Latest Diablo 3 News
DiabloWiki Updates
Support the site! Become a Diablo: IncGamers PAL - Remove ads and more!

Question about improvement (trapper)

Discussion in 'Assassin' started by Cryton, Jul 15, 2010.

  1. Cryton

    Cryton IncGamers Member

    Joined:
    Apr 9, 2009
    Messages:
    162
    Likes Received:
    1
    Trophy Points:
    41
    Question about improvement (trapper)

    Hi!

    I have alot of d2 experience. However i have never made a assassin before. This time when i started up again i did not want to go the usual sorc -> mf route and started a assassin.

    I just love it! I am hooked!!:)


    I have crap gear right now but still kick butt.

    I did some nightmare cow run yesterday and found a ist rune.

    My question is: How can i best improve my gear from that 1 ist rune?
    (i have some pgems and alot of crap jewels and lower runes ofc)

    My current gear is:
    2 bactucs
    lore helm
    stealth armour
    random mana/life rings and amu
    frostburns
    sigons belt
    sanders boots
    no charms worth mentioning.

    I have the runes for treachery and planning on making it when i find a armour for it.

    I have currently level 76 and have started hell.

    My skills are:
    1 in all one-point-wonders
    20 FB 20 LS 20 DS and the rest in CBS.


    My end goal is to make a uber hunter.

    My other question is:
    Should i reset and build a kick/trapper now? or should i continue with a pure trapper abit more until i get better gear/more wealth?

    I also want to thank Sass (i think it was Sass). I read a thread yesterday about placing my death sentury behind the other traps to get more CE from them. I practiced it in the cow runs previously mentioned and it works wonders!!:) thanks Sass!
     
  2. SeCKSEgai

    SeCKSEgai IncGamers Member

    Joined:
    Jan 12, 2009
    Messages:
    1,947
    Likes Received:
    0
    Trophy Points:
    165
    Re: Question about improvement (trapper)

    When I first started my trapper this ladder I got an ist out of my first NM cow run. It actually ended up getting a full tal set for my sorc since the lack of teleporting was killing me.

    Honestly, a k/t is better than a pure trap when you're poor - most of the gear is easier to acquire and assuming that hrs are still worth several ists, don't expect an enigma or coh for a while. Aside from that, the rest of the kicker gear is generally inexpensive, stormlash, ss, gores, dracs and whatever else you throw in.

    With the respecs you have a lot of freedom - though there is one thing I don't like about your current spec - 20 fb I only do that on my pure trap since all the lite synergies boost its damage, but it doesn't return the favor and just adds extra shots - not a big deal when you start placing a DS or two away from your main traps.
     
  3. kardinaal

    kardinaal IncGamers Member

    Joined:
    Jun 22, 2003
    Messages:
    417
    Likes Received:
    0
    Trophy Points:
    98
    Re: Question about improvement (trapper)

    Wouldn't respec K/T just yet. It's only necessary for ubers, and you're still a stormlash and drac's gloves short of doing them.

    For some cheap extra's you could get magefists instead of frostburns (depending on how your mana is), for the +1 to fire skills for DS and FB. Other possibilities would be getting some sojs and some +skills amu.
     
  4. Occulus cant be ethereal

    Occulus cant be ethereal IncGamers Member

    Joined:
    Feb 21, 2008
    Messages:
    138
    Likes Received:
    0
    Trophy Points:
    41
    Re: Question about improvement (trapper)

    This is only if you are going with a full trapper.

    If you are making a full trapper, you dont need the bartucs. The 7%ll is useless. The 20 to str/dex each you shouldnt need. The 60fhr is nice and the +2 to all skills is ok.

    Shop at least some basic +3 to traps claws, any other mods are bonus. You should be able to shop 2 of those from Anya within an hour. You could keep the bartucs as your alternate weapon to prebuff your SM/Fade/BOS from the shadow skill tree, but you can also get at least +3 shadow disc prebuff claws.

    If you keep the bartucs you are getting +4 to your traps instead of at least +6. The only disadvantage is you will lose 2 points in WB.

    For your found IST, congratulations. However I dont think you should be looking to trade it away quite yet.
     
  5. SeCKSEgai

    SeCKSEgai IncGamers Member

    Joined:
    Jan 12, 2009
    Messages:
    1,947
    Likes Received:
    0
    Trophy Points:
    165
    Re: Question about improvement (trapper)

    DS isn't affected by magefists.

    The above is exactly why I say go K/T over trap. When Stormlash and dracs are more expensive than sojs.....

    The nice thing about K/T is that your dtalon can be a nicer fallback or even your main attack - which is essential considering you won't have the wealth to build an infinity merc. You need an alternative damage source, and fb is not only slower, but you're more likely to run into fire/lite immunes over lite/phy immunes.

    As for trap claws, I prefer bartucs until I have really nice trap claws +2 sin skills isn't worth losing per claw unless you get +3 Trap +3LS or +2 Sin +3LS claws - and even then you have to keep in mind they have to be in a good base (greater talon/runic) as attack speed affects trap laying. BoS only goes so far on its own.


     
  6. Arikados

    Arikados IncGamers Member

    Joined:
    Oct 19, 2008
    Messages:
    47
    Likes Received:
    0
    Trophy Points:
    20
    Re: Question about improvement (trapper)

    for plain trappers, +3 traps claws *with other mods (especially more +skills and IAS)* are great, but for K/T sins bartucs is hard to beat because of their fast attack speed (-30wsm), two all skills, one MA (for three total) and total 40 stats (for you twinks out there thats 120 life easy) each.

    Its not that hard to "go kick", all that changes are your boots (to upped gores), and one point in dtalon.

    As for UT, you're probably going to want the "uber three"; guliarmes face, gore riders - upped in this case, and Dracs to start with. From there you can go W/S with a stormlash or whatever you choose, or c/c. My favourite setup for UT is a 2/2/45+ Jade Talon with a shael in your mainhand (gloves), a Bartucs in the offhand (boots), a Metalgrid (sexiest unique amulet by far imo), high res armour (coh or enigma is best), and a Ravenfrost, Tgods and Dwarf Star for absorb's (dear god these three make a life of difference when facing meph and his minions!).

    Claw block should reach decent levels even with one skill point, but you should look for 50+, and fade will rack up a nice amount of resist and PDR. The crunch point in a K/T UT build is how many kicks you want. 3-4 is good for pvp or pvm, while more kicks in a series means more hits/second. Usually I run plain kicker with maxed dtalon, fade, claw block and venom so I end up with 5+ kicks.

    Assassins need a bunch of rather specific gear to uber well solo (most of it is cheap though), while pally's are rather easy to uber with via smite, zeal and sanctuary. If you can get a friend to run sanctuary while fighting meph, you shouldn't have any problems.
     
  7. Sass

    Sass IncGamers Member

    Joined:
    Jun 11, 2007
    Messages:
    6,381
    Likes Received:
    1
    Trophy Points:
    121
    Re: Question about improvement (trapper)

    There's a vastly different change and you highly under rate K/T. Bartucs would be good if they had any CB and IAS. They have + skills you don't need and lack the melee stats you do need.


    You put more than 1 into DTalon (it's around 6-12), wear drac's and more defensive armor / shields. The helm and jewelry change from + skill focus to offensive focus.


    If you run Jade, you'd have to WSM bug to hit a decent speed.
     
  8. Arikados

    Arikados IncGamers Member

    Joined:
    Oct 19, 2008
    Messages:
    47
    Likes Received:
    0
    Trophy Points:
    20
    Re: Question about improvement (trapper)

    According to the german weapon speed calc, you only need 20%ias with a JT and bartucs to hit 9/3. My UT kicker runs fine with JT, bartucs, upped gores and some IAS in PvM. The skill level depends on what you want to kick really. 3-4 kicks for pvp and minion killing, 5-6 for boss hunting and 7+ because you're bored. With +11 all skills, which shouldn't be hard for a trapper, you start with at least three kicks. Any more is up to you and becomes trap damage vs # of kicks.
     
  9. Sass

    Sass IncGamers Member

    Joined:
    Jun 11, 2007
    Messages:
    6,381
    Likes Received:
    1
    Trophy Points:
    121
    Re: Question about improvement (trapper)

    K/T don't normally run +11 skills. They become squishy.
     
  10. SeCKSEgai

    SeCKSEgai IncGamers Member

    Joined:
    Jan 12, 2009
    Messages:
    1,947
    Likes Received:
    0
    Trophy Points:
    165
    Re: Question about improvement (trapper)

    Plus skills on a kicker? we don't need no stinkin plus skills =P

    Because you're in melee a lot more often, you drop the plus skill gear for survivability - as much as I love the c/c look, of all my sin experience nothing beats a kicker with stormlash - that static field is so wonderful.


     
  11. minuses

    minuses IncGamers Member

    Joined:
    Apr 7, 2010
    Messages:
    1,355
    Likes Received:
    0
    Trophy Points:
    165
    Re: Question about improvement (trapper)

    Well if you are making a pure trapper then yes heres some advice for improvement:
    mages or sanders taboo
    waterwalk
    enigma
    arach
    maras or fcr ammy
    main side tucs eth and shael
    2 sin, 20 fcr circ

    I prefer hitting the 65% fcr breakpoint so you can cast fast enough to get to places. The main reason you want eth tucs shael on main side is because it will not wear out durability unless you swing with it and it will provide you with ias along with fhr. For other tuc, put a all resist jewel in it because left hand weapon ias does not effect trap speed.

    Sorry I have not been focused on sin's lately so I do not have the best advice here but I tried. Good luck with your assassin.
     
  12. Cryton

    Cryton IncGamers Member

    Joined:
    Apr 9, 2009
    Messages:
    162
    Likes Received:
    1
    Trophy Points:
    41
    Re: Question about improvement (trapper)

    Thanks for all the comments!

    I did respec my trapper into k/t. It did not work out as planned. I got mureder on hell (i kinda expected it :) )

    However. I have had some gear upgrade.
    I bought a torch and a guiliumes face and i am waiting for a plate to build my Treachery.

    I am currently pondering on using either black in a GT (with no extra skills) just to get the CB from it. Or even strength. Not sure about this yet.

    I am waiting for a trade for Gore riders. And i also have the runes for upgrading this.

    Q1:
    What armour do i use for treachery?

    Q2:
    What skills charms do i need? Could i "max" my trap dmg with loading up +trap skillers? when i am reaching a Dtalon breakpoint? or is this off?

    Remeber that i am not talking about ubers just yet. Just general PVM until i have the gear i need for ubers.

    Q3:
    I was looking at the runeword Lawbringer. It does have a 20% chance of casting level 15 decripify. Would this do for breaking LI on hell? (with the 50% lowering of resist i mean). It lack CB but i get that from Gores and Guiliumes.

    Sorry if this is a newbie questions:) still learning!
     
  13. Sass

    Sass IncGamers Member

    Joined:
    Jun 11, 2007
    Messages:
    6,381
    Likes Received:
    1
    Trophy Points:
    121
    Re: Question about improvement (trapper)

    The armor can be any you think looks nice and doesn't need too much str. You don't need to worry about defense, just the str req.


    You don't really need skillers, but trap ones certainly can't hurt.



    Decrepify reduces physical resistance. Elemental resistance would be the same.
     
  14. Cryton

    Cryton IncGamers Member

    Joined:
    Apr 9, 2009
    Messages:
    162
    Likes Received:
    1
    Trophy Points:
    41
    Re: Question about improvement (trapper)

    Really?

    According to http://diablo2.diablowiki.net/Decrepify

    Quote:
    Required Level: 24
    Prerequisites: Amplify Damage, Weaken, Terror
    Details: This powerful curse lowers movement and attack speed, as well as reducing all resistances (physical, poison, magic, fire, cold, lightning) by 50%.

    Is diablowiki.net wrong then?
     
  15. SeCKSEgai

    SeCKSEgai IncGamers Member

    Joined:
    Jan 12, 2009
    Messages:
    1,947
    Likes Received:
    0
    Trophy Points:
    165
    Re: Question about improvement (trapper)

    black is an awesome runeword for the cost - the only drawback is the added kb but its negligible.

    Instead of treachery, I'd consider smoke for the resist - as you should have a decent amount of softpoints in fade/bos.

    Probably the biggest weakness for you right now is the lack of upped gores - you should see a dramatic improvement in damage once you have those.

    For dtalon, 24 and 30 are the two places to aim for with 5/6 kicks respectively - 36 is too long a chain of kicks to justify it from my experience.
     
  16. Sass

    Sass IncGamers Member

    Joined:
    Jun 11, 2007
    Messages:
    6,381
    Likes Received:
    1
    Trophy Points:
    121
    Re: Question about improvement (trapper)

    Not wrong, just using old info. In previous patches, it would do them (the give away was magic damage since nothing in the game lowers that res.)

    From Decrepify's page:
     
  17. Cryton

    Cryton IncGamers Member

    Joined:
    Apr 9, 2009
    Messages:
    162
    Likes Received:
    1
    Trophy Points:
    41
    Re: Question about improvement (trapper)

    Ahh! thanks:)

    That explains it. Thanks for the info.
     

Share This Page