disciplines tree rather than having to stuff
just about everything into your traps. So playing with
others reduces your mana needs and changes how you place
your skills.
3)
A shadow gives you more protection when you play on
your own but if you always play with others you can
skip them without any worries. The big concern you'll
have with using shadows though is that their traps cancel
out yours in 1.10, due to this the Shadow Master can
get to be a real pain later in the game as mentioned
in an earlier post in this thread. So if you decide
you want a shadow stick with the Shadow Warrior then
when you finish dropping your traps switch to a different
skill like Fire Blast, Fade or Burst of Speed so she
does not mess your traps up on you. With proper use
of your crowd control skills and if you protect that
merc of yours you can go solo with no shadow. The big
advantage of using one is in the big act boss fights
as you can then just recast her when her life is about
empty, keeping your merc alive in those fights mean
you need to level them more and keep a close eye on
their life level. Using a shadow will give you more
protection but pulls up to 21 extra skill points out
of other uses so can mean you'll be more protected but
do less damage and could get your traps messed up frequently
by your Shadow Master if you choose that one.
4)
Fire Blast is a great little skill that can do a good
bit of damage over a small area but with it at a high
level you'll be using up a good bit of mana in fights
as you could toss about 2+ per second and they could
cost about 5-6+ mana each. Using Fire Blast actively
means you need more mana than if you only used the traps
you lay.
Personal Notes:
- I would advise using a claw and shield up until
you can equip two +skills claws then drop the shield.
This could save you up to 100 stat points or so which
you could then drop into vitality and energy thereby
reducing the need for items that increase your mana
and life later in the game while at the same time
increasing your skills which lets you do more damage
and protect yourself better in those times you are
attacked.
- I don't know if it was an error or not but in 1.10
shadow traps cancel out yours so I would say don't
bother with one and use those points in your Traps
tree. Once you learn how to use Cloak of Shadows and
Mind Blast well as well as how to keep your merc alive
and kicking you can go with out a shadow with out
much trouble.
- If you can play with a necromancer using the Lower
Resist curse or a paladin using the Conviction aura
as it will boost the damage of your traps.
- Wake of Inferno can do more damage per trap but
Lighting Sentry attacks more quickly so could in the
same period of time do on average about 50% more damage
than the slower attacking Wake of Inferno. Due to
this Lighting Sentry should be thought of as your
main attack skill then you can use Fire Blast, Wake
of Inferno or both to deal with the lighting immunes.
Skill Placement:
The below skill placements are more for if you play
alone, if you play with others you could use the same
build frames or you could concentrate on just one element
and put the rest into your Shadow Discipline skills.
Blade Fury
I'll be mentioning Blade Fury and a Blade Fury set now
and then in these builds. Now Blade Fury can be a rather
handy skill with the right properties helping out, the
idea of it in these builds is to help out with the critters
that are immune or highly resistant to the trap elements
you're using. What you'll want is to buy a claw with
Ignore Target's Defence then if you can get it with
sockets included or just get them added by Larzuk. Then
drop in an Um rune for Open Wounds and then you could
add a Mal rune for Prevent Monster Heal if you get two.
You could get this from a dagger, rod or some rune words
but using a claw lets you hold a second claw. Your second
claw would either have Blade Fury on it so you don't
actually have to invest the points or could have +skills
to your Shadow Disciplines for added blocking. There
are a few other ways to make your Blade Fury set but
this would be the easiest. As the damage you're doing
is coming from the Open Wounds property which will scale
up in damage per second as your character level increases
the type of claw and if it has any enhanced damage doesn't
really matter then as you're using Ignore Target's Defence
to hit you can't use Blade Fury on anything stronger
than regular critters in Hell and expect to hit much.
Lower Resist
Another option to the Blade Fury set is to get a wand,
dagger or stave that has charges of the necromancer
skill Lower Resist. This will bring your target's resistance
down some thereby increasing your damage but would still
not help with those immune to that element (I think).
It is also possible to get this on a helmet so you could
then have both Lower Resist and Blade Fury available.
In build type 1 you have no shadow and would have one
point in all the other Shadow Disciplines but Venom,
Shadow Warrior and Shadow Master which are all at zero.
Type 1a
20 Lightning Sentry
20 Death Sentry
20 Wake of Inferno
20 Wake or Fire
1 Fire Blast
Put your remaining points in the lighting synergies.
Shock Web
Charged Bolt Sentry
The advantage here is that if you just use Wake of Inferno
for fire damage you are then free to move around after
you drop your traps and you can also drop them then
lead critters though them as well as hold them in place
with Mind Blast and/or Cloak of Shadows if you loose
your merc for a while. You'll do less damage with but
it's easier to protect yourself and if you make a Blade
Fury weapon set you could then switch to that while
your traps are blasting away. If you max Wake of Inferno,
Death Sentry and Fire Blast Wake of Inferno will be
a pretty poor skill as it will do about half as much
damage over times as it would have if you maxed Wake
of Fire and Death Sentry instead and will not shoot
as far out either meaning it will not be able to hit
as many targets. If you try mixing Fire Blast and Wake
of Inferno Fire Blast won't do enough damage on it's
own to be useful and Wake of Inferno will not be as
effective.
So with this build you would use Lighting Sentry as
your main attack trap which would cause less damage
than if you could fully max the synergies but as it
attacks very quickly it doesn't slow things down too
much. Then When you run into those lighting immunes
you'd be able to attack with a laid trap then could
switch to your Blade Fury set or cast up Lower Resist
to add to that damage.
Type 1b
20 Lighting Sentry
20 Fire Blast
20 Death Sentry
20 Shock Web
20 Charged Bolt Sentry
If you use this build you'd have three extra skill points
to work with which you could put into Wake of Fire to
boost Fire Blast a bit more and use as an attack skill
while in the earlier part of Normal, into the Shadow
Discipline skills of your choice, mix those two or get
Blade Fury with them.
With Fire Blast at level 20 and enough synergy points
going to it Fire Blast will do a good bit of damage
with some +skill items boosting the base damage. Here
you'll be relying almost completely on Lightning Sentry
then would use Fire Blast or Blade Fury to deal with
the critters that are immune or highly resistant to
lighting. In those fights you could try to keep the
groups as tightly packed as you can so more get hit
by the small blast range of Fire Blast or spread out
as you try to pick them off with Blade Fury then draw
them in closer when you blow the corpses with Death
Sentry. As Fire Blasts base damage scales up at a higher
rate as its skill level increases than Wake of Infernos
and as you can toss them at a fast steady rate it could
bring small packs or single targets down faster then
Wake of Inferno, it just prevents you from doing anything
else while attacking since you need to keep tossing
them in.
In build type 2 you have a maxed Shadow Warrior and
would have one point in all the other Shadow Disciplines
but Venom and Shadow Master which are both at zero.
Basically these are the same as type one builds, they
were just modified to take the loss of 20 skill points
into consideration. You'll move along more slowly but
would be better protected and have an easier time in
those act boss fights when you're on your own.
Type 2a)
20 Lighting Sentry
20 Fire Blast
20 Death Sentry
20 Charged Bolt Sentry
3 Shock Web
Here you'd be moving through with Lighting Sentry as
fast as you would in the type 1a build but once you
hit the lightning immunes things will take even longer
than in either type 1a or 1b so you'd need to lean on
your merc, Blade Fury set or the Lower Resist charges
more to make your lower trap damage more useful.
Type 2b)
20 Lighting Sentry
20 Wake of Inferno
20 Death Sentry
10-20 Wake of Fire
1-10 Charged Bolt Sentry
1 Fire Blast
1 Shock Web
or
20 Wake of Inferno
20 Fire Blast
20 Death Sentry
20 Wake of Fire
1 Lighting Sentry
1 Charged Bolt Sentry
1 Shock Web
With this one you could either use both a fire and lighting
laid trap or just focus on the fire tree and make this
a fire trapper. If you use both a laid fire and lighting
trap though to make Wake of Inferno more useful you'd
need to stuff at least 10 points into Wake of Fire or
else due to the long pauses between attacks it will
take a very long time to kill things in Hell multi-player
games. Doing this means Wake of Inferno would be well
boosted but Lightning Sentry will be rather weak. You
could still use Lightning sentry as your main attack
skill since it does attack quickly but more likely this
would be more of a fire/lightning build so Wake of Inferno
should make a decent main attack skill and may even
do more damage over time than Lightning Sentry. You're
not going to be doing that much damage with any of your
skills in this build if you mix the two though and unless
you add to Wake of Inferno with Fire Blast the pure
fire version would take a while too so you'd certainly
need to add to your laid trap damage with Blade Fury,
Fire Blast and/or Lower Resist charges then need to
build up a strong merc. You would also really want to
pour on as many +skill items as you can here.
Continue to Part 2.