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May 24 2008 05:02pm
Quote (Dumpling @ Sat, May 24 2008, 09:50pm)

i'd just try and use that to push them out of their traps, and then try and get the fb jump when they are clear of their traps, and slowly wear them down that way.  tvt is really gay any way you look at it though.


trap vs trap is like a test of patience. People always get pissed off in teams if it somehow gets down to me and another trapper alive cause the resulting trap vs trap with both players only having like 500 hp left takes much longer than the rest of the duel when other players are alive. I dont mind trap vs trap personally, but thats cause I have no objection to dragging 1v1 duels out, I usually end up winning these trap vs trap duels, then again I know how to be an effective defwhore. I always try to push the other player out of traps or into being aggressive while playing defwhore style, I never sit back really. fb in trap vs trap.. meh.. unless the other trapper messes up for some reason its too risky to try fbing most of the time, especially vs c/c builds. Kicks with a bit of ow% however are very effective to throw in vs trappers (talking from my experience on kicksin and kick/trap hybrids however) on the offensive imo, but my trapper builds does not use them.

A lot of the way I duel tvt is basically being careful, dragging the duel out, using lots of running for mobility instead of tele, always trying to push to keep the opponent moving but more just trying to wear the other player out into making mistakes. I try to never tank traps in trap vs trap unless both trappers are high on hp and Im fairly certain I can establish a lock and take away more of my opponent's hp. I also attempt to get a light immune shadow summoned, I find that helps a lot in trap vs trap to divert attention away from yourself.

Quote (Flatulence @ Sat, May 24 2008, 09:52pm)
You could try inventory/character screen trapping hehehehahheahaea
trap vs trap is one of the few matchups I use that technique in, its kinda useful for pushing traps when you dont want to get in range but you want to force your opponent to move. Although I gotta admit I am a bit spoiled by the d2pk use of maphack, would probably put myself in much greater danger trying to longcast (as I like to call it) without trap display on minimap, restricting my field of vision and all. On the flip side of things trap display on minimap does make longcasting a lot easier for my opponents to avoid because they see it coming.

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May 24 2008 05:30pm
Quote (Ziecheik @ Sat, May 24 2008, 04:02pm)
trap vs trap is one of the few matchups I use that technique in, its kinda useful for pushing traps when you dont want to get in range but you want to force your opponent to move. Although I gotta admit I am a bit spoiled by the d2pk use of maphack, would probably put myself in much greater danger trying to longcast (as I like to call it) without trap display on minimap, restricting my field of vision and all. On the flip side of things trap display on minimap does make longcasting a lot easier for my opponents to avoid because they see it coming.


Me and Dave don't use it. Join us!
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May 24 2008 05:39pm
Quote (alia @ Sat, May 24 2008, 11:30pm)
Me and Dave don't use it. Join us!


I dont really use it often, by far the majority of my trap vs trap duels I dont use it, but like.. its there as an option. <.<

This post was edited by Ziecheik on May 24 2008 05:39pm
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May 24 2008 09:00pm
yea, i like to run in tvt, but when the opportunity presents itself, i have no objection to jumping right in and throwing out a few fb's
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May 24 2008 09:01pm
lulz i didnt know you used jsp biggrin.gif biggrin.gif
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May 24 2008 09:07pm
Quote (Dumpling @ Sun, May 25 2008, 03:00am)
yea, i like to run in tvt, but when the opportunity presents itself, i have no objection to jumping right in and throwing out a few fb's


Of course, thats the correct thing to do if there is that chance to fb and do some harm, but usually that opportunity only presents itself when the other trapper slips up. 1v1 anyways.
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May 26 2008 07:10am
Quote (Holocauster_Tycoon @ Sat, 24 May 2008, 12:30)
@ disussion in v1.0:

Valk is better than griffons hands down. frw as well as fhr is very good to have.

as for IAS, you are right when you are saying that you can just as well WSM bug to reach your BPs, however you have to take into account that WSGing with wsm bugged claws is immensely annoying since you have to re-bug and it takes the flow out of your dueling style.
this is mainly against traplocks of course, but since many team pk teams include trappers and since its especially important in tvts to get away fast when u get trapped since otherwise oyu will have a driud and/or barb sitting on top of you this can be important. further, this is also where additional FRW turns out to be handy.
as for whirling ... i personally think on a pure trapper, chaos is a waste. the only reason why i take my chaos is because you can predict-whirl so nicely to counter telestomps from hdins and im very used to it from hybrid. run/walk just cannot compete to wihrl in those duels imho. but i also got BoS there so FRW from gear isnt that significant. it wont add too much because of frw diminishing returns.



NEW DISCUSSION:

1on1 build. max MB vs rest FBlast. what do you prefer and why?

- I prefer max mindblast since i find it's overall usefulness is > FBlast also in 1v1s. FBlast adds good damage in stomp+tank situations. this is already restricted since you can only do this against some casters, which i usually do not find to be the worst problems of a sin (apart from maybe very good necros and there are maybe 1-2 on each realm 8D ).
- lvl1 base FBlast can still be used for tactical/stunning purposes just as well.
- max MB increases your SM mbing frequency veeery much as we all know, for me this turned out to be very effective even though i still do of course use mindblast a lot as well myself. when you chase and teleport much your SM spams it literally and your opponent is being disturbed massively at defing and spamming backwards, and it also supports my Tele/FBlast-as-soon-as-you-see-your-opponent-on-screen-tactic since swirls will almost always be there.
- of course the swirl duration increase from 6.x secs (or so) to 10secs is very helpful. basically the time where your opponent got swirlies above his head generally inrease and when you get into a tanking situation you almost dont have to re-MB at all and cann keep pushing FBlasts instead which lowers the chances to get away. plus it means that your opponent might teleport more often into overlooked WoFs or anything with swirls up ... maybe.
- DMG source. just like on ghosts, MB becomes a real damage source. my sin got lvl41 mb right now, which means i think 270 avrg screen dmg. this can add up to a lot over time. especially against hammerdins, barbs and other chars that can escape your traps fairly easily, this turns out to be very nice to have i find.


opinions?


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May 26 2008 12:24pm
Quote (Holocauster_Tycoon @ Mon, May 26 2008, 02:10pm)


y
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May 26 2008 01:13pm
Quote (Holocauster_Tycoon @ Mon, May 26 2008, 09:40am)

Valk is better than griffons hands down. frw as well as fhr is very good to have.

as for IAS, you are right when you are saying that you can just as well WSM bug to reach your BPs, however you have to take into account that WSGing with wsm bugged claws is immensely annoying since you have to re-bug and it takes the flow out of your dueling style.
this is mainly against traplocks of course, but since many team pk teams include trappers and since its especially important in tvts to get away fast when u get trapped since otherwise oyu will have a driud and/or barb sitting on top of you this can be important. further, this is also where additional FRW turns out to be handy.
as for whirling ... i personally think on a pure trapper, chaos is a waste. the only reason why i take my chaos is because you can predict-whirl so nicely to counter telestomps from hdins and im very used to it from hybrid. run/walk just cannot compete to wihrl in those duels imho. but i also got BoS there so FRW from gear isnt that significant. it wont add too much because of frw diminishing returns.


NEW DISCUSSION:

1on1 build. max MB vs rest FBlast. what do you prefer and why?

- I prefer max mindblast since i find it's overall usefulness is > FBlast also in 1v1s. FBlast adds good damage in stomp+tank situations. this is already restricted since you can only do this against some casters, which i usually do not find to be the worst problems of a sin (apart from maybe very good necros and there are maybe 1-2 on each realm 8D ).
- lvl1 base FBlast can still be used for tactical/stunning purposes just as well.
- max MB increases your SM mbing frequency veeery much as we all know, for me this turned out to be very effective even though i still do of course use mindblast a lot as well myself. when you chase and teleport much your SM spams it literally and your opponent is being disturbed massively at defing and spamming backwards, and it also supports my Tele/FBlast-as-soon-as-you-see-your-opponent-on-screen-tactic since swirls will almost always be there.
- of course the swirl duration increase from 6.x secs (or so) to 10secs is very helpful. basically the time where your opponent got swirlies above his head generally inrease and when you get into a tanking situation you almost dont have to re-MB at all and cann keep pushing FBlasts instead which lowers the chances to get away. plus it means that your opponent might teleport more often into overlooked WoFs or anything with swirls up ... maybe.
- DMG source. just like on ghosts, MB becomes a real damage source. my sin got lvl41 mb right now, which means i think 270 avrg screen dmg. this can add up to a lot over time. especially against hammerdins, barbs and other chars that can escape your traps fairly easily, this turns out to be very nice to have i find.


max mb is always better, whether it's to kill a zon/pally, or just catch more hardlocks

fireblast is most effective when stacking isn't considered legit(sorcs/ccsins)

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May 26 2008 04:44pm
For team duels maxed mindblast is my preference.

For 1v1 duels.. depends vs who. I find I have a lot easier time taking out most casters with a maxed fireblast build, makes chasing easier since I have a source of damage outside traps vs opponents that move offscreen the instance that one trap drops. This is vs "most" opponents. There are some exceptions (this mainly has to do with the player's playing style, not their build) where players know how to walk properly to avoid fireblast, and for some of those opponents I find my maxed mindblast build to have an easier time 1v1, this is however, a very small percentage of opponents, for most - a maxed fireblast build results in a much faster pk for me. (for casters such as all sorcs, cs zons, necros and other similar projectile type casters)

For some other types of opponents I have somewhat mixed feelings about maxed fireblast vs maxed mindblast:
zons - fireblast tends to evadelock most zons and results in a easier time than using maxed mindblast for most opponents, for a few of them catching them with fireblast is difficult and chipping away damage with maxed mindblast as you chase them with LS is a nice bonus, not to mention more shadow aa which buys you time .
smiters - maxed mindblast is a little safer because of the gameplay style it lends to, where you try your best to stay out of the smiter's way. On the other hand fireblast is a nice way to lure smiters into your traps and hold them there, learning to walk smiters and fireblast your feet on a w/s shell build is a fairly effective way to be defensive against them 1v1.

barbs.. maxed mindblast works better since you can chip away damage with mindblast spam and the shadow aa is nice.
assassin vs assassin.. maxed mindblast works better since fireblast is not that effective vs c/c, although it is satisfying to stomp someone with a fb pk in ava.
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