I've played trapper and I like it a lot, except for the absorbing factor. If you go into a pub game and get absorbed by only one or two players, ask for an unhostile =P. If they don't, you can party someone and mindblast them while your ally pummels.
Anyhoo, trappers are really strong team and solo players. I recommend hitting the last or 2nd to last fcr breakpoints in order to mb effectively. Trappers are all about speed, and hitting as many breakpoints in fhr, fcr, and ias are essential. Try to aim for 9 frame trap laying as well, because even if you lock mb someone you will need to lay a trap or two to do damage.
Trapping style is fairly simple, after all your traps auto aim. Remember that you have quite long range, you can play your traps at the edge of your screen, and they will aim about another screen, making our range two screens. However, the lightning travels for quite a distance making it possible to hit someone 3+ screens away. :grin:
Ok, there are several ground rules to trapping. Don't chase certain characters, you should only chase a character if they are significantly weaker than you, or you need to kill them quickly, or they are meditating or leeching to heal. The few characters that you should chase are bone necro's, bowazons, or AA builds. Don't over MB, certain chars you only need to mb a little for it to be effective, aka barbs, bowzons, anything within a field of traps... Don't tank, you can always set up a trap shop somewhere else with full health after your opponent has taken some hits. If you are not in immediate danger of getting hit, mb as much as possible. Be careful of people who can namelock teleport you, namelock barbs, ww sins, hammerdins, and much more. If you feel like someone is desyching and you are in danger, teleport away and reset your traps. Remember, better safe than sorry. In a team duel, trapper should be one of the last to die.
For most characters, you should stay within your trap zone. Almost always try to have your shadowmaster out, it helps you stun (mb or osmetimes traps). Try never to get hit, because often times you do less damage and you also have many many more opportunities to hit someone then they do you. If you namelock mb someone outside your range of traps, you only need to cast one or two traps to help you lock them, then teleport to them again and continue the namelocking, this prevents them running outside of namelock range.
I need to space my paragraphs better.
Teleport behind barbs or pure ww sins, or melee builds. It is essential for you to lock certain chars, namely fohers and windies. These two classes can be easy once you learn how to stunlock effectively. Melee should be a cakewalk, they can't tele to you well because of stun, and will have to resort to using charge or WW. Thankfully charge can mb'd off most of the time if you have the fastercast/firepower, teleport behind them to gain space if you find they can close the distance after a few seconds. WW is deadly, but still very slow. Only problem is when it lags to hit you. REmember to just stay at least 1/3 of a screen away from ww and you should be safe there. Hopefully the ww is slow enough that you can really lay down another 5 traps. Leap on a barb is nothing compared to MB. If they leap you, they should either be offscreen (if they offscreen try to teleport to you, its semi-easy to tele dodge). If they are on your screen, they should have a swirly over their head and traps firing at them so they can't teleport.
Vs. casters, you may like just running or teleporting around your traps and letting them get hit. Skilled chars this won't work on, except in a few circumstances. Its really hard to snipe a running assasin from far away if you're say, a fb sorc. Also, I found that in trap vs. trap, if you play defensive, running is a good strategy because you can escape mb better this way and also dodge traps.
Oh and vs. characters that do drive by's, aka attack you then run out of range, after you hit them coming in and they escape, just reset your traps somewhere else. Thankfully they can't see where you put your traps and its a good idea to relocate them so they won't know where the traps are until they start shooting. Vs ww-sins who don't have as much life as barbs but stun well, a nice tactic is to lay your traps. And slowly retreat until they are forced to dflight or teleport on you to ww. MB them as fast as you can, you only need to MB once. Then, since they've just moved into your trap field, teleport off and lay some traps again so that they continue getting stun locked. Make sure to try and get MB'd by them as little as possible, this includes watching out for their shadow master.
Thats all I can think of right now.