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Phoenix-Hawk |
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2.Elemental Trappers
ver. 1.6 - Part 2 - Phoenix-Hawk | 8/22/2004
00:00:00 PM GMTST |
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Part I. (Previous
Page)
Part II. (Current Page)
Elemental Trappers ver. 1.6 - Part 2 - Phoenix-Hawk
Stat Placement:
Below are the general ranges you'd want to work around,
stuff more or less into what you need based on how you
play. Using a shield would mean you'd need more dexterity
and perhaps some more strength than you otherwise would
need. If you always play with others you won't be using
Cloak of Shadows or Mind Blast as much or need to really
toss in those Fire Blasts as much so your mana needs
would be less. Although if you always to almost always
play alone and use Fire Blast a lot the extra points
in energy will really help reduce your need for +mana
items so you can pile on the +skill items more easily.
Finally as you're fighting from range and can make use
of Cloak of Shadows and Mind Blast to great effect you
don't need as much life as a melee build would.
of 505 points
Str 90-120
Dex 90-100 (150+ if you use a shield)
Vit 150-250
Eng 75-175
Gear:
Being a skill based character means gear helps but is
not the necessity it is for melee builds. Here good
choices would be those that increase your skills, your
resistance and add some damage reduction, pretty much
in that order of importance. Some will say you need
caster gear for elemental trappers but Faster Casting
Rate does not help you and you should be able to get
enough mana from your stats and a bit here and there
from other places so that your mana needs will be fulfilled
then since you can buy mana potions now keeping a stock
of those available is not a problem so caster items
will not really help as much as other gear choices could.
I won't rhyme off a list of specific items to get as
what you want to do with this character and how you
play can really change your equipment needs. Then don't
just look at the unique items or just the high level
uniques, while there are a number of good ones depending
on your needs a lower level unique, set items, rune
words, rares, crafted or even plain old magic ones from
shops can be quite helpful.
Natalya's Odium (Nat's set) isn't a bad choice if you
can get it due to the nice mix of +skills, resistance
and damage reduction but there are better options. You
could then fill the rest of your inventory slots with
items that boost your skills and add a bit more resistance.
You could also shop for some pretty helpful items like
for claws a pair that give +2 to all skills, +3 to just
the traps or one of each which will then hopefully add
+1 to +3 for one to three other good skills will really
help boost your skills or just trap damage and you can
buy these with enough trips to shops in Nightmare and
Hell with lower level ones being available in the later
part of Normal. A +3 to Shadow Disciplines helmet can
also be purchased at shops with enough tries later on.
Then there's gambling for +skills amulets and other
resistance items.
For other gear ideas try the Chains of Honour rune word
for your armour or one of the better unique suits of
armour that give +skills and resistance. The Harlequin
Crest (unique shako) and some others are pretty good
for a helmet. The Laying of Hands (gloves from The Disciple
set) would help with the 50% fire resistance boost and
20% Increased Attack Speed to get more Fire Blasts out
there. Rings and amulets that add to your skills and
resistance would be good choices then for the rest of
your gear resistance and +skills if possible would be
helpful then a little faster movement rate and attack
rate wouldn't hurt.
Your Merc:
With these builds, especially if you're skipping the
shadow you need a merc than can hold their own also
melee mercs make it easier to get critters to line up
in one area so you can attack more at once. Good choices
would be the defensive Act II merc from Normal (Defiance)
and the Act V barb merc. Both can hold out pretty well
when attacked and can do some decent damage but while
the Act V merc will do more damage the Act II merc will
help your shadow (if you have one) and anyone else you're
playing with that fights melee last longer. The Act
II defensive merc from Nightmare isn't too bad but isn't
that great either since he takes more baby sitting and
you need to level him a good ways before he's too useful.
One of the best would be the Act II defensive merc from
Normal with a Doom (rune word) polearm (preferably an
ethereal one since they don't wear down their gear)
as among other good properties it also has a level 12
Holy Freeze aura which will slow critters by 50%, this
way you have a merc that can hold out pretty well, boosts
the defences of any allies you may have with you and
slows your foes right down. If you have a good high
damage sword or better yet, the runes for the rune word
Breath of the Dying and a good ethereal six socketed
sword (you could also put it in a six socketed polearm
and give it to the Act II merc) a barb merc would be
able to throw out a lot of damage on his own plus due
to his strength he can wear some real heavy armour and
also gets decent defence bonuses, this way he can really
let anything without high physical resistance to immunity
have it. Doom and Breath of the Dying are both brutal
rune words so a merc with either of these would be quite
good but both are hard to make due to the high level
runes needed.
Playing Tips:
- For the first while you can get into the mix with
a claw and shield in hand pretty well which will let
you level at a good rate. Then if you're boosting
Fire Blast after a while that will be doing about
as much damage as your claw but attacks over a small
area so you can collect a small group of critters
then blast away.
- Until you can get a pair of +skills claws you may
as well stick with a claw and shield, you should be
putting enough in your dexterity for the first while
to keep your blocking at a decent level.
- Lightning Sentry has a long sight range so makes
a good scout, drop one near the edge of the screen
in the direction you're headed then see if it attacks
and in which direction. Next move up a bit, throw
up Cloak of Shadows, check to see what you're dealing
with then attack accordingly. This method will let
you move along quite well and will keep you out of
reach of your prey.
- Range vs range can be a pain so keep Cloak of Shadows
up to keep them from seeing and attacking you.
- When assigning skill points first fill in the main
attack skills then the synergies as well as your one
point into the different Shadow Discipline skills
as they become available. If you'll be using Fire
Blast or Wake of Fire you can get either of those
to about skill level 15 by the time Lightning Sentry
and Wake of Inferno are available then if you're using
both put one in each then get Lightning Sentry up,
follow that with mixed points into Death Sentry and
Wake of Inferno with most going to Death Sentry for
the corpse blow range and synergies for both Lightning
Sentry and Wake of Inferno. Once Death Sentry is done
finish off Wake of Inferno while putting some into
the Lightning Sentry synergies then finish off Wake
of Fire and the lighting synergies if you play her
long enough. If you get a shadow put those points
in as needed.
Updates:
- 1.5: Upon further study of the Wake of Inferno trap
the skill allocation info was changed so those using
that skill would find it more useful. Some other info
here and there such as the playing tip regarding the
order you put your skill points in was chanced as
well.
- 1.6: Added the mercenary section also updated the
Blade Fury and Lower Rest notes a bit.
Last edit: Dec. 23/2003 |
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