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Aug 19 2022 12:12am
Quote (gel87 @ Aug 19 2022 12:31am)
Assa would need 20-30k trap damage as compansation to even be viable as a trapsin when stun is like today xD



I’m not sure if you kept reading to see my solution to this, but I suggested reverting all the Fhr/stun nerfs in PvP from 2.4 back, and simply giving mind blast a small cool down.

So, your character will naturally go into Fhr animations if it takes more than 1/12th of its life in damage. Compared to while stunned, any amount of damage will cause the Fhr animations. Slowing the spamability of mind blast will make it so characters won’t be completely locked by that skill alone, but any amount of damage from traps or other skills will still cause an animation. It fixes the ridiculous demand to have wsg back, while still allowing assassins to decently control their targets. This also allows all of the other stun based skills to shine once more.
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Aug 19 2022 12:20am
I do not in general like cooldowns. It takes the active gameplay out of the game. It should be a spammable skill. They just need to add the wsg function back + bring back the old stun functions. It was added with the purpose of breaking any animation when weapons swapping. Its a fault to even remove it.

I always thought to myself that d2 has the best stun functions i ever seen in any game, no cooldowns based shit which one has to w8 for, a way of getting out, not op since you need other attacks and spells to keep enemy stunned.
Then it gets removed. And the good gameplay older games like d2 had goes out the window, and we get better graphics which my pc cant even handle without lags ^^

They did test a lot when making d2, evne though they had a stright timeline. Kicks on every char and range based damage was early in and got removed. Thats why u could see hackers at a period of d2 running forexample necro which kicked you and knockbacked you when u jumped them xD


This post was edited by gel87 on Aug 19 2022 12:23am
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Aug 19 2022 01:34am


Wsg always had a lot of baggage, but if we’re going to bring it back, it should be the classic full force one. Not just for getting out of stunlocks. Obviously bring back farcast and desyncing, but also skill channeling wsg for skills like blizzard every 3 frames so your opponents can’t tell what one is real… Probably not towncasting though.
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Aug 19 2022 05:16am
Quote (MouetteGrise @ Aug 18 2022 03:25pm)
My purposes are PVM - Hardcore.

I'm trying to go full Trap, not ghost or martial arts.

And I'd like to know if light/fire can be good. Can I have 5 traps of each?

Or maybe light / physical traps?


No you just get 5 traps. You can mix and match but only 5


Normally you go 1 into mind blast 1 into fade and a master if you want help tanking with your merc

max light / charge/ shock web / fire blast

1 into death no reason to max this

after all this you will have 20 skill points left (at 99)

So your options are max wake of fire / fade for more Damage reduction / burst of speed if you need help hitting a break point / shadow master to make her a better tank / kick if you want to do ubers
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