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LeonelC

Trapsin Guide (draft, heavy wip) but now I can edit it.

Oct 22nd, 2019
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  1. EH MAH GERD ITS A SSIN GUIDE!!11!
  2.  
  3. //Thanks to Johnny Impak from the MXL forums for the tips!
  4. //24 October 2019: Added Off-hand guide on Mid Gear section
  5. Added small-sorta-unfinished merc guide at the bottom of this guide
  6. //4 November 2019: Added more crafting options to mid-game gear.
  7.  
  8. Legends (What each symbol means):
  9. // <- A comment and/or additional info that you might find useful if you are stuck
  10. = between lines <- Me trying to add emphasis in titles, I use this when I'm switching subjects
  11.  
  12.  
  13. //Notes for 1.3 Patch: Set nerf hurts a bit but it still is a great bridge between our crafts and the new SUs which are really good, radius nerf on incinerator hurts but it could be way worse.
  14.  
  15. ==================
  16. This build in a nutshell:
  17. ==================
  18.  
  19. The trapsin uses the incinerator trap for crowd control, and electrofield/beacon for single target.
  20.  
  21. Pros:
  22. Really f***ing simple build (casters for dummies), craft theory is very straight forward.
  23. Lazy playstyle with very rewarding active playstyle
  24. Cons:
  25. lvl 130 ubers are hard, if not impossible, consider switching to claw/nagi for these
  26. Maybe that without Vizjun set you can't do much? But it's doable with just crafts and RWs, but Vizjun is too good.
  27. And maybe if you don't like lazy builds this one might not be for you.
  28.  
  29. ==================
  30. About your character:
  31. ==================
  32.  
  33. What about the traps damage? The damage of her traps gets calculated in a different way than other spells.
  34. Subterfuge grabs a % of your total spell damage (of all elements EXCEPT poison) and applies it to your traps
  35. This means fire, cold, lightning and phys/magic spell damage bonuses on items and skills will contribute to the total damage of your traps.
  36. //Forget about energy factor too, so no investing in energy nor in items with EF/%EF
  37.  
  38. What about pierce? TRAPS CANT GET PIERCE FROM ITEM STATS
  39. Investing base points into your traps (incinerator and shockwave) will give you pierce, the max pierce you can reach is 135% each.
  40. //And Phase Bomb's debuff, or any other debuff skill that reduces enemy resistances (like Mythal).
  41.  
  42. What about stats? Enough for gear, rest on vitality, we have Perfect Being's %avoid and Artificial Mastery's free claw block (which also works as %avoid)
  43.  
  44. ==================================
  45. So the overall focus for this build's gear is:
  46. ==================================
  47.  
  48. Get as much %spell damage as possible, if you can't get all elements at once, aim for every individual (or more) elemental spell damage, EXCEPT posion.
  49. Get as much +x to assassin/to all skills as possible, it boosts both your traps base damage and subterfuge's bonus damage.
  50.  
  51. =====================
  52. As for it's gameplay style:
  53. =====================
  54.  
  55. - Buff with Beacon (duh)
  56. - Buff with whatever you have off-hand
  57. - Slap an Incinerator trap, cast some Shockwave traps to get rid of fire absorbs, move around and buff yourself with Shadow Refuge until shit dies, if you want your enemies to die faster, summon a catalyst.
  58. - Beacon's damage gets a boost from catalyst trap as long as you are standing inside of it's ring before beacon goes off (before the pulsating ring graphic dissapears)
  59. //Take this into account when dealing with Act/Uber bosses.
  60. - If you aren't using Beacon, but rather Phase Bomb, place it after buffing yourself with Shadow Refuge (we don't want to get 1HKO from Phase Bomb's reflected damage)
  61.  
  62. =========
  63. Early gear:
  64. =========
  65.  
  66. Hands: Staff with nef rw > Dual claws with hel rw > Dual TU4 Spellgrip (MO with fire,cold,light,phys/magic spell dmg)
  67. //Spellgrip will only help to boost our damage thanks to the free +skills that it gives
  68. //Socket with 3 perfect diamonds on each
  69. //You can also go with TU War Axe and TU Tower Shield, but I prefer the faster cast speed from using two claws
  70.  
  71.  
  72. Gloves: Nef rw > Pul rw
  73. //We will keep Pul RW until late/endgame, just make sure to min/max it with crafted jewels and MO with fire,cold,light,phys/magic.
  74.  
  75. Belt: Eth rw > TU4 Moonwrap (MO with fire,cold,light,phys/magic, and %res)
  76. //Best choice until late/endgame, the flat % to spell damage that it gives is perfect
  77.  
  78. Boots: Anything with firedance proc > TU4 Rabbit's foot (MO with fire,cold,light,phys/magic spell dmg, and %res)
  79. //Same as belt, too good
  80.  
  81. Chest: Griswold's Heart > Ith RW > T3/Sacred Griswold's Heart
  82. //Not much you can do with chest pieces, Griswold's Heart gives +1 to all skills, lots of attributes, and all res
  83.  
  84. Helm: Anything you find with res > Ral rw > Lum rw > TU4 Lavadome OR TU4 The Allseeing Eye
  85. //Lavadome is more of a survival choice
  86. //The Allseeing Eye will give you spell damage that will boost your traps damage a bit more, plus %STR that will help you equip items
  87.  
  88. Rings: Anything with +skills and or spell damage (lucky lotto it, and MO with fire,cold,light,phys/magic, and %res)
  89.  
  90. Amulet: Anything with +skills and or spell damage (MO with fire,cold,light,phys/magic, and %res) > Teganze Pendant > Witchmoon
  91. //We can get Witchmoon by cubing a magic/rare amulet with two Arcane Crystals and an Oil of Enhancement (Blue)
  92. //If we can get a good roll of %spell damage and +skills on Witchmoon, goodbye to ever thinking about getting another amulet ever again
  93. //You can use a Teganze Pendant as a placeholder for early game
  94.  
  95. Gear tips:
  96. MOs should be applied once you have heaps of gold (probably once you get to IOTSS) and your items reach tier 4
  97. Hoard as much amulets as you can so you don't fall short of them when trying to craft Witchmoon (ilvl doesn't matter)
  98. Also, hoard perfect gems, like, A LOT, just in case you are unlucky rerolling runewords for mid game's gear.
  99. Even if you are done upgrading your TUs, keep shattering whatever TUs you find, we will need as many arcane shards as possible for crafting Jewels.
  100.  
  101. =========
  102. Early Skills:
  103. =========
  104.  
  105. 1pt to martial tree to reach Perfect Being, max it from there
  106. //Gimme dat avoid B
  107.  
  108. 1pt to Backstab and Shadow Refuge
  109. //Free Movement Speed and Phys res? Yus.
  110.  
  111. Max Subterfuge
  112. //It will become a 1-pointer later on, but we need to max it to boost our traps damage in the mean time
  113.  
  114. Max all 3 traps skills (Incinerator, Shockwave, Catalyst)
  115. //Order of priority: Incinerator > Catalyst > Shockwave
  116.  
  117. Artifice Mastery will only unlock until your three traps reach level 15 and your char reaches level 96
  118. Once you reach that point, you can only spend 10 points on it (with that you reach the 45% claw block when still breakpoint)
  119. //Claw Block is avoid and only works when standing still, this is good when we fuck up and we get swarmed
  120.  
  121. Ultimate/Rewards:
  122.  
  123. Primsatic cloak: 10 points
  124. //No need to explain myself, the phys res from shadow refuge will make it even better
  125. //We are spending that many points because ~300 flat phys res is more than enough considering we get 50% phys res from Shadow Refuge
  126.  
  127. Beacon: 1pt
  128. //Makes you faster and the nuke it drops is too good
  129.  
  130. Vampiric Icon: 1 pt < Great skill to keep us up when getting surrounded
  131.  
  132. //But what about the ways? ways are useless for a pure caster as is, 1pt is more than enough, and we will let our +skills to take care of it
  133. //Why not Phase Bomb? For now Beacon's damage is too good to carry our ssin during the first ubers, plus more movement speed is always welcomed, we will use it on later stages
  134.  
  135. =========
  136. Mid/Late gear:
  137. =========
  138.  
  139. Hands: TU4 Spellgrips > Dual Claws with Rha RW (MO with spell damage, and Slap an oil of conjuration for extra spell damage) > Vizjun's Science and Vizjun's Monitor
  140. //Rha RW on both claws is an improved version of Dual Spellgrips, only downside is that the rolls can vary a lot, so make sure to have lots of perfect gems in case your roll sucks.
  141. //Where do we get an Oil of Conjuration? It is a random drop at the Icy Cellar, Abaddon, Pit of Acheron and Infernal Pit.
  142. //Once you get it apply it to the base claws that you will use for Rha RW
  143. Off-Hands: 2x Crafted Katars with Bloodlust Oskill. //Great Placeholder until we get a nice roll of Shamanka (SU Long Staff)
  144. //Use any shrine for these except Enchanted (we want to save them for our crafts)
  145. //It can roll +1 to +4 to bloodlust, first aim for whatever roll you can get of it, then aim for +4 once you have enough shrines to waste.
  146.  
  147. Gloves: Pul RW min maxed with MO's and crafted jewels (T4 leather gloves ofc)
  148.  
  149. Belt: Min maxed TU4 Moonwrap with crafted jewels.
  150.  
  151. Boots: Rabbit's Foot rerolled to reach max movement speed, min maxed with MO's.
  152.  
  153. Chest: Crafted quilted armor with Enchanting/Ornate/Fascinating/Sacred shrines (rolls: +2 skills, good spell damage), double bless if you get the chance of rolling a nice craft > Vizjun's Engine
  154.  
  155. Helm: Crafted Circlet with Enchanting/Ornate/Fascinating/Sacred (rolls: +3 skills, good phys/magic spell damage), double bless if you get the chance of rolling a nice craft > Vizjun's Foresight
  156.  
  157. Rings: Anything with +skills and 10% to Spell Damage (lucky lotto it, and MO with fire & lightning spell dmg, and %res)
  158. //Rings ran roll up to 10% spell damage, kurast 3000 ba will be our farming spot for these
  159.  
  160. Amulet: Keep Witchmoon if you already have it, if not, go for it, OR you can go for a rare amulate with +3 to all skills and 10% spell damage.
  161.  
  162. //Note about gear: Vizjun Set will keep us with good damage while we farm for SUs and experience
  163.  
  164. ===========
  165. Mercenaries
  166. ===========
  167.  
  168. ==================
  169. Early to mid game:
  170. ==================
  171.  
  172. Act 2's Shapeshifter
  173.  
  174. "Why?" It's a great self sustained merc that will buff us with Bloodlust which will be a nice addition to our traps.
  175.  
  176. "Ok, but what should I aim for gearing?" as much +skills as possible, if you get Mythal proc on an amulet, use that and keep it until you get a better version with more +X to all skills
  177.  
  178. "And MOs?" Resistances and Strength
  179.  
  180. What about socke- Resistance Gems if still lacking res, or Ko runes to buff his heroic strength
  181.  
  182. Gear:
  183.  
  184. Weapon: Enyo RW on spear
  185. Gloves: Iblis RW on any gloves
  186. Belt: Whatever, I go with Deadfall because of procs and moar STR
  187. Boots: Firedance proc boots > Megalith RW
  188. Chest: Lumen Arcana RW > Dragheart RW > Crafted creepy Body Armor with +2 to all skills
  189. Helm: TU All seeing eye/Lavadome/Auriel's Halo > Crafted creepy Circlet with +3 to all skills
  190. Rings: Anything with +1 to all skills, even better if it has resistances on top of it
  191. Amulet: Ditto, altough prioritize getting one with Mythal proc above everything else, even better if it rolls +x to all skills
  192.  
  193. ==================
  194. Mid to End game:
  195. ==================
  196.  
  197. Act 5's Barbarian OR Act 2's Fighter Mage
  198.  
  199. "Why Act 5 barb?" Once we either get claws with bloodlust OR Shamanka OR Qarak's Will, our act 2 merc will be practically useless, also Act 5 barb is very tanky with creepy Crafts.
  200.  
  201. "Why Act 2 fighter mage?" Because of chronofield, baby.
  202.  
  203. Gear for Act 5 Barbarian:
  204.  
  205. All crafted pieces with creepy shrines, make sure they roll a high amount of Enhanced Defense, %str and flat str.
  206. Aim for highest bases to craft on (Gauntlets, Plated Belt, Graves, Ancient Armor, Great Sword, Avenger Guard).
  207.  
  208. Keep a crafted Great Sword until you get Qarak's Will or Shamanka.
  209.  
  210. MO strength and all resists on each armor piece, if you reach max res after this, insert Ko runes on each slot (or resistance gems, your choice).
  211.  
  212. Give him the same amulet with Mythal proc from your Act 2 merc
  213.  
  214. Gear for Act 2 Fighter Mage:
  215.  
  216. Just give him your shapefighter's gear.
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