Trap Assassin

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cnlnjzfjb
Bone Archer
77 | -2
“Nice work!Finally here comes a trap sin guide!Appreciate it a lot!
Just one stuff in doubt:
I heard that the - enemy res in gears didn't work with traps, did it?”
I just asked a question and thanked the writer for posting the guide....Why does it deserve a negative?I don't understand...
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cnlnjzfjb wrote:“Nice work!Finally here comes a trap sin guide!Appreciate it a lot!
Just one stuff in doubt:
I heard that the - enemy res in gears didn't work with traps, did it?”
I just asked a question and thanked the writer for posting the guide....Why does it deserve a negative?I don't understand...


Because people are misinformed and probably thought your comment was going to stir misinformation when in reality everyone else was.
cnlnjzfjb
Bone Archer
77 | -2
CallMeCrazySam wrote:
cnlnjzfjb wrote:“Nice work!Finally here comes a trap sin guide!Appreciate it a lot!
Just one stuff in doubt:
I heard that the - enemy res in gears didn't work with traps, did it?”
I just asked a question and thanked the writer for posting the guide....Why does it deserve a negative?I don't understand...


Because people are misinformed and probably thought your comment was going to stir misinformation when in reality everyone else was.

I get it, ty.
BTW, I really just intended to ask sth which I was not sure about, that's it no more.
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Helzopro
Mangler
473 | 25
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It doesnt work, just wasted my time in SP, kab kill time is the same with 130 pierce and 200 pierce.
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Johnny Impak
Grubber
308 | 7
Made the same test. Only explanation to my better success with the Quov ammy is most likely the Beacon damage affected by it. You were right. I now consider an ammy with ctc Mythal on my merc.

In this case, I’d make phase bomb situational. Uldyssian, eternal ghosts and Envy would be prime candidates for this skill. For the rest I’d stick with Beacon. I edited my previous post not to cause more confusion.
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Crash
Lion Skull the Bent
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The trap skills directly say on them how much pierce they get. You can only gain pierce on traps from hard points in the skill.
Waffle1209
Thunder Beetle
52 | 2
Johnny Impak wrote:7- Some of the gear recommendations do not take in consideration the trapsin’s particular way of increasing her damage. IE: Best in slot for gloves is Lorekeepers, the firedance skill raises damage significantly. Set is extremely hard to best, requiring all BiS pieces together with UMO/Occult effigies fitting accordingly. Do some research on this, you will find better options. BTW Rabbit’s Foot T4 is better than Crafts for spell damage. Very endgame, %spell damage is superior to + skills to increase damage.


What gear do you suggest before getting the set completed?
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Johnny Impak
Grubber
308 | 7
Helm: Either TU cap (spell damage) or Full helm (+skills, vitality bonus)

Weapons: 2x Tu Wristblade (+skills, cast speed). If you can afford the dex requirement, go for 2x Scizors Katar, but don’t overdo on this.

Armor: Tu Lightplate. I stopped at T3 because of strength requirements, I let the charms boost by strength for T4 later.

Belt: TU belt. (Spell damage, resists.)

Boots: T4 boots. (Spell damage, mf.)

Gloves: honorifics. Put whatever breakpoint you need, resistances, mf, vitality.

Rings and ammy: rares with +1/3 all skills, spell damage. Other stats are nice to have.

Sockets: PDiamond for weapons, spell damage crafted jewels for the rest.

Invest minimum stat for gear and go full vitality.
LeonelC
Fallen
1 | 2
So far so good, but this guide can be MUCH better.

https://pastebin.com/7WLgn5U7 I'm leaving this here, it's a draft of my trapsin guide, I made it up to midgame, but it covers the build quite well, use this as a reference for improving this guide if you want to.
Edited by LeonelC 2 weeks.
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Johnny Impak
Grubber
308 | 7
I made it to endgame. Lab lvl 13 and Samael being the only ubers left. If you need help just ask.

Scrolled it real quick. A few pointers from my 2 minutes reading.

Subterfuge endgame should be at 8 points. Don’t underestimate the power of +max resistances. Prismatic cloak was around 9-10 points on my playthroughz. Total reduction of around 300 is enough with 50%dr from shadow refuge. I can survive easily in Fauztinville with this if I don’t play stupidly.

- enemy resistances are NOT working on traps. Teganze would be better than Witchmoon early on.