trappist question

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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).

thanks

Cheers
fx_05
 
Archived from groups: alt.games.diablo2 (More info?)

i have alread gone for wake of fire as main attack for now. i have got
7 points in it and i am waiting till level24 to go for lightning
sentry. i was planning for ligtning sentry and wake of fire as main
attack. is this a feasible build?

Cheers
fx_05
 
Archived from groups: alt.games.diablo2 (More info?)

Stats:
Lightning Sentry - 20 (#1)
This will be your main skill.

Death Sentry - 20 (#2)
This will help you kill monsters that are Immune to Lightning. Once you
kill monsters that aren't immune the corpses can be exploded to kill them.
It also serves as a synergy.

Charged Bolt Sentry - 20 (#3)
This skill is mainly used as a synergy.

Shock Web - 20 (#4)
This skill comes in useful when dealing with a large pack of monsters. It
also serves as a synergy.

Weapon Block - 1-20 (#5)
Put all your leftover points into this skill unless you use a shield.

Fade - 1-20
Put points into this depending on how your resistances are in Hell.

Claw Mastery - 1
Prerequisite

Burst of Speed - 1
Prerequisite

Fire Blast - 1
Prerequisite

Stats

Strength: 79 (For Bartuc's)
Dexterity: 79 (For Bartuc's)
Vitality: Everything Else
Energy: Nothing


Gear


Helm:
Harlequin Crest
Griffon's Eye

Armor:
Enigma (Dusk)
Skin of the Vipermagi

Weapon(s):
2x Bartuc's Cut Throat
Weapon Switch: 2x +3 Trap Claws

Shield:
None (or Sanctuary/ Spirit if ladder)

Belt:
Arachnid's Mesh

Gloves:
Frostburn
Magefist

Boots:
Silkweaves
Marrowwalk's
War Traveler

Rings/ammy
Stone of Jordan
Stone of Jordan
+3 Traps (Assassin Only) Amulet
Mara's Kalidescope

"fx_05" <fx_05@hotmail.com> wrote in message
news:1109124984.765728.98530@z14g2000cwz.googlegroups.com...
> 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).
>
> thanks
>
> Cheers
> fx_05
>
 
Archived from groups: alt.games.diablo2 (More info?)

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
 
Archived from groups: alt.games.diablo2 (More info?)

In article <1109124984.765728.98530@z14g2000cwz.googlegroups.com>,
fx_05 <fx_05@hotmail.com> wrote:

First, holy cow, where to start... How many characters have you played in
Diablo II, and how many of those were in HC? How far did you get with your
previous endeavours?

Anyhow, let's go through your post point by point...

>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.

Well, the pro is that, if you concentrate on the lightning part of the
Trap tree, you will be able to do a lot of lightning damage. The fire part
of the trap tree (Wake of Inferno and co) is generally considered to be a
lot weaker, not to mention the fact you'll be encountering even a lot more
Fire Immunes in Hell than Lightning Immunes.

However, as a Trapper you need all the help you can get, which includes
some selected skills from at least the Shadow tree, namely: Mind Blast,
Shadow Warrior/Master (I prefer Master), Fade, etc. Most of them are
1-point wonders you can simply not do without.

> i am currently in Normal Act2 and have got no major difficulties
> playing this build till now.


Of course you have no major difficulties in Normal Act 2, because actually
not a single character type in Diablo II should be having problems in Act
2 Normal. NM could be a bit more difficult, but Hell is where the action
starts.

> also i am playing without a merc. would this be a problem?

Yes, this will be a problem: as a trapper, you are basically a
spellcaster, and a spellcasters needs a tank. But a Trapper is lucky,
because she can recruit a merc (I opted for the Act 2 Holy Freeze merc),
_and_ she has a very powerful summonable minion, the Shadow Master. So you
have _2_ tanks, which is one of the factors which makes this a viable
build for Hell.

>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.

Are you sure it's a yellow (rare) armor, because I don't think the 'Cannot
Be Frozen' mod can spawn on rare armors. You probably mean it's a gold
armor? Cannot Be Frozen is nice for Duriels, but if you go against it
solo, you'll probably be in trouble. You need a merc. In Normal you could
try to go melee against Duriels yourself however: buy a shield with
resists, and equip the highest damage weapon you can get.

> i have put distributed stat points like these for each lvl up. 2mana
> 2dex/str (alternatively) and 1 life.

Stop putting stat points in mana (you probably mean energy) now. A Trapper
does _not_ need points in energy. You want just enough str/dex to equip
the stuff you want to use (aim for around 80 each for both), the rest
should be into vitality!

>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 you continue like this, you stand a snowball's chance of surviving in
Hell, and if you play HC, this will be a very sad experience at least.

See the other reply for a very viable Trappassin build for Hell. One note
to that build, though: you want to max fireblast, so you have a second
backup skill for those monsters that are lightning immune. Maxed Fire
Blast, together with the synergies provided by the lightning traps, gives
some very nice fire damage: around 2000 dmg per blast is quite doable, and
dents monsters in hell quite nicely.

And to immediately reply to your 2nd post in this thread: No, the Fire
trap tree is not considered viable. My personal opinion is it will be
quite tough to 'rescue' this character, especially since you're playing HC
and have put quite some points in the fire traps: you need all of them to
maximise the lightning traps. But you could still try it of course, it
will be quite the learning experience I think. :)

Regards,

Patrick.
 
Archived from groups: alt.games.diablo2 (More info?)

thanks for the advice guys. why i was not wanting for lightning
trappist is the 1-X lightning damage wheras with the fire tree i was
like 7-X fire damage and the min fire damage would increase with each
lvl up. patrick to answer your question i have made some char in d2 but
i tend not to make it till hell cause when i complete the game i tend
to leave a char and start another build or when i have found some
interesting item or the runes to make a runeword but i have some chars
in the rogue encampament in hell. anyway i should anyway make a new
trappist hc char cause mine had died just yesterday. i left the game
some time after clearing an area in CS and when i thought that the area
was clear i saw that i died when i came back and that there was a
wraith floating nearby. anyway thanks.

Cheers
fx_05
 
Archived from groups: alt.games.diablo2 (More info?)

The low minimum lightning damage isn't much of a problem, because the
average is still huge. LS/DS + firebomb is the dominant trappist build
for a reason.

Aside from purism reasons, I can't understand why you'd forego putting
a few points in the shadow masteries, especially shadow master,
especially in hardcore. You'll be wanting a tank, and it's nice to
have two (including your merc).

And any mana concerns can be solved by getting an act2 merc and giving
him an insight runeword polearm.