I'm at 126 now and this is one of the first Chars for me who can easily do almost every boss first try. farming seems a pain right now, and i want to get to at least 130 to try out my +39%SD
Implement V.II
with 
Implement V.II
Claws (Sacred)
One-Hand Damage: 42 to 44
(Assassin Only)
Required Level: 120
Required Dexterity: 400
Item Level: 105
Dexterity Damage Bonus: (0.13 per Dexterity)%
-25% to Enemy Elemental Resistances for Your Traps
+5 to Assassin Skill Levels
25% Block Speed
15% Life stolen per Hit
Fire Absorb 1%
Lightning Absorb 1%
+(300 to 400) Life on Melee Attack
Socketed (3)
Claws (Sacred)
One-Hand Damage: 42 to 44
(Assassin Only)
Required Level: 120
Required Dexterity: 400
Item Level: 105
Dexterity Damage Bonus: (0.13 per Dexterity)%
-25% to Enemy Elemental Resistances for Your Traps
+5 to Assassin Skill Levels
25% Block Speed
15% Life stolen per Hit
Fire Absorb 1%
Lightning Absorb 1%
+(300 to 400) Life on Melee Attack
Socketed (3)
Arcane Hunger
and Oil of Conjuration.
Arcane Hunger
Occult Effigy
Cube Reagent
Cube with a One Handed Weapon
with at least 15% Life Leech to Add Bonus
All Life Leech transformed to +20% Spell Damage
Item Cannot be Unsocketed
(Max 1 Use per Item)
+10 Required Level
Occult Effigy
Cube Reagent
Cube with a One Handed Weapon
with at least 15% Life Leech to Add Bonus
All Life Leech transformed to +20% Spell Damage
Item Cannot be Unsocketed
(Max 1 Use per Item)
+10 Required Level
what i don't get is the damage from shockwave trap, it seems lower than my calculations suggest.

Together with a smaxed Catalyst Trap this should look like this:
5,5k phys + (2*5,3k lightn.)=16,1k *3,9 (390% cat trap)= 62,8ktotal this seems a lot (given a lot of end game gear and trophies missing)
so what makes this build suck at farming? is there a hit delay on the trap? is it the damage radius?
from my experience, the playstyle for farming feels like a kiting ranged/caster char, even with 10s catalyst its like you place it, set traps, kill mob, and then while waiting you can run around and lure a second/third mob into the trap. most other builds can at some point stop doing this as their damage output increases, but this build is forced to continue playing like this, putting a hard time limit on killspeed. what might be an option is not to give it more specific items like
Implement V.II
and 
Implement V.II
Claws (Sacred)
One-Hand Damage: 42 to 44
(Assassin Only)
Required Level: 120
Required Dexterity: 400
Item Level: 105
Dexterity Damage Bonus: (0.13 per Dexterity)%
-25% to Enemy Elemental Resistances for Your Traps
+5 to Assassin Skill Levels
25% Block Speed
15% Life stolen per Hit
Fire Absorb 1%
Lightning Absorb 1%
+(300 to 400) Life on Melee Attack
Socketed (3)
Claws (Sacred)
One-Hand Damage: 42 to 44
(Assassin Only)
Required Level: 120
Required Dexterity: 400
Item Level: 105
Dexterity Damage Bonus: (0.13 per Dexterity)%
-25% to Enemy Elemental Resistances for Your Traps
+5 to Assassin Skill Levels
25% Block Speed
15% Life stolen per Hit
Fire Absorb 1%
Lightning Absorb 1%
+(300 to 400) Life on Melee Attack
Socketed (3)
Clockwork Slippers
/
Clockwork Slippers
Boots (Sacred)
Defense: 651 to 671
Required Level: 80
Required Strength: 500
Item Level: 105
Incineration Trap Radius Reduced by 50%
Catalyst Trap Cooldown Reduced by 10 seconds
+1 to Assassin Skill Levels
20% Cast Speed
(20 to 50)% Movement Speed
+(5 to 30)% to Spell Damage
Socketed (4)
Boots (Sacred)
Defense: 651 to 671
Required Level: 80
Required Strength: 500
Item Level: 105
Incineration Trap Radius Reduced by 50%
Catalyst Trap Cooldown Reduced by 10 seconds
+1 to Assassin Skill Levels
20% Cast Speed
(20 to 50)% Movement Speed
+(5 to 30)% to Spell Damage
Socketed (4)
Tinker's Gambit
(have yet to find that one) or buffing them, but to put some end level scaling on the traps, like shorter catalyst timer from base level 26-30 or increased range, as you will naturally use specialization at this moment anyway. what do you think?
Tinker's Gambit
Cap (Sacred)
Defense: 1187 to 1201
(Assassin Only)
Required Level: 100
Required Strength: 500
Item Level: 120
+1% Trap Damage per 5 Base Strength
5% Chance to cast level 30 Banish when Attacked
+3 to Assassin Skill Levels
25% Block Speed
25% Hit Recovery
Regenerate Mana +25%
Maximum Elemental Resists +1%
Physical Resist -5%
Socketed (4)
Cap (Sacred)
Defense: 1187 to 1201
(Assassin Only)
Required Level: 100
Required Strength: 500
Item Level: 120
+1% Trap Damage per 5 Base Strength
5% Chance to cast level 30 Banish when Attacked
+3 to Assassin Skill Levels
25% Block Speed
25% Hit Recovery
Regenerate Mana +25%
Maximum Elemental Resists +1%
Physical Resist -5%
Socketed (4)
Also: Am i misremembering or is this build based on attack speed rather than cast speed? from my perspective, it doesn't really matter though cause arming time.