Trapsin- Questions.

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Johnny Impak
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So I tried the new trapsin. And I love it.

I have a few interrogations.

1- Is it intended for damage to be mediocre without the catalyst trap ?

2- What about end game gear ? I see a lot of potential options, but in the end the set is hard to beat with all the +skills.

3- How do you deal with bosses that regen such as Akarat ? Not like you can trap him with summuns. Setting up pre-fight sounds like an option.

Currently just killed the butcher.
lynxxyarly
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+spell damage gear and +skills are going to be your friend. The damage is there.

Catalyst trap is intended to be for boss battles, not trash clear.
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adamo68
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While that is true, there is nothing wrong weaving in Cata trap while you are clearing.

Spell damage is great because of how it dips due to Subterfuge.
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Johnny Impak
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Damage is actually on the annoying side for me. If I don’t pop catalyst trap, stuff dies a bit too slow to my taste. If I do, by the time it actually have any effect, merc will have killed everything.

Tried IOTSS. And it went beautifully. Easiest time I had there. Precast catalyst, immolation trap wait a bit and then blink in. Angels did need merc to melee lock them,
but they died kinda fast. I feel like random mobs are harder than ubers with this build.

Subterfuge is great, but not more that the 15 required hard points. Trap damage increment goes up by 1% after a certain point, which makes it not viable compared to catalyst getting 10% per hard point. Build lacks true single target damage. I mean think of killing Astrogha with the lightning trap. Nightmare inducing
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physics
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Johnny Impak wrote:Damage is actually on the annoying side for me. If I don’t pop catalyst trap, stuff dies a bit too slow to my taste. If I do, by the time it actually have any effect, merc will have killed everything.

Tried IOTSS. And it went beautifully. Easiest time I had there. Precast catalyst, immolation trap wait a bit and then blink in. Angels did need merc to melee lock them,
but they died kinda fast. I feel like random mobs are harder than ubers with this build.

Subterfuge is great, but not more that the 15 required hard points. Trap damage increment goes up by 1% after a certain point, which makes it not viable compared to catalyst getting 10% per hard point. Build lacks true single target damage. I mean think of killing Astrogha with the lightning trap. Nightmare inducing


uhhhh trapsin deletes astrogha actually
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Johnny Impak
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Okay. Starting to doubt on my gear/skill choices.

What I have equipped:

-2x Tu Wrist Blade (4). Pgems in sockets.
-Dragonblood Tu Light Plate. (3). Best I can get with 250 strength.
- Moonwrap Sash (4)
-Kali rw gloves. (3)
-Rabbit Foot Boots (4)
-Lavadome Helm (4)
-Rare +4 skills and spell damage ammy. Jewelry mo’d with Phys dmg reduction, mana regen and mf.
-2x rare rings with +1 skills. Need better ones.
Armor pieces mo’d with FHR/FBR/MF and socketed with resistances gems.

What needs to be done: Finish lvl 110 ubers and remake Tu’s. So I can mo resistances in them and use spell damage crafted jewels.

Merc is an A5 with T6 gear, everything is strengh oriented to maximize his health regen. Did not die yet.

Skills:

Subterfuge: 15. Loses a lot of % bonus past lvl 30ish
Immolation trap: 20. Enough for 100% pierce.
Shockwave trap: Max to -135% res. Boss killing skill.
Artifice mastery: 10. No need to say why.
Catalyst trap: Max.

Blink: 6. 3 seconds teleport.
Perfect Being: Max for dodge.
Beacon: 1
Prismatic Cloak: Max.

Stats:

Strength: Enough for Lavadome (250)
Dexterity: Enough for Spellgrip (169)
Energy: Did put around 50 for mana issues since this build cannot leech
Vitality: Rest

Haven’t died yet and hardest uber I’ve faced was Ajarat because stupid regen.

Tell me if I did something wrong. Thanks
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physics
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Johnny Impak wrote:Okay. Starting to doubt on my gear/skill choices.

What I have equipped:

-2x Tu Wrist Blade (4). Pgems in sockets.
-Dragonblood Tu Light Plate. (3). Best I can get with 250 strength.
- Moonwrap Sash (4)
-Kali rw gloves. (3)
-Rabbit Foot Boots (4)
-Lavadome Helm (4)
-Rare +4 skills and spell damage ammy. Jewelry mo’d with Phys dmg reduction, mana regen and mf.
-2x rare rings with +1 skills. Need better ones.
Armor pieces mo’d with FHR/FBR/MF and socketed with resistances gems.

What needs to be done: Finish lvl 110 ubers and remake Tu’s. So I can mo resistances in them and use spell damage crafted jewels.

Merc is an A5 with T6 gear, everything is strengh oriented to maximize his health regen. Did not die yet.

Skills:

Subterfuge: 15. Loses a lot of % bonus past lvl 30ish
Immolation trap: 20. Enough for 100% pierce.
Shockwave trap: Max to -135% res. Boss killing skill.
Artifice mastery: 10. No need to say why.
Catalyst trap: Max.

Blink: 6. 3 seconds teleport.
Perfect Being: Max for dodge.
Beacon: 1
Prismatic Cloak: Max.

Stats:

Strength: Enough for Lavadome (250)
Dexterity: Enough for Spellgrip (169)
Energy: Did put around 50 for mana issues since this build cannot leech
Vitality: Rest

Haven’t died yet and hardest uber I’ve faced was Ajarat because stupid regen.

Tell me if I did something wrong. Thanks


seems fine. do your ubers and try to transition to vizjun set.
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Johnny Impak
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Perhaps I was expecting a cookie-cutter build when what I got is something fairly balanced and effective when set correctly. I’m fine with it.

Any end game gear suggestions?
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adamo68
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I might need to double check my trapSin but Subterfuge isn't one of the required 15 pts for Artificers.

Max Prismatic
Max Perfect Being
Max Artificer
Max Shockwave Trap
Max Incin Trap
15 Cata
1 Beacon
1 Shadows Refuge
Rest in Subterfuge
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Johnny Impak
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Why not maxing Catalyst trap instead of Incineration trap ? 135 pierce is not that useful on it as it’s main purpose is mob killing. Catalyst trap synergy is the only way to boost your the trap damage when subterfuge gets at a higher lvl.

Never tought of using Shadow Refuge. This build is already good defensively so far.I don’t see any strong incentive to use it, but since LMB is empty might as well try it instead of Move only lol