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Matriarch Ackbar: Lightning Trapsin

Discussion in 'Single Player Forum' started by SiTro, Mar 1, 2015.

  1. SiTro

    SiTro IncGamers Member

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    So, hi again! Haven't played Diablo 2 in a while, partly due to some laptop troubles. With those sorted out, I reinstalled D2 recently and the bug bit once more.

    Matriarch Ackbar

    I picked a trap using assassin for my first new character due to some unfinished business with the build. I had one some years before, but couldn't make it past the beginning of Hell Act 3 without being rushed to Baal. This time I wanted to try again and do it all myself. This meant better planning for immunes (read: actually planning for immunes) and gaining a few more levels before entering Hell. (Lvl 73 might have been a little low...)

    Age: 19 days (Created on 10th Feb)
    Song playing on Baal's death: Ozomatli - (Who Discovered) America?

    Stats

    I have 70 stat points unspent. At first I was saving them in case some nice elite claws dropped with +skills that I'd need extra str/dex to use. I don't feel a strong need for extra vit, all the same.

    Code:
    Level: 83
    
              Naked/Gear
    Strength:   80 / 84
    Dexterity:  80 / 87
    Vitality:  255 /255
    Energy:     25 / 35
    HP:        979 /989
    Mana:      148 /258
    
    Resists (N/NM/H/Hell with level 11 Fade)
    Fire:        60/20/-40/16
    Cold:       123/83/ 23/75
    Lightning:   90/50/-10/46
    Poison:      45/ 5/-55/ 1
    
    MF:  66  
    GF:  191  
    FHR:  37 
    IAS:  45
    
    Skills

    My primary weapons were two claws with +3 Traps. On switch I had two claws with +3 Shadow Skills. The values for the slvl with gear below reflect the levels at which the skills were actually cast (using the appropriate switch).

    Code:
    Fire Blast:          20/30
    Shock Web:            3/13
    Charged Bolt Sentry: 20/30
    Lightning Sentry:    20/30
    Death Sentry:        20/30
    
    Claw Mastery:     1/11
    Psychic Hammer:   1/11
    Burst of Speed:   1/11
    Weapon Block:     1/11
    Cloak of Shadows: 1/11
    Fade:             1/11
    Shadow Warrior:   1/11
    Mind Blast:       1/11
    Shadow Master:    3/13
    
    Can't decide whether to put any further points towards CBS (for extra damage) or SM (for final equipment upgrades & a bit of bulk).

    Damage

    Lightning Sentry: 1-4028
    Fire Blast: 1850-2237

    Gear

    Blade Talons
    One Hand Damage: 10 - 14
    Durability: 69 of 69
    Required Level: 45
    Required Strength: 50
    Required Dexterity: 50
    Fingerprint: 0xc66554db
    Item Level: 74
    Version: Expansion 1.10+
    +3 to Trap Skills (Assassin Only)

    Scissors Katar
    One Hand Damage: 9 - 17
    Durability: 68 of 68
    Required Level: 45
    Required Strength: 55
    Required Dexterity: 55
    Fingerprint: 0xf218ad6f
    Item Level: 74
    Version: Expansion 1.10+
    +3 to Trap Skills (Assassin Only)
    4% Life stolen per hit

    Dusk Shroud
    ShaelThulLem
    Defense: 377
    Durability: 14 of 20
    Required Level: 49
    Required Strength: 77
    Fingerprint: 0x65c7e8ac
    Item Level: 80
    Version: Expansion 1.10+
    5% Chance to cast level 15 Fade when struck
    25% Chance to cast level 15 Venom on striking
    +2 to Assassin Skill Levels
    +45% Increased Attack Speed
    +20% Faster Hit Recovery
    Cold Resist +30%
    50% Extra Gold from Monsters
    3 Sockets (3 used)
    Socketed: Shael Rune
    Socketed: Thul Rune
    Socketed: Lem Rune

    Circlet
    OrtSol
    Defense: 23
    Durability: 31 of 35
    Required Level: 27
    Fingerprint: 0xd6d277a4
    Item Level: 39
    Version: Expansion 1.10+
    +1 to All Skills
    +10 to Energy
    Lightning Resist +30%
    Damage Reduced by 7
    +2 to Mana after each Kill
    +2 to Light Radius
    2 Sockets (2 used)
    Socketed: Ort Rune
    Socketed: Sol Rune

    Spirit Lock
    Plated Belt
    Defense: 11
    Durability: 23 of 24
    Required Level: 28
    Required Strength: 60
    Fingerprint: 0x977be6e4
    Item Level: 52
    Version: Expansion 1.10+
    14% Chance to cast level 5 Nova when struck
    +17% Faster Hit Recovery
    +4 to Strength
    +15 Maximum Stamina
    Cold Resist +27%
    Fire Resist +7%

    Dire Fist
    Leather Gloves
    Defense: 2
    Durability: 12 of 12
    Required Level: 4
    Fingerprint: 0x129dbc6b
    Item Level: 8
    Version: Expansion 1.10+
    10% Chance to cast level 3 Charged Bolt when struck
    +18 to Attack Rating
    +2 to Dexterity
    Lightning Resist +7%
    Repairs 1 Durability in 33 Seconds

    Doom Brogues
    Greaves
    Defense: 21
    Durability: 23 of 24
    Required Level: 26
    Required Strength: 70
    Fingerprint: 0x3912d33
    Item Level: 50
    Version: Expansion 1.10+
    +35% Enhanced Defense
    +4 to Dexterity
    Poison Length Reduced by 25%
    18% Better Chance of Getting Magic Items

    Amulet
    Required Level: 27
    Fingerprint: 0x60c67ef9
    Item Level: 52
    Version: Expansion 1.10+
    +1 to Assassin Skill Levels

    Ring
    Required Level: 37
    Fingerprint: 0x9a827236
    Item Level: 85
    Version: Expansion 1.10+
    +105 to Mana

    Ring
    Required Level: 59
    Fingerprint: 0xf3fbc465
    Item Level: 85
    Version: Expansion 1.10+
    All Resistances +15
    5% Better Chance of Getting Magic Items

    Weapon switch:

    Blade Talons
    One Hand Damage: 10 - 14
    Durability: 69 of 69
    Required Level: 45
    Required Strength: 50
    Required Dexterity: 50
    Fingerprint: 0x6430cf1c
    Item Level: 74
    Version: Expansion 1.10+
    +3 to Shadow Discipline Skills (Assassin Only)

    Scissors Katar
    One Hand Damage: 9 - 35
    Durability: 68 of 68
    Required Level: 45
    Required Strength: 55
    Required Dexterity: 55
    Fingerprint: 0x6ab8d776
    Item Level: 74
    Version: Expansion 1.10+
    +3 to Shadow Discipline Skills (Assassin Only)
    +18 to Maximum Damage

    Mercenary:

    Name: Gulzar
    Type: Act 2 (Holy Freeze)
    Level: 83

    Partizan
    RalTirTalSol
    Two Hand Damage: 124 - 255
    Durability: 60 of 65
    Required Level: 27
    Required Strength: 113
    Required Dexterity: 67
    Fingerprint: 0x350c8cfa
    Item Level: 39
    Version: Expansion 1.10+
    Level 13 Meditation Aura When Equipped
    +35% Faster Cast Rate
    241% Enhanced Damage
    +9 to Minimum Damage
    236% Bonus to Attack Rating
    Adds 5 - 30 Fire Damage
    Adds 75 Poison Damage Over 5 Secs (125 Frames)
    +5 to Critical Strike
    All Stats +5
    +2 to Mana after each Kill
    23% Better Chance of Getting Magic Items
    4 Sockets (4 used)
    Socketed: Ral Rune
    Socketed: Tir Rune
    Socketed: Tal Rune
    Socketed: Sol Rune

    Kraken Shell
    Defense: 511
    Durability: 34 of 48
    Required Level: 61
    Required Strength: 174
    Fingerprint: 0x9f7799b0
    Item Level: 87
    Version: Expansion 1.10+
    Cold Resist +24%

    Notable finds

    NM Hellforge: Lum
    Hell Hellforge: Lem

    I was quite happy with a Gull that a mob in the Forgotten Tower in Normal. I was running the Countess for Stealth runes at the time, that went on to become my weapon of choice until mid-NM when I replaced it with a Spirit Crystal Sword.

    An Um rune dropped for me from an Urdar in the River of Flame. Was already happy with a Lum, this put me over the moon. All the same, I've still yet to decide what to do with it!

    A Witchwild String bow dropped early on in NM Act 5 for me, think it was on the Bloody Foothills.

    Early on in Hell I quested until I reached the Black Marsh. Wanted to try out a few Countess runs, but it didn't work too well for me. The Pit on the other hand was much better, very manageable and I liked the map. I ran that until I was about level 80. Pretty happy with the drops from there too: another Lum, Gheed's Fortune, Warshrike and Tal's Armour. (!)

    In Act 2 Dark Elder dropped a Fal rune and Fangskin dropped *something*. Yeah, that's still notable to me.

    Also found the IK Belt at the entrance to the Plains of Despair. The Hellforge's Lem was a perfect drop for me, that went straight into my Treachery armour.

    Overall

    I admit there's nothing particularly novel about this build, but I did enjoy playing her through the game. The biggest drag is probably the wait until level 24 to put the first point into Lightning Sentry, but even that's not too bad with a few points into Fire Blast.

    Normal and NM weren't too much trouble at all, once Lightning Sentry has a few points into it there wasn't much that stood up to five traps at once. Death Sentry was the first synergy I maxed alongside it, for Corpse Explosion reasons. After that Fire Blast was finished off so that I had a backup attack ready before immunes became too much of a threat. That took me to about level 68 or so, and NM Act 5. Once Anya was rescued I used her shop (and portal to Nihlathak's temple) to buy some trap claws and pre-buff claws. That took my shadow up to a casting level of 11 and that seemed fine. So Charged Bolt Sentry was the next skill I focused on.

    Entered Hell at level 75. Questing through that was never particularly difficult, which was a nice surprise. The Act 3 jungles that had previously stymied me weren't an issue with a stronger Fire Blast backed up by Death Sentry's corpse explosions. Could definitely feel the difficulty ramp up in Act 4 though. Venom Lords with plenty of health, gloams and the City of the Damned being full of the Damned all slowed progress down a bit.

    The Ancients were a pain though. I had to reroll a few times as they would take out my merc quickly and leave me facing all three of them. Eventually I finished two of them, leaving the third one against the shadow and myself. He was LI. Damn. I managed to have him pinned against the edge of the map somehow, with the shadow in front of him using melee attacks and myself chucking Fire Blasts as quickly as the chugging of mana pots would allow. Finally, I was granted access to the Worldstone Keep...

    One final shoutout goes to my merc, who receives the Fifty Shades of Green award for most likely to die of severe poisoning. Seriously, he has a problem. As soon as anything appears on screen that could possibly poison him he wanders over and has a taste. Next thing you know, green merc, plummeting health and the threat of an expensive trip to town looming ahead.

    Other than that, enjoyable character!
     
  2. bodry

    bodry IncGamers Member

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    Good read, and a nice character. She deserves a some Pit running and outfitting with better gear. :) Any plans for her in the future?
     
  3. Espr

    Espr IncGamers Member

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    Very nice! What's next? :D With either the character or the game in genera?
     
  4. SiTro

    SiTro IncGamers Member

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    Thanks both!

    Definitely agree that she needs some better gear. :D I think she's probably headed back to the Pits for a while.

    I'm also thinking of starting up a new character. I think one that could target boss runs would be a nice complement, so I'm thinking a sorceress of some kind.
     
  5. japanzaman

    japanzaman IncGamers Member

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    You can outfit a trapper to run most bosses with pretty inexpensive gear. Treachery, Shako, Arach's are not too difficult to get your hands on if you run Meph. Not sure about your style of play, but I've found that laying your sentries and then spamming fireblast while your merc goes to town will down most act bosses rather quickly at P1-P3. Getting Enigma is probably the most difficult part, but it can be done with a Sorc dedicated to LK. I actually ran LK with my trapper using burst of speed to get the runes. With Enigma, you can run Pits and Baal fairly efficiently. Pindle is also pretty easy with a mind blast to convert one of his minions.
     
  6. GooberGrape

    GooberGrape IncGamers Member

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    Best. Name. Ever. I hope everyone gets that joke. Solid writeup too, it was enjoyable to read.

    As far as next build, I would recommend a pure Blizz sorc. She will dominate Mephisto and still be useful endgame for LK and AT runs. Bonus points: you don't even need to Mat her, all your targets are in Act 2 and 3.
     

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