These four skills will consume the majority of your Skill Points and comprise almost the entirety of the build. The Trapsin focuses primarily on Lightning Sentry and its synergies, which includes Fire Blast, Shock Web, Charged Bolt Sentry - basically everything on the left side of the Traps skill tree. Subscribe to Premium to Remove Ads Trap Assassin - Skills ¶ While your traps do their thing, kite foes near them, use Mind Blast to stun and convert them, or toss Fire Blast if your foes are otherwise preoccupied. Lay down Lightning Sentry traps and when they make a kill, deploy a Death Sentry or two to proc Corpse Explosions. The former shoots lightning bolts and accounts for most of the build’s brute damage, while the latter also shoots lightning bolts, but can also use Corpse Explosion on enemy remains, dealing physical and fire damage. Lightning Sentry is the Trapsin’s bread-and-butter skill, along with Death Sentry, which are fortunately synergies. On the plus side, dropping a series of five traps in an area where you expect combat to occur will result in five autonomous - and potentially quite powerful - traps laying into your enemies with a variety of elements… but mostly lightning. These two factors combined make the Trapsin a somewhat poor choice for a starting character - they really need a respec and a hand-me-down Spirit sword to start functioning properly, Even worse, their primary source of damage - Lightning Sentry - requires them to be Lv24. Most painfully for new characters, traps do not benefit from “Mana After Kill” modifiers, so the Tir rune gear will not help them at all in the early going, making it somewhat painful to level them. +Skills gear is one of the few ways to boost their damage, along with afflicting enemies with curses like Lower Resist or auras like Conviction. Furthermore, direct boosts to damage or enemy resistance reduction like the sort found on do not apply to your traps. “Increased Attack Speed” will increase the rate at which you can deploy them, but this is rarely a relevant factor in Trapsin play. In addition, they do not benefit from Faster Cast Rate - their attack speed cannot be modified at all, in fact. They cannot be aimed, they are stationary, you can only deploy five of them at a time, they fire a limited number of times, and sometimes their attacks only trigger under certain conditions. Traps are a bit odd, and don’t fit cleanly into the caster niche. Like the Paladin and Druid, the Assassin is a hybrid-capable class, with one tree mostly devoted to melee combat (Martial Arts) another to passives/summons/buffs (Shadow Disciplines) and a third that covers what can - if you squint hard enough - be considered a caster build (Traps).
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