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Subject: "Trap Assassins" Archived thread - Read only
 
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Zubbus
Member since 29-Aug-02
30-Aug-02, 01:00 AM (GMT)
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"Trap Assassins"
 
   Want to make one, but lots of things I need to know:
1) which traps are more effective (and what level did you have it up to)?
2) I assume Shadow Warrior is better than master if I just want it to keep laying traps?
3) If I want to increase the level of my Warrior's trap, do I put points into Warrior or the trap?

Cheers


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  Subject     Author     Message Date     ID  
Trap Assassins [View All] Zubbus 30-Aug-02 TOP
  Well... Elric of Gransadmin 30-Aug-02 1
  Trap Assassins Faragon 30-Aug-02 2
     You should... Raz 01-Sep-02 3
         I will :) Faragon 02-Sep-02 4

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Elric of Gransadmin
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30-Aug-02, 02:06 AM (GMT)
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1. "Well..."
In response to message #0
 
   LAST EDITED ON 30-Aug-02 AT 02:11 AM (GMT)
 
Hail Zubbus,

1) Death Sentry, Lightning Sentry and Wake of Fire are probably the most popular, though I personally prefer Wake of Inferno to Wake of Fire. What slvl? Max the latter two; the former only needs points until the radius suits you.

2) Yep: if you wish to be pure traps, go the Warrior.

3) I cannot remember...I think the Warrior uses your Trap slvl, but I know the Master has her own slvl for skills based on the slvl you have for Shadow Master, so I could be remembering wrong.

EDIT: moved from The Workshop now.

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Faragon
Member since 9-Jan-03
30-Aug-02, 12:54 PM (GMT)
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2. "Trap Assassins"
In response to message #0
 
1) I'd advise sticking to DeathSentry and Wake-of-Inferno. I want max with both. (This is logical for WoI. As far as DS goes, it depends on what you want the trap to do. If you use it for it's corpse explosion, take it to the radius you like. If you also rely on it's lightning damage to take out FireImmunes/Resistant monsters, max it. DeathSentry is a hoot in the Cowlevel.

2) ShadowWarrior would be more advisable than Master. Master has a tendency to cast CloackofShadows, which can annoy the hell out of partymembers. Master can also cast MindBlast, which has a % to convert monsters. If you play with a paladin, this would take over it's aura, and when the convertedstatus expires, the aura would still linger around the monster. Not nice, and sometimes downright lethal.

3) Iirc, you need to put them into the Warrior. (not sure though) Although I would advise against putting more than one point in SW. One point will give you acces to the skill. At one skillpoint, the Warrior is still a good and viable companion. Assuming you'll get +skills equipment, she'll get a boost from those. This allows you to put more points in other skills.

Put 1-5 points in BoS, seeing how Attackspeed influences your castingspeed of traps. Have a weapon with fast or veryfast attackspeed. (this is no problem, seeing how every claw has that AS)

Personally, I like to put some points in Venom, to take good care of Fire+Lightning immunes. (If you're lucky enough to find a ITD claw, I was ) The 'of piercing' suffix can appear on Katars from Clvl 25. (as well as daggers and rods, though a rod hardly seems "Lurkyshadowfigure" like. )

If you're going for dualclaws, only stick a few points (1-3) in WeaponBlock. This will provide you with a nice blocking, though not enough to cause blocklock should you get covered with monsters. (which is a situation you should overall prevent ) Again, +skill items will boost this skill further, and prevent precious pointspending.

Damn, I love this class, I got a bit carried away, probably more than you wanted to know. I guess I'll be writing a Traps Assasin Guide afterall

It doesn't matter wether you run or fight, you're either judged as the coward or the fool.


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Raz
Charter Member
01-Sep-02, 11:11 PM (GMT)
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3. "You should..."
In response to message #2
 
I´m looking forward to a new guide to Trap Assassins

I was just thinking of making one, but I hope they are not boring.

Raz


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Faragon
Member since 9-Jan-03
02-Sep-02, 10:41 AM (GMT)
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4. "I will :)"
In response to message #3
 
I´m looking forward to a new guide to Trap Assassins

I read some traps assy guides on some other sites, and found a lot of false information. So I heard the calling

I was just thinking of making one, but I hope they are not boring.

I think they're not. You need a little strategical insight in where to place your traps best. It's a very versatile character. I advice a dualistic build, mainly focused on traps, but with a little MartialArts involved. That way you can lay traps, and help your merc and shadow tank to keep the monsters in place, while the traps rip everything apart

I expect the guide to be finished in some time, but I'm not sure if I should wait for 1.10 to come before I release it... I'll have to mix it in with my schoolwork, but it'll come. No doubt about that

It doesn't matter wether you run or fight, you're either judged as the coward or the fool.


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