Arbedarks 174% FCR Kick / Trapper Guide - Extremely Rough draft.
OK guys. Heres the first very rough version of the Kick / Trap hybrid guide. Have at it. Be as harsh as you want. Needs touching up in many places, but should give a rough outline of how to create an effective Kick / Trap hybrid.
Stuff like Widow in stash etc needs to be added in, but I'd prefer if someone with a bit more expertise with widow could comment on those first.
The 174% Kicker / Trapper PvP Guide…
1.1 Introduction
Hey all, finally got round to writing this guide for a Kicker / Trapper guide. It’s taken a long time for me to both get my arse into gear for writing this, and for testing to be complete with the different skill and stat setups.
Thanks to all of SoV for play testing, loaning of items, and general stupid comments.
Ok, this is a guide for a combined Kicker and Trapper, focusing on speed. There are essentially two variants for this build, the AsvC (Assassin vs Caster), and the AsvA (Assassin vs All).
As you may have guessed, the AsvC excels at caster killing, while the AsvA is built as an all round dueler, in general, these are two very similar yet very different builds. In the general pubby setup, you will find that the AsvC will have a much easier time with casters such as Bone Necro’s, Wind Druids, Sorc’s, in fact the only caster that consistently causes trouble is a Hammerdin. AsvC’s WILL however, have serious trouble with any moderately skilled / geared melee character, most notably BvC’s and Smiters. Zealots and Fury Druids pose less of a threat, but will still dismantle you without much effort in most cases.
Now onto the mainstay of the guide.
2. Stats
The stats for the two variants of the K/T guide vary, although they follow the usual rules for PvP characters.
2.1 AsvC
For the AsvC you will want your stat layout to look as follows:
Strength: Enough for all gear, after Torch / Anni etc…
Dexterity: Base
Vitality: All other points in here
Energy: Base
This gives you a nice life pool, as no caster attacks are blockable, you will not need the dex for blocking.
2.2 AsvA
For an AsvA you’re going to need the following stat layout:
Strength: Enough for all gear, after Torch / Anni etc…
Dexterity: Enough for 75% Block with Stormshield at your level
Vitality: All other points in here
Energy: Base
3. Skills
The mainstay of the build. In general this, along with gear, will make or break your character. As with stats, there are two skill layouts, complimenting AsvC and AsvA respectively.
3.1 AsvC Skill Layout
Dragon Talon – 1 (Main Skill) – Put this on Left Click permanently.
This is one of your main skills, but I suggest only 1 base point in this. The reasoning behind this is that you will want to stop at 3 or 4 Kicks, any longer is disadvantageous in the PvP scene. With + skills from the recommended gear you will reach 3 Kicks with 1 base point.
Dragon Claw – 1 (Pre-Req)
Dragon Tail – 1 (Pre-Req)
Dragon Flight – 1-X (Main Skill)
Dragon Flight is one of your main skills. 1 point base is enough, although maxing this after all other skills are completed is not a waste as the damage and AR boost is helpful vs certain characters. NEVER use vs a Hammerdin.
Claw Mastery – 1 (Pre-Req)
Psychic Hammer – 1 (Pre-Req)
Burst of Speed – 1 (Main Skill)
You will want to use BoS (Burst of Speed) over fade on this build as it allows you to easily hit the 9 frame trap laying and 7/3 Kick speeds with the recommended FCR weapon of choice Wizardspike. One point is enough in here more are wasted.
Weapon Block – 1 (Pre-Req)
Cloak of Shadows – 1 (Pre-Req)
Fade – 1 (Pre-Req)
Shadow Warrior – 1 (Pre-Req)
Mind Blast – 1-X (Main Skill)
Mind Blast is another 1 pt wonder. Used for stunlocking this is one of the best tools in your arsenal. Use it well. More points are always helpful, increasing the swirly length, allowing better stunning ability. Some people say put 2 base points in this so your shadow master will cast it more often. I however prefer just 1 point base as I find that my shadow master casts this often enough to be effective, especially when coupled with my 9 frame casting abilities.
Venom – 20 (Main Skill)
This is where the majority of your kicking damage comes from. Max this for the nice damage it adds to your kicks.
Shadow Master – 1-X (Main Skill)
Another 1 point wonder. Used for minion stack as well as the useful MB and trapping abilities. More points placed in Shadow Master increase its survivability.
Fire Blast – 20 (Synergy)
Synergy to our main trap, Wake of Fire.
Wake of Fire – 20 (Main Skill)
For the AsvC, WoF (Wake of Fire) is the trap of choice. The fast firing rate combined with the unexpected allows for easy stuns vs most casters. The damage isn’t bad vs unprepared opponents also.
Wake of Inferno – 20 (Synergy)
Synergy to our main trap, Wake of Fire.
After maxing the recommend skills, you will have some left, these can go into any of the “1-X†skills and help round the build out.
3.2 AsvA Skill Layout
Dragon Talon – 1 (Main Skill) – Put this on Left Click permanently.
This is one of your main skills, but I suggest only 1 base point in this. The reasoning behind this is that you will want to stop at 3 or 4 Kicks, any longer is disadvantageous in the PvP scene. With + skills from the recommended gear you will reach 3 Kicks with 1 base point.
Dragon Claw – 1 (Pre-Req)
Dragon Tail – 1 (Pre-Req)
Dragon Flight – 1 (Main Skill)
Dragon Flight is one of your main skills. 1 point base is enough, although maxing this after all other skills are completed is not a waste as the damage and AR boost is helpful vs certain characters. NEVER use vs a Hammerdin.
Claw Mastery – 1 (Pre-Req)
Psychic Hammer – 1 (Pre-Req)
Burst of Speed – 1 (Main Skill)
You will want to use BoS (Burst of Speed) over fade on this build as it allows you to easily hit the 9 frame trap laying and 7/3 Kick speeds with the recommended FCR weapon of choice Wizardspike. One point is enough in here more are wasted.
Weapon Block – 1 (Pre-Req)
Cloak of Shadows – 1 (Pre-Req)
Fade – 1 (Pre-Req)
Shadow Warrior – 1 (Pre-Req)
Mind Blast – 1 (Main Skill)
Mind Blast is another 1 pt wonder. Used for stunlocking this is one of the best tools in your arsenal. Use it well. More points are always helpful, increasing the swirly length, allowing better stunning ability. Some people say put 2 base points in this so your shadow master will cast it more often. I however prefer just 1 point base as I find that my shadow master casts this often enough to be effective, especially when coupled with my 9 frame casting abilities.
Venom – 20 (Main Skill)
This is where the majority of your kicking damage comes from. Max this for the nice damage it adds to your kicks.
Shadow Master – 1 (Main Skill)
Another 1 point wonder. Used for minion stack as well as the useful MB and trapping abilities. More points placed in Shadow Master increase its survivability.
Fire Blast – 1 (Pre Req)
Shock Web – 1-X (Pre Req / Synergy)
Max this synergy last.
Charged Bolt Sentry – 20 (Synergy)
Lightning Sentry – 20 (Main Skill)
The AsvA will use LS over WoF for its superior range, damage and capabilities vs melee characters. In comparison with WoF, you lose stunning ability and the surprise element.
Death Sentry – 20 (Main PvM skill / Synergy)
As you can see, the main difference so far between the AsvC and the AsvA is the choice of traps and the option to go max blocking.
4. Equipment
4.1 AsvC Equipment
Equipment is listed best to worst.
Helm:
(1) Rare or Magic Circlet with the following mods:
+2 Assa Skills
20 FCR
2 Sockets
Anything beyond these mods is just a bonus. Things to look for include All res, Visionay mod, AR, Stats, Mana, Life etc…
Other options include:
1.08 Valk – the extra FCR is always helpful, freeing up a ring slot or allowing less FCR on other gear.
3 Socket 20 FCR Tiara – The advantage of this is the extra customization when compared with a 2/20/2 circlet. Although you will lose out on damage.
Amulet:
(1) Only one choice here for most people, a 19 or 20% FCR Crafted Amulet with 2 to Assa Skills or 2 to Traps / Shadow Skills. After these mods look for str, life, mana and res if at all possible.
Other options are not viable for the 174% FCR Breakpoint.
Armour:
(1) Only one choice here again. This build relies on mobility, so the teleport from enigma is just about mandatory.
Other options include (if you are on a real budget, although you shouldn’t attempt this build without enigma):
Viper Magi – Good FCR and res with a socket ability.
Chains of Honor – 2 Skills, insane all res, 20 str.
Belt:
(1) Arachnid Mesh. The FCR on here is needed to hit the 174% FCR BP again, unless you are using a 1.08 Valk. In which case a 10% FCR crafted amu can be used…
Other options include:
T-Gods – Used when going down to 102% FCR and for stack / abs if needed.
Snow Clash – Used when going down to 102% FCR and for stack / abs if needed.
Rings:
2 Rings are needed for this build. 1 x Raven for the CBF (also gives nice dex, AR and mana, better than a cham in the circlet any day of the week…). 1 x FCR ring with second mods. I went for a FCR / AR / Mana ring with a little bit of light res.
Gloves:
(1) Trang Ouls. Simply no other option. 20 FCR (needed), 25% Venom damage (massive bonus), 30 Cold res for stacking.
If you are only going for 102% FCR (not recommended on an AsvC), then another nice option is Bloodfist.
Boots:
(1) Upped Gores. OW, best kick damage, CB. Nice mods for a Kicker.
(2) Shadow Dancers. Nice dex bonus (not needed as we have base block). +2 Shadow skills – Nice damage increase. 30 FHR, always a good thing to have. Higher str req’s than Upped gores though. Could cause a problem.
Weapon:
(1) Wizardspike. 50% FCR, 75% All res, -20 Base speed, Socket Option, Large mana bonus. The perfect weapon for a 174% FCR Kick / Trap hybrid. Shame it’s missing some skills though.
(2) Heart of the Oak. 40% FCR, 30-40% All Res, -10 Base speed, Range 3, mana bonus and best of all, +3 Skills. If you are using a 1.08 Valk, then this would be the weapon of choice. Allowing 174% fcr to be hit while still keeping 1 ring slot free for a Raven. As it stands however, the extra FCR from Wizzy is better for the average 174% FCR Kick / Trap hybrid.
(3) Doom / Beast BA. Range 3, OW, nice speed, no FCR. Options for a 102% FCR / Fade Kick / Trap hybrid, but not my cup of tea. Sacrifices too much from the other weapon options to really be useful. But if anyone has any success with one, let me know.
Shield:
(1) 34 or 35% FCR Spirit, depending on how much FCR you have up to this point.
If you meet the other recommended requirements, you should reach 174% FCR with a 35% Spirit and a 19% Amu, or a 34% Spirit and a 20% Amu.
(2) No other shield complements the AsvC quite like a Spirit. So the only other option is a Ber’d Storm for vs Wind Druids. But I find the extra FCR bp to be better than some DR %.
Of course this is only a recommendation. Feel free to experiment with gear as you see fit, the usual stacking / abs gear can be substituted in if you really need it vs casters. But I must say, the AsvC is at such an advantage already vs all casters but FoH and Hammerdins, that you shouldn’t need it.
4.2 AsvA Equipment
Equipment is listed best to worst.
Helm:
(1) Rare or Magic Circlet with the following mods:
+2 Assa Skills
20 FCR
2 Sockets
Anything beyond these mods is just a bonus. Things to look for include All res, Visionay mod, AR, Stats, Mana, Life etc…
Other options include:
1.08 Valk – the extra FCR is always helpful, freeing up a ring slot or allowing less FCR on other gear.
3 Socket 20 FCR Tiara – The advantage of this is the extra customization when compared with a 2/20/2 circlet. Although you will lose out on damage.
Amulet:
(1) Only one choice here for most people, a 19 or 20% FCR Crafted Amulet with 2 to Assa Skills or 2 to Traps / Shadow Skills. After these mods look for str, life, mana and res if at all possible.
Other options are not viable for the 174% FCR Breakpoint.
Armour:
(1) Only one choice here again. This build relies on mobility, so the teleport from enigma is just about mandatory.
Other options include (if you are on a real budget, although you shouldn’t attempt this build without enigma):
Viper Magi – Good FCR and res with a socket ability.
Chains of Honor – 2 Skills, insane all res, 20 str.
Belt:
(1) Arachnid Mesh. The FCR on here is needed to hit the 174% FCR BP again, unless you are using a 1.08 Valk. In which case a 10% FCR crafted amu can be used…
Other options include:
T-Gods – Used when going down to 102% FCR and for stack / abs if needed.
Snow Clash – Used when going down to 102% FCR and for stack / abs if needed.
Rings:
2 Rings are needed for this build. 1 x Raven for the CBF (also gives nice dex, AR and mana, better than a cham in the circlet any day of the week…). 1 x FCR ring with second mods. I went for a FCR / AR / Mana ring with a little bit of light res.
Gloves:
(1) Trang Ouls. Simply no other option. 20 FCR (needed), 25% Venom damage (massive bonus), 30 Cold res for stacking.
If you are only going for 102% FCR (not recommended on an AsvC), then another nice option is Bloodfist.
Boots:
(1) Shadow Dancers. Nice dex bonus helps to reach 75% block. +2 Shadow skills – Nice damage increase. 30 FHR, always a good thing to have. Higher str req’s than Upped gores though. Could cause a problem. Sometimes used with Storm to make up for FHR loss from Spirit.
(2) Upped Gores. OW, best kick damage, CB. Nice mods for a Kicker.
Weapon:
(1) Wizardspike. 50% FCR, 75% All res, -20 Base speed, Socket Option, Large mana bonus. The perfect weapon for a 174% FCR Kick / Trap hybrid. Shame it’s missing some skills though.
(2) Heart of the Oak. 40% FCR, 30-40% All Res, -10 Base speed, Range 3, mana bonus and best of all, +3 Skills. If you are using a 1.08 Valk, then this would be the weapon of choice. Allowing 174% fcr to be hit while still keeping 1 ring slot free for a Raven. As it stands however, the extra FCR from Wizzy is better for the average 174% FCR Kick / Trap hybrid.
(3) Doom / Beast BA. Range 3, OW, nice speed, no FCR. Options for a 102% FCR / Fade Kick / Trap hybrid, but not my cup of tea. Sacrifices too much from the other weapon options to really be useful. But if anyone has any success with one, let me know. Possible best option is a Doom BA v s melee opponents. Testing is required though as you would drop down to the 65% FCR BP.
Shield:
(1) 34 or 35% FCR Spirit, depending on how much FCR you have up to this point.
If you meet the other recommended requirements, you should reach 174% FCR with a 35% Spirit and a 19% Amu, or a 34% Spirit and a 20% Amu.
(2) Storm should be used vs melee opponents, giving DR % and blocking. Loss of FHR can be made up for in part with the use of Shadow Dancers.
4.3 Charms
Charms are the same for both variants.
1 x Torch (20/20 if possible)
1 x Anni (20/20/10 if possible)
4 x Shadow Skillers
5 x Trap Skillers – N.B on skillers, make sure with the rest of your main setup you hit the 86% FHR BP. This can be achieved by using FHR skillers instead of life ones.
10 x Life / Man or Life / Res scs.
Make up res if you are lacking, or use Life / Mana scs for extra mana.
4.4 Stash
Keep res / abs gear as normal in stash:
Second Raven
Whisps
Dwarfs
Double Upped Hotspurs
T-Gods
160 Light Res Monarch
160 Cold Res Monarch
Ort and Thul Kiras
105% Light Res Wizzy
105% Cold Res Wizzy
The list goes on. Have what you think you will need in stash.