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fx_05 wrote:
> hi, i am currently playing a trappist assasin. i wanted to go for full
> trapist that is nothing else but traps no blades or fade or martial
> atrs...is there any pros and cons about this build. i am currently in
> Normal Act2 and have got no major difficulties playing this build till
> now. also i am playing without a merc. would this be a problem? what i
> am uncertain right now is how i am going to play duriel. because he
> will be surely try his stun a lot attack because i have got a yellow
> armor (low level) that has got the no freeze mod. i have put
> distributed stat points like these for each lvl up. 2mana 2dex/str
> (alternatively) and 1 life. also this is a hc char. will she be able to
> make it till Hell with the monster resistances and all. i have seen
> some trappist build around here that have gone all the way up to hell
> ancinets (dunno if they were hc or not).
If this is a HC trappist, rebuild her now. Trappists don't need
investment into mana. At first it's a PITA, but a matured trappist
can handle situations well with less than 400 mana, which can easily
be achieved with mediocre items. Furthermore, with the introduction
of Insight runeword polearm equipped by a merc, a trappist will
never run out of mana even when hit by mana burn monsters. OTOH,
life is never too much for a HC char. Unless you have a godly claw
for her which requires higher str/dex requirements, you can plan her
str/dex at 79/79 max. With this str/dex placement, she can already
equip most, if not all, of her end-game gears, including those
+3traps/+3whatever claws.
How viable are trappist? Oh well, as viable as any of the best
builds. Generally there are two kinds of trappist. One is a dual
tree trapper with investment in both fire traps (usually Fire Blast)
and lightning traps (LS, DS, and syngeries). Another kind is a
single tree trappist, either all out fire or all out lightning.
Most opt for lightning as lightning traps are easier to use and the
numbers (damage figures) are much more enticing. Marco has already
listed out the stats plan for a lightning trapper. Pure fire
trapper is similar except you will go the fire route.
Depends on build, a trappist may have difficulties in some Hell
areas. For example, Maggot Lair is a huge PITA for a pure lightning
trapper, so can be the Travincal. A dual tree trapper will have
less problems, but her killing speed is much slower. No matter
which route you go, you need reliable merc + SM, as in some critical
situations, such as Ancients and Travincal, it's nearly guaranteed
that they will spawn with immune mods tailor to what you can't
handle (have you seen 5 hell travincal trips in a row with all 3
councils spawn FI+CI for a Fire+Cold sorc?) I had played with a HC
lvl 92 pure lightning trapper in Hell WSK and her performance was
adorable.
I'm a die hard advocate for mercs. They are there so why not use
them. Regarding the "right" merc for a trappist, I don't think
there is a consensus. I would tend to use a Defiance/Holy-Freeze
merc for a dual-tree trappist (or even a Rogue if you can afford a
WF). For a single tree trappist (ie, all out lightning/fire), I
would go for a Might merc to deal with the immune monsters.
While Bartucs can be treated as good claws for a trappist, they
should not be considered end-game weapons. You want to look for
blue or yellow claws with +trap and preferably also +individual
trap skills. Start picking up all those blue/yellow claws and check
town merchants from NM act5 onward. A typical high level trappist
would equip two claws with either +2all/+xxx or +3trap/+xxx, and
either a weapon with LR charges, +3shadow claws, or CTA on switch.
Since a trapper's arsenal isn't worth mentioning until she gets to
clvl 24 when she has access to LS or WoI, most people just whack
their way up. With one point in BoS, an assassin can hit reasonably
fast and generally should have no problem meleeing monsters in lower
acts. If meleeing isn't your cup of tea, or monsters seem to be too
tough for meleeing, you can always buy her a bow, or lend her one,
with 50%+ interest on the loan.
For normal Duriel, the key is to stay alive the moment you enter his
chamber. It's therefore best that you have a merc, even a
disposable one just for that occasion, and a Shadow Warrior. Once
you enter, recast SW if she's eloped, cast a TP for escape, and rush
to step on the middle toe of Duriel (not the other toes as he'll get
mad) so he can't charge you, and start hitting him while drinking
pots yourself or recasting SW. CNF is useless against Duriel as his
chilling effect is not a cold attack, but is like Holy Freeze aura
which is undefendable (CR reduces the cold damage of HF but you will
still stay blue.) Do town trips as needed. Eventually he'll bite
it. It's a test of endurance and persistence. He's a wimp in NM
and Hell, for you and your Shadow Master.
Bing