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What are the last things to do before ladder ends? I already have my two mosaics.
I see that as of now: Hustle weapon, Hustle armor, Metamorphosis, Mosaic, Cure, Hearth, Ground, Temper, Bulwark are ladder only - the last 4 outside of pvp (?) I don't see the use. Meta I have 2 bases I want to make, Mosaic I have - Hustle weapons and Hustle armor seem to have quite a few uses - so maybe build some of those?
In addition I think my last ladder char will be a trapsin - since trap Claws are super expensive I was thinking about Infinity in a Brandistock I found. Now I was wondering if the trap Claws +5 oder +6 skills are still better? going from 40 to 50 will raise the average damage from 4485 to 6293 - pre-griff or facets:
Looks like the +5 Claws with 2 os still beat Infinity but only if you manage to land Conviction - also if you don't use Infinity your Merc has too and IAS reqs+facets are unrealistic - so the claw+no facets will be more valid. If you wear Infinity your Merc can go Faith.
Any faults in my thinking? Con I took at -85% and -17% when imune - sunder sets the immunity to -95%.
Description by xigua
I see that as of now: Hustle weapon, Hustle armor, Metamorphosis, Mosaic, Cure, Hearth, Ground, Temper, Bulwark are ladder only - the last 4 outside of pvp (?) I don't see the use. Meta I have 2 bases I want to make, Mosaic I have - Hustle weapons and Hustle armor seem to have quite a few uses - so maybe build some of those?
In addition I think my last ladder char will be a trapsin - since trap Claws are super expensive I was thinking about Infinity in a Brandistock I found. Now I was wondering if the trap Claws +5 oder +6 skills are still better? going from 40 to 50 will raise the average damage from 4485 to 6293 - pre-griff or facets:
Looks like the +5 Claws with 2 os still beat Infinity but only if you manage to land Conviction - also if you don't use Infinity your Merc has too and IAS reqs+facets are unrealistic - so the claw+no facets will be more valid. If you wear Infinity your Merc can go Faith.
Any faults in my thinking? Con I took at -85% and -17% when imune - sunder sets the immunity to -95%.
Can be used to make Runewords:
What are the last things to do before ladder ends? I already have my two mosaics.
I see that as of now: Hustle weapon, Hustle armor, Metamorphosis, Mosaic, Cure, Hearth, Ground, Temper, Bulwark are ladder only - the last 4 outside of pvp (?) I don't see the use. Meta I have 2 bases I want to make, Mosaic I have - Hustle weapons and Hustle armor seem to have quite a few uses - so maybe build some of those?
In addition I think my last ladder char will be a trapsin - since trap Claws are super expensive I was thinking about Infinity in a Brandistock I found. Now I was wondering if the trap Claws +5 oder +6 skills are still better? going from 40 to 50 will raise the average damage from 4485 to 6293 - pre-griff or facets:
Looks like the +5 Claws with 2 os still beat Infinity but only if you manage to land Conviction - also if you don't use Infinity your Merc has too and IAS reqs+facets are unrealistic - so the claw+no facets will be more valid. If you wear Infinity your Merc can go Faith.
Any faults in my thinking? Con I took at -85% and -17% when imune - sunder sets the immunity to -95%.
I see that as of now: Hustle weapon, Hustle armor, Metamorphosis, Mosaic, Cure, Hearth, Ground, Temper, Bulwark are ladder only - the last 4 outside of pvp (?) I don't see the use. Meta I have 2 bases I want to make, Mosaic I have - Hustle weapons and Hustle armor seem to have quite a few uses - so maybe build some of those?
In addition I think my last ladder char will be a trapsin - since trap Claws are super expensive I was thinking about Infinity in a Brandistock I found. Now I was wondering if the trap Claws +5 oder +6 skills are still better? going from 40 to 50 will raise the average damage from 4485 to 6293 - pre-griff or facets:
Looks like the +5 Claws with 2 os still beat Infinity but only if you manage to land Conviction - also if you don't use Infinity your Merc has too and IAS reqs+facets are unrealistic - so the claw+no facets will be more valid. If you wear Infinity your Merc can go Faith.
Any faults in my thinking? Con I took at -85% and -17% when imune - sunder sets the immunity to -95%.
Have you tested
Infinity on merc and Crescent Moon + Spirit on you?
(I prefer this instead of self equip Infinity with my Lightning/ Chain Lightning Sorceress)
Infinity on merc and Crescent Moon + Spirit on you?
(I prefer this instead of self equip Infinity with my Lightning/ Chain Lightning Sorceress)
Time Zone: GMT-3
Non-Ladder | Softcore | Expansion
Non-Ladder | Softcore | Expansion
I agree with Fred. Self-wield Infinity is for Nova sorcs. Crescent Moon + Spirit with an Infinity / Holy Freeze Merc is the way to go for trapsins and Lightning / Chain Lightning sorcs because they fight from a distance.
I haven't tried trapsin in a while, but when I had my fire one, I used to rock a 6 OS Phase Blade with 6x 5/5 fire facets and it melted everything pretty quick. I kind of miss it :/
azeroti#1149
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OP
interesting - why would you do cresent moon + Spirit over Infinity? I guess it has more attack speed, durability, skills and doesn't lack too much behind in terms of -light res. Is there another reason?
I traded now one 2os 3trap, 3 ls claw I will try - basically cost me everything but its kind of a childhood Dream
I traded now one 2os 3trap, 3 ls claw I will try - basically cost me everything but its kind of a childhood Dream
Worth pointing out that that's usually the better choice for light trapsins as well, if you generally go that route.azeroti wrote: 11 months ago I haven't tried trapsin in a while, but when I had my fire one, I used to rock a 6 OS Phase Blade with 6x 5/5 fire facets and it melted everything pretty quick. I kind of miss it :/
Crescent Moon is certainly more budget friendly and all that but in terms of performance, as %dmg works these days and sins hardly have any going in, a +30/-30 6-sock tends to beat crescent's +0/-35 by a fairly clear margin (yes, even if it isn't a perfect +30/-30). That's including immunes where -res is significantly more important/relatively stronger than on other mobs.
Realistically though, trapsin optimization is more about figuring out what compromise you're ultimately happiest with. Getting dmg maximized while at the same time keeping res capped, trap lay speed capped and still hitting 102 tele speed breakpoint isn't quite that easy actually. Or more accurately...'tis impossible as true dmg maximization will hard-prevent at least one of those, if not two.
At the same time, trapsin dmg is pretty darn high either way so personally, I opt to prioritize basically everything else over raw trap dmg on mine and she still keeps plenty of it to plow through anything with ease.
Schnorki hit the nail on the head. Crescent Moon on a budget, 6/30/30 if you can afford the lightning facets.
6/30/30 Phase Blade with fire facets is nice because you can also use it on a Fire Claws druid.
6/30/30 Phase Blade with fire facets is nice because you can also use it on a Fire Claws druid.
trapsin: sunder charm, Crescent Moon + Spirit, Magefist + griffon's to get the speed up, put an Insight on a merc.
push traps as high as possible with skillers + a blue necklace with +3 traps.
get a coh for more skill damage and some res.
that's it.
no need for Infinity and you don't get hit anyway. skill lightning traps only except 1 point in Burst of Speed to run fast.
you don't get hit anyway and you can lay down five traps at once. a good Pattern is 3 lightning + 2 Death traps. cows explode in packs if they don't melt before.
GG
+3 Claws sound nice in theory because damage. in practice though, it's shit. you lose very much fcr and put down traps quite slowly which sucks hard. infi you don't need because of a sunder charm and Enigma is not necessary in my opinion because you run quite fast with Burst of Speed, similar to the speed of a charging pally which is enough for me.
push traps as high as possible with skillers + a blue necklace with +3 traps.
get a coh for more skill damage and some res.
that's it.
no need for Infinity and you don't get hit anyway. skill lightning traps only except 1 point in Burst of Speed to run fast.
you don't get hit anyway and you can lay down five traps at once. a good Pattern is 3 lightning + 2 Death traps. cows explode in packs if they don't melt before.
GG
+3 Claws sound nice in theory because damage. in practice though, it's shit. you lose very much fcr and put down traps quite slowly which sucks hard. infi you don't need because of a sunder charm and Enigma is not necessary in my opinion because you run quite fast with Burst of Speed, similar to the speed of a charging pally which is enough for me.
OP
Agree with you somewhat - the claw I have now I need 42 IAS for max trap lady speed - it has 10, 20 IAS gloves and one jewel in it fixed that.
For fcr I am with you - with griff, arach and an amulet you can get 65 but never 102.
Brandistock Enigma has a worse problem with IAS - needs 63, has nothing so you need Faith merc.
Crescent Moon need 42, has 20, so still need gloves and another 10 for may trap speed - also not trivial.
Nothing is perfect as schnorki said, all compromise.
What do you think on hoto / Spirit and pre-buff and port setup?
For fcr I am with you - with griff, arach and an amulet you can get 65 but never 102.
Brandistock Enigma has a worse problem with IAS - needs 63, has nothing so you need Faith merc.
Crescent Moon need 42, has 20, so still need gloves and another 10 for may trap speed - also not trivial.
Nothing is perfect as schnorki said, all compromise.
What do you think on hoto / Spirit and pre-buff and port setup?
I have never played the Assassin class, so please excuse this very uninformed question: Does a Trapsin leverage IAS or FCR?
OP
IAS for laying traps - based on weapon speed e.g. -30 weapon like Phase Blade or GT will need another 42, -20 weapon another 63.
FCR you need mainly for Teleport - and some other skills like MB or Shock Web if you use it
FCR you need mainly for Teleport - and some other skills like MB or Shock Web if you use it
The frequency that trap actually attack after being layed is fixed or you may increase it with IAS, FCR or other thing?xigua wrote: 11 months ago IAS for laying traps - based on weapon speed e.g. -30 weapon like Phase Blade or GT will need another 42, -20 weapon another 63.
FCR you need mainly for Teleport - and some other skills like MB or Shock Web if you use it
Time Zone: GMT-3
Non-Ladder | Softcore | Expansion
Non-Ladder | Softcore | Expansion
OP
Shooting speed is fixed - only laying speed is influenced by IAS.
OP
Planning the gear right now and IAS and cnbf gives me a headache.
- Nos+Ik gloves and Boots would mean I don't need any IAS on the claw - but no cnbf
- Death gloves and Belt has cnbf, but still need 2 IAS - but nice res and free boot slot on top for dancer or other
- Nos and sigon would also cover IAS but I think they are just worse than IK and nos.
I could also Sacrifice fcr and use highlords I guess - but doesn't feel like it's worth it.
No IAS source on Boots and only the 2 belts with cnbf, right? I feel cnbf is important.
- Nos+Ik gloves and Boots would mean I don't need any IAS on the claw - but no cnbf
- Death gloves and Belt has cnbf, but still need 2 IAS - but nice res and free boot slot on top for dancer or other
- Nos and sigon would also cover IAS but I think they are just worse than IK and nos.
I could also Sacrifice fcr and use highlords I guess - but doesn't feel like it's worth it.
No IAS source on Boots and only the 2 belts with cnbf, right? I feel cnbf is important.
i use on Chain Lightning Sorceress Crescent Moon + dual Dream (buy cheap Dream on kate shield for Zod and make Dream on Daemon Head) max Static Field for get more area and chain lighting (lighting sunder + Infinity on merc act 2) )) one off lazy builds ( like dragondin or dragondreamandin ) and very nicefredkid wrote: 11 months ago Have you tested
Infinity on merc and Crescent Moon + Spirit on you?
(I prefer this instead of self equip Infinity with my Lightning/ Chain Lightning Sorceress)
PSN ID- BassPV77
Time zone - UTC+3:00
DUKE NUKEM MUST DIE !
Time zone - UTC+3:00
DUKE NUKEM MUST DIE !
Could you put a Cham in your Helm, to get the cnbf?xigua wrote: 11 months ago Planning the gear right now and IAS and cnbf gives me a headache.
- Nos+Ik gloves and Boots would mean I don't need any IAS on the claw - but no cnbf
- Death gloves and Belt has cnbf, but still need 2 IAS - but nice res and free boot slot on top for dancer or other
- Nos and sigon would also cover IAS but I think they are just worse than IK and nos.
I could also Sacrifice fcr and use highlords I guess - but doesn't feel like it's worth it.
No IAS source on Boots and only the 2 belts with cnbf, right? I feel cnbf is important.
OP
I need to find 32 IAS and would like to have cnbf.
Slots available are Belt, gloves and Boots - I could Sacrifice a socket for 15 ias jewel - losing a 5/5.
I could also Sacrifice a 2/20 amulet for highlords.
The plan is wear Enigma and griffon.
In addition I need to take care of 30 str for Spirit off-hand set or 41 for shadow dancers if this is the Boots.
Dex it is 21, 27 fhr would be nice
Res to 75 I would need 38 all and 76 lightning. Str, dex, res I would consider nice to have. What I could think of:
dual Death + dancer
+cnbf, nice res, 30 IAS, flexible Boots, fhr covered
-need to Sacrifice a socket slot for IAS
Dual IK and nosferatu
+45 IAS, stats covered i.e. 197 life
-no cnbf, no fhr, no res
Double sigon I think is worse than double Ik.
An alternative could be random 20 IAS gloves but if for cnbf you need trang ouls then it feels like the Death combo is better (you get 83 useful res and a free boot slot).
I am torn between double Ik and Death - any other advice or ideas? Can you do without cnbf?
*Build is trapsin
*Death as in Death's Guard
*I forgot arach so yea, Death's Boots and gloves maybe.
Slots available are Belt, gloves and Boots - I could Sacrifice a socket for 15 ias jewel - losing a 5/5.
I could also Sacrifice a 2/20 amulet for highlords.
The plan is wear Enigma and griffon.
In addition I need to take care of 30 str for Spirit off-hand set or 41 for shadow dancers if this is the Boots.
Dex it is 21, 27 fhr would be nice
Res to 75 I would need 38 all and 76 lightning. Str, dex, res I would consider nice to have. What I could think of:
dual Death + dancer
+cnbf, nice res, 30 IAS, flexible Boots, fhr covered
-need to Sacrifice a socket slot for IAS
Dual IK and nosferatu
+45 IAS, stats covered i.e. 197 life
-no cnbf, no fhr, no res
Double sigon I think is worse than double Ik.
An alternative could be random 20 IAS gloves but if for cnbf you need trang ouls then it feels like the Death combo is better (you get 83 useful res and a free boot slot).
I am torn between double Ik and Death - any other advice or ideas? Can you do without cnbf?
*Build is trapsin
*Death as in Death's Guard
*I forgot arach so yea, Death's Boots and gloves maybe.
OP
Yea but will lose a facet - could be an option. I opened a new thread now - since I thought people might not read so far down. Sorry about that.
Depends on what build you are doing exactly... I'm a tiny bit confused ngl xd
I would say probably Highlord's + Blood Boots (fhr/frw and res) and Blood Gloves with (ias and res) + Arachnid Mesh (also giving you back 20 FCR) + Raven Frost [if you are using BK/SoJ you won't lose much]; alt. you can use Death's Guard or shove Cham into Griffon's ig as last resort... Some decent Nat' Boots aren't that bad for your light problem, maybe some crafted Belt with stats or something along those lines.
Someone much smarter than me already said once: "The real value of something doesn't reflect in a number of how much a seller can ask for it, but on how much a buyer is willing to pay."
Edit, nm...
I think we need more information. Dual Death must be a barb. Probably Whirlwind? What bases? Horking, so no ravenfrost? Mixed with elemental damage...?
After the hit recovery changes in D2R, building around high FHR breakpoints is kind of a thing of the past for softcore pvm--in my opinion
CBF on a horker is tricky to get with high IAS requirements. Broadly speaking, with zerker axes you need a 2 socket Helm with Cham and an ias jewel or 2 ias jewels in your Helm and trang's Belt. If you are willing to use IK gloves over LoH, then you could maybe consider Stealskull and Demonhorn's Edge as helms. You didn't mention a merc, so Faith might be an option. Hard to imagine passing over highlords for the extra damage, especially if you don't have gface or goreriders. That's about all I can offer without more information
I think we need more information. Dual Death must be a barb. Probably Whirlwind? What bases? Horking, so no ravenfrost? Mixed with elemental damage...?
After the hit recovery changes in D2R, building around high FHR breakpoints is kind of a thing of the past for softcore pvm--in my opinion
CBF on a horker is tricky to get with high IAS requirements. Broadly speaking, with zerker axes you need a 2 socket Helm with Cham and an ias jewel or 2 ias jewels in your Helm and trang's Belt. If you are willing to use IK gloves over LoH, then you could maybe consider Stealskull and Demonhorn's Edge as helms. You didn't mention a merc, so Faith might be an option. Hard to imagine passing over highlords for the extra damage, especially if you don't have gface or goreriders. That's about all I can offer without more information
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xigua
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