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Game Forum / Role Playing Games / Diablo / March 2005

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How do trappers handle ranged LIs?

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Devast8or - 06 Mar 2005 18:34 GMT
Hi all,

My trapper reached act5 NM, and I'm starting to see LIs. Not such a big
problem when they're meleers (sic?) 'cos I have some pretty decent claws
(and of course I have the merc), but what do I do about the LIs that run
away (like gloams)? I've met a few packs of those today, and it was not a
very pleasant meeting. My merc managed to take 'em down but can see him get
in trouble later on.

So what do other trappers do? Run away?

It's my understanding that the fire skills generally are considered too
weak, so I guess I don't wanna spend 20 points in any of those (I tried Wake
Of Fire once (bought a claw with it), and while it looked very nice I don't
think it would ever be fast enough to hit a gloam).

What about Firebomb, is that the way to go? As far as I can figure out, with
maxed LS and DS for the synergies, a maxed Firebomb should be able to pack a
nice punch, but then again I was never a math genius :D

TIA for any ideas.

Devast8or
Last2Know - 06 Mar 2005 18:42 GMT
> Hi all,
>
[quoted text clipped - 11 lines]
> Of Fire once (bought a claw with it), and while it looked very nice I don't
> think it would ever be fast enough to hit a gloam).

Wake of Fire is great for hitting everything but the damage doesn't
scale to the higher difficulty levels.

> What about Firebomb, is that the way to go? As far as I can figure out, with
> maxed LS and DS for the synergies, a maxed Firebomb should be able to pack a
> nice punch, but then again I was never a math genius :D

That's right.   Trappers that solo typically max Fireblast, which gets
synergies from all the lightning skills.   Hitting stuff
that is standing still fighting your shadow and merc is easy.   Hitting
moving stuff and stuff that disappears and reappears like gloams can be a
little tricky.   So use Mindblast to get the moving stuff to hold still.
royls@telus.net - 06 Mar 2005 18:49 GMT
>My trapper reached act5 NM, and I'm starting to see LIs. Not such a big
>problem when they're meleers (sic?) 'cos I have some pretty decent claws
[quoted text clipped - 4 lines]
>
>So what do other trappers do? Run away?

I've just used BF, which gets almost all weapon mods including CB,
elemental damage (like from Gimmershreds), etc. with good success.  If
you want to max Venom, that's another arrow to your quiver.

>It's my understanding that the fire skills generally are considered too
>weak, so I guess I don't wanna spend 20 points in any of those (I tried Wake
>Of Fire once (bought a claw with it), and while it looked very nice I don't
>think it would ever be fast enough to hit a gloam).

WoF and WoI are generally not considered late-game viable.

>What about Firebomb, is that the way to go? As far as I can figure out, with
>maxed LS and DS for the synergies, a maxed Firebomb should be able to pack a
>nice punch, but then again I was never a math genius :D

Some people who run trappers like Fireblast synergized with the higher
trap skills.  It can get to pretty good damage, but you really need
the levels to make it rock.

-- Roy L
Shiflet - 06 Mar 2005 19:46 GMT
> So what do other trappers do? Run away?

Mindblast, merc, shadow, and fireblast.

> It's my understanding that the fire skills generally are considered too
> weak, so I guess I don't wanna spend 20 points in any of those (I tried Wake
> Of Fire once (bought a claw with it), and while it looked very nice I don't
> think it would ever be fast enough to hit a gloam).

WoF and WoI suck. But a high level synergized  Fireblast can do 3-5k
depending on the level and the synergies(it gets boosted by the lightning
traps, and it in turn gives death sentry extra shots_

> What about Firebomb, is that the way to go? As far as I can figure out, with
> maxed LS and DS for the synergies, a maxed Firebomb should be able to pack a
> nice punch, but then again I was never a math genius :D

Aye.

> TIA for any ideas.
>
> Devast8or
K.os - 06 Mar 2005 20:54 GMT
In a parallel universe, Anti-Devast8or said exactly the opposite of:

[Ranged LIs and Lightning trappers]

Like others have said, Fireblast and Death Sentry will usually make quick
work of most things. I also have a claw with +3 Dragon Flight which I'll
switch to if I want the Merc and Shadow to concentrate on the same target.

*-) K.os
Signature

"He imagined for a moment his itinerary connecting up all the dots in the
sky like a child's numbered dots puzzle. He hoped that from some vantage
point in the Universe it might be seen to spell a very, very rude word" -
D. N. Adams

Chris Lansdell - 06 Mar 2005 21:11 GMT
> Hi all,
>
> My trapper reached act5 NM,
Yay!
> and I'm starting to see LIs.
Boo!
> Not such a big problem when they're meleers (sic?) 'cos I have some pretty
> decent claws
> (and of course I have the merc),
Yay! Is the merc an Azrael, a Kasim, or a Waheed? Or, for a barb, a Damien,
a Bill, or a Heatholaf? All others must die.

> but what do I do about the LIs that run
> away (like gloams)?
Boo evil Gloams boooooooo booooooooooooooooooooooo

> I've met a few packs of those today, and it was not a
> very pleasant meeting. My merc managed to take 'em down but can see him
> get
> in trouble later on.

Welcome to Jabberville. Assassins have the option of Cloaking and Smoking,
or Mind Blasting them still. Either one has the same end effect: der
Fireblast.

> So what do other trappers do? Run away?

Excuse me! They attack Frenchwise,  or advance to the rear.

> It's my understanding that the fire skills generally are considered too
> weak, so I guess I don't wanna spend 20 points in any of those (I tried
> Wake
> Of Fire once (bought a claw with it), and while it looked very nice I
> don't
> think it would ever be fast enough to hit a gloam).

Or a slug.

> What about Firebomb, is that the way to go? As far as I can figure out,
> with
> maxed LS and DS for the synergies, a maxed Firebomb should be able to pack
> a
> nice punch, but then again I was never a math genius :D

Me neither. But yes.

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Brian Brunner - 28 Mar 2005 14:02 GMT
>> Hi all,
>>
[quoted text clipped - 19 lines]
>>
>> Devast8or

Having read all the responses, why was Cloak of Shadows never mentioned?

Like Dim Vision, the gloams should stop ranged fire, allowing the merc &
shadow to find them and melee them, allowing you to fireblast or melee
them also.
Devast8or - 28 Mar 2005 14:27 GMT
> Having read all the responses, why was Cloak of Shadows never
> mentioned?

It was, in Jabber's post: "Assassins have the option of Cloaking and
Smoking, or Mind Blasting them still."

But thanks anyway :)

> Like Dim Vision, the gloams should stop ranged fire, allowing the
> merc & shadow to find them and melee them, allowing you to fireblast
> or melee them also.

Yup, and it works very nicely.

Devast8or
 
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