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 Post subject: Fire trappers
PostPosted: Thu Mar 17, 2011 6:18 am 

Joined: Sat Jan 02, 2010 1:36 am
Posts: 971
I haven't personally played a fire trapper until recently, but I've heard quite a few things about them that I have questions about.

1. I don't seem to gain mana from MPK items when my traps land killing blows, how does one keep mana up shy of drinking tons and tons of pots?

2. Do they have late game viability in terms of clearing trash quickly and efficiently without being able to gain mana after kill? Even decently twinked early on killing trash is an issue with traps, I'm finding myself just spamming bombs because I actually gain mana back when things die.

3. Do they have late game viability in dealing with bosses through tanking them? Can they deal considerable damage to them through wake of inferno? Does inferno cause mass counters or does it act like blaze/meteor dot?

4. In this mod both pierce and % damage increase trap efficiency correct?

We were going to duo HU with a poison necro/fire trapper, but I'm having reservations since I'm not sure how decent fire trappers get later on.


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 Post subject: Re: Fire trappers
PostPosted: Thu Mar 17, 2011 8:55 am 

Joined: Mon Jan 17, 2011 6:35 pm
Posts: 48
1. redemption aura gloves

2. i can clean tundra with a a3 merc

3. because -fire resi% dont work, inferno suck vs bosses, maybe if u have a necro/ pala with conv / lr it will rock i didnt test it. I dont think your warrior and master can block good bosses, because my ones died in thundra often and i have many +skill on them and maxed. problem is the cast time on them.

4. fire spell% dont work and -fire resi% of your equip work only on the trap with the fire waves.

with stater - middle equip its a good alternative for psn char in cleaning tundra, but in endgame u have the problem that fire spell% dont work.


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 Post subject: Re: Fire trappers
PostPosted: Thu Mar 17, 2011 10:23 am 
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Joined: Mon Aug 31, 2009 10:11 am
Posts: 978
i thought +/- fire worked..?

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 Post subject: Re: Fire trappers
PostPosted: Thu Mar 17, 2011 12:53 pm 
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Joined: Thu Jan 14, 2010 6:02 pm
Posts: 1627
yeah, it works. And inferno traps are great for bosses.


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 Post subject: Re: Fire trappers
PostPosted: Thu Mar 17, 2011 3:05 pm 

Joined: Sat Jan 02, 2010 1:36 am
Posts: 971
So if someone could clear up these questions since I've been given mixed information:

Negative resist and percent damage increase works on:
Fire bomb?
Inferno trap?
Wake of Fire?

I'm probably going to have to gem sapps to keep my energy high enough to cast a full array of traps, then I'll make redemption katars or something..


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 Post subject: Re: Fire trappers
PostPosted: Thu Mar 17, 2011 5:02 pm 

Joined: Mon Jan 17, 2011 6:35 pm
Posts: 48
PureRage-DoD wrote:
...
Elemental Traps: Gain -res of the Assassin (Wake of Inferno doesn't)
...

PureRage-DoD wrote:
yes its changed from vanilla, wake of inferno wont but the others do recieve the -res of the caster at the time of casting


So its wrong what he posted in the "Skill Hidden Bonuses" Thread? And from where do u have the information what spell% dmg increase the trap dmg? In vanilla it doesnt increase and i never read this here that its changed here.


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 Post subject: Re: Fire trappers
PostPosted: Thu Mar 17, 2011 5:17 pm 

Joined: Sat Jan 02, 2010 1:36 am
Posts: 971
Keep in mind hidden skill bonuses was posted more than two years ago.


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 Post subject: Re: Fire trappers
PostPosted: Fri Mar 18, 2011 2:53 am 
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Joined: Thu Jan 14, 2010 6:02 pm
Posts: 1627
Quote:
And from where do u have the information what spell% dmg increase the trap dmg?
Skills.txt from patch_d2.mpq


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 Post subject: Re: Fire trappers
PostPosted: Fri Mar 18, 2011 6:30 am 

Joined: Mon Jan 17, 2011 6:35 pm
Posts: 48
Ok thx, is there a recently overview about the current skillsworking changes? It suck when new players must read the hole .txt files to know what is changed. On the main homepage are only main things witten, but not all things like this.


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