|The Fire Trapper
Hi, I'm Shadow and I know I haven't been on the
forums for long but I have played a fire trapper for a little over 2 years
now, so I consider myself pretty knowledgeable of this unique and powerful
trapper build. For starters this is for PvP ONLY. I am writing this guide
based on my experience with this build and general knowledge of the class.
This guide is also based on public dueling games where anything goes so
keep these things in mind as you read. Now, what is a fire trapper you
might ask? A fire trapper is an assassin that uses the Wake of Fire skill
in combination with Mind Blast to severely stun-lock an opponent until
death. Fire trappers can handle a variety of situations and still come out
on top, so feel free to duel any class you wish with confidence
This section is
here to help you decided for yourself which is better by comparing the
advantages and disadvantages of both fire and lightning
Fire traps don't cost as much mana
as lightning traps.
Fire traps stunlock far better than lightning
Fire traps have a wider radius than lightning traps.
traps allow for more skill options, because they only require you to max
three synergy skills where lightning requires four.
Fire traps have a
balanced minimum and maximum damage so you will always get good
Most duelers expect a lightning trapper so being fire you have
an element of surprise.
Fire traps have
a low maximum damage.
Fire traps have a hard time hitting opponents that run in a straight line.
Fire traps do not shoot as many times as
Fire traps don't do as well in PvM but this is a PvP
guide so this shouldn't matter to much.
Fire traps rely on a continuous
stream of mind blasts to keep opponents stun-locked.
Lightning traps have more maximum damage than fire
Lightning traps have a longer range (not radius)
traps are more effective against opponents that run in a straight line.
Lightning trappers do not have to rely on mind blast as much as fire
Lightning traps shoot more times than fire so you don't have
to recast them as often.
Lightning doesn't stun as well as fire.
has a very low minimum damage.
Lightning traps cost more mana than fire
Lightning traps are often ineffective against opponents that run
in random patterns.
Lightning trappers are very common so it is more
likely that the opponent will be prepared for you.
Note on fire
traps damage: Although it may seem very low, the damage of these traps
racks up very quickly. As you can see lightning and fire are pretty equal
and neither is best, so it is all a matter of preference and playing
Here is a list of breakpoints
for the assassin. All of this info was taken from the assassin FAQ at Diabloii.Net
so credit goes to all that figured this technical stuff out.
Faster Cast Frame Rates
0% - 16 frames
8% - 15
16% - 14 frames
27% - 13 frames
42% - 12 frames
102% - 10 frames
174% - 9 frames
Hit Recovery Frame
0% - 9 frames
7% - 8 frames
15% - 7 frames
27% - 6
48% - 5 frames
86% - 4 frames
200% - 3 frames
4680% - 2
Block Frame Rates (applicable for both shield block and
0% - 5 frames
13% - 4 frames
32% - 3 frames
- 2 frames
600% - 1 frame
Here I will list 3
different stat set-ups for different types of builds, however this is not
the "Beat all End all" stat allocation, just what I consider to be the
best, I recommend you follow your own preferences.
Str: Enough for all of your gear.
Dex: Enough for max
block on your shield.
Vita: All goes here after other stats are
Energy: None or about 50 points, your choice.
Note: I will
leave it up to you to find out how much dex you need for max block on
whatever shield you may use.
Wep/Shield without max block:
Enough for all of your gear.
Dex: Enough for all of your gear.
All goes here after other stats are complete.
Energy: None or about 50
points, your choice
Str: Enough for all of your
Dex: Enough for all of your gear.
Vita: All goes here after
other stats are complete.
Energy: Your choice here, but I recommend putting some into energy as using 2 claws can hurt your
I do not recommend going C/C as it makes it harder to get good mana, cast
rate, and resist. I also do not have any experience with a C/C fire
trapper so I can't help much.
1: Dragon Talon
1: Dragon Claw:
1: Dragon Tail
20: Fire Blast
20: Wake of Fire
1: Claw Mastery
1 : Cloak of Shadows
1-20: Weapon Block
1-20 Shadow Warrior
1-20 Shadow Master
Burst of Speed
Notes on Martial Arts tree: You should only use
dragon flight, the others are just pre-requisites skills. Only invest points into
this tree if you DON'T intend to use the Enigma armor.
Notes on the
Shadow Discipline tree: The expression "1-20" means 1 through 20, not 1 or
20. This is where your variety comes in after you have maxed your traps.
It is up to you to decide what you want to put your points into. I recommend
at least 1 point into Burst of Speed or Fade (your choice) or
more into Fade if you need more resist and at least 1 into Shadow Master or
Warrior (your choice) Try to add a few points into mind blast for extended
Here are my suggestions for what
I consider "optimal gear" keep in mind these aren't the "Beat all End all
" gear set-ups, and it is best to use what you feel is right for your
budget and preference.
of the Oak: This godly
flail is the best choice for a C/S assassin. It provides excellent mods
such as: 15% to max mana, 30-40 resist, 40 faster cast, 10 to dex, and 3
to all skills!
Wizard Spike: This is another strong choice that
provides insane amounts of resist, cast rate, and mana, but it just cannot
compete with the awesomeness of the HoTo.
Bartuc's Cut Throat:
These claws are nice for a C/C trapsin as they provide useful mods such
as: 20 to dex and str, 30% faster hit recovery, and 2 to assassin skills.
+3 Trap Claws: These claws are mainly used for higher damage. Try
to find one that adds 3 to traps and 2-3 to Wake of Fire and you will have
yourself a godly claw.
Jade Talon: Need resist for your
this is the perfect claw for you providing a great resist bonus of 40-50
as well as 30% faster hit recovery, and 1-2 to shadow
Note for Fade users: If you're casting you traps to
slow you can always put a shael rune in your claws/wizard.
Call to Arms: This is probably the most common and expected
choice, but how can it not be as it provides you with a very large
increase to your life and mana. Use a Sigons shield or Lidless Wall to
boost the skill level of your Battle Orders.
+3 to Shadow Claws:
These are pretty useful for getting a higher level burst of speed, fade,
and/or shadow master/warrior.
+3 to Trap Claws: These are useful
when your in the field waiting for your opponent, just switch weapons and get
a nice bonus to your trap damage.
Lightsabre/4 Lo'ed shield: This
is extremely useful for duels with lightning using assassins as it allows
you to absorb some of their damage and raise your resist to an amazing
level. Downside is this is kind of cheap
Monarch Shield socketed
with 4 Perfect Topaz: This is great for anti-FoH as it completely negates
Stormshield: I'll bet you could see
this coming from a mile away, anyways, this godly shield is great for
damage reduce (35%) as well as 25% added chance to block, 35% faster block
rate, and very nice cold and lightning resists. Can't forget about the
great defense either.
Lidless Wall: This is a great shield to use
it you don't need the damage reduce of the stormshield. It adds 1 to all
your skills, 10% to your mana, 10 to your energy, and 20% faster cast
Whitstan's Guard: This shield makes it much easier to get max
block as well as a nice 40% faster block rate.
This armor has many helpful uses, they include: 2 to all skills, 45%
faster run and walk, 5% bonus to your life, 8% damage reduce, 1-74 bonus
to your str, and the infamous +1 to teleport that will allow you to zip
around the Blood Moor like a sorceress. Try to make this in a light armor such
as a dusk shroud.
Chains of Honor: Use this armor mainly for its 65
to all resist mod, also includes 2 to all skills, 20 to str, and 8% damage
reduce. This is also best used in a lighter armor.
underestimate this seemingly weak armor as it includes great mods like:
15% mana regen, 25% faster hit recovery. 25% faster run and walk, 25%
faster cast, 6 to dex, and a nice 30% bonus to your poison resist. Best
made in a high defense light armor.
Shaftstop: Great choice if you
need damage reduce coupled by nice defense and bonus to
Shako: An all time favorite. This great helm has
remained godly through all the years and it still provides you with it's
wonderful mods: 2 to all skills, 1-148 life and mana, 10% damage reduce,
and 2 to all attributes.
Kira's Guardian: If you're ladder and you
need some great hard-to-come by mods then look no further than this magnificent
circlet. Mods include: +50-120 defense, 20 faster hit recovery,
50-70 all resist, and the oh so lovable cannot be frozen.
Steel: Surprise! This helm may have a steep str requirement but it provides 15 to
str and vita, 50 all resist, and nice defense.
Crown of Ages:
Another helm with a steep str req. I kind of like to think of this helm as a
cross between a Shako and a Veil of Steel. Mods include: 1 to all skills,
20-30 all resist, 30% faster hit recovery, 1-2 sockets, and nice
Arachnids Mesh: 20% faster cast, 1 to all skills,
5% to mana, and high defense, what more can you ask
Thundergods: A nice belt that adds 20 to str and vita, has
nice defense, and gives you great protection from evil lightning
Gloom's Trap: Another nice belt that does a lot for your
mana (15% to mana and 15% mana regen) also adds 15 to vita.
belt: Belt with good defense, 66 to life, and cannot be
MageFist: Ah, the perfect fire trapper gloves.
The only reason you shouldn't use these is if you don't have them. Mods
are: 1 to fire skills, 20% faster cast, and 25% mana regen. Don't forget
to upgrade these to exceptional or elite if your on ladder.
Gloves: These gloves are nice but are out matched by Magefist. Mods are:
20% faster cast, and 30% cold resist. There are more but they don't help
Waterwalks: Good boots that add to your life,
run and walk, defense to missiles, and 15 to dex. Also add 5% to your max
fire resist which is helpful against fire users.
boots. Adds, 200 defense vs. missiles, 10% to your mana, and 30 faster run
Marrowwalk: Good defense boots that add 20% run and walk,
17 to dex, 10-20 to str,10% mana regen, and level 33 bone prison charges
incase you wanna be mean to melee opponents
Rare boots: Rare boots
that add to run and walk, resist, stats, and faster hit recovery are
Mara's Kaleidoscope: This is probably going to be your
best choice with 20-30 resist all, 5 to all attributes, and 2 to all
Rising Sun: You can use this if you don't have Mara's as it
adds 2 to fire skills. Also helpful against fire but can be considered
Rare/crafted amulet: Look for faster cast, 2 to assassin
skills, stats, resist. These are hard to find but very good if you
Stone of Jordan: Great ring that adds a large amount
of mana and 1 to skills.
Bul-Katho's Wedding Band: If your evil
enough to steal this poor mans wedding ring then Diablo will reward you
with 1 to all skills, and 1-49 life (based on level)
Rare Ring: Try
to get faster cast rate, stats, resist, life and/or, mana.
Frost: Good ring to use if you need cannot be frozen, also adds 15-20 dex,
40 to mana, and cold absorb for pesky sorceresses.
Dwarf Star: In short:
life and 15% fire absorb. I'm sure you can guess what to use it
Wisp Projector: Good ring most noticed for it's 10-20%
lightning absorb which is great for duels against 10k damage light
trappers and some Sorceresses. Another cool feature of this ring is it gives you
Oak Sage, Heart of Wolverine, and Spirit of barbs charges, use 'em well.
10x Trap Grand Charms with life, faster hit
recovery, or stats (whichever you need or want.)
1 Annihilus Small
9x Small Charms with life, mana, resist, faster hit recovery, or
stats. Again that's which ever you need or want.
Basically you want to use things that increase your resist,
damage reduce, faster hit recovery, mana, or life. Once more this is all a
matter of what you need and/or want. Below is a list of runes and jewels
that have helpful mods.
Um rune: 15 all resist when put in helms
and armor. 22 resist when put in shields
Ber rune: 8% damage reduce
when put in helms, armor, and shields.
Jah rune: 5% to max life when
put in armor and helms.
Shael rune: 20% Increased attack speed when
put in weapons (good for trap laying speed) 20% faster hit recovery when
put in helms and armors. 20% faster block rate when put in
Sur rune: 5% to max mana when put in helms and
-15% requirements and 15 all resist jewel. This is good for
items with a high str requirement such as stormshield or crown of
Fire Rainbow Facet. This jewel can increase your fire damage
by a percent (3-5%) it also has a - enemy resist mod but that DOESN'T work
I won't go into too much detail as this
isn't a PvM guide.
Levels 1-12 Act1: just kill things with Fire
Blast and your mercenary. Once you get Wake of Fire you can lay waste to
monsters pretty easily.
Levels 12-18 Act2: just go
quests, you gain a surprising amount of experience doing
18-25: Arcane runs and/or Council runs.
and norm Baal runs
45-70: Nightmare ancients and nightmare
70 and up: Hell ancients and hell
Once you get into hell you won't be able to dish out that much damage as
monsters life and resist are pretty high as well as fire immunes, so it is
best to just stick behind your party and lay traps. Also, you can help
with stuff like casting battle orders if you have it, using cloak of
shadows to lower monsters defense and blind em, using mind blast on
champion monsters and others like Lister, and lastly you can use psychic
hammer on normal monsters to keep em at bay while your partners kill them
Try to aim for at least 2k life although you can get
up to 3k+.
Get at least an 11 frame mind blast I think that anymore is
overkill but that is my opinion.
Try to get at least 800 or so mana.
Try to get around 1000 trap damage or more.
Try to get 75 all
resist in hell mode (don't forget Anya)
Try to get decent trap laying
You can set your own goals for faster hit recovery. I
personally don't worry to much with it, I have 32% and I rarely get in a
situation where I need anymore.
strategies are based on my experiences as a dueler and I can pretty much guarantee
that there is more, so please experiment some and find what you
feel works best for you.
Ahh, the amazon, the former
queen of dueling has fallen and the assassins have risen. Enough of that,
lets get on to the outline.
Bowazons: Most of these amazons will
just sit as far out as possible and try to pelt you with their guided
arrows, but you can take these. Just tele out to her or Dflight her and
lay your traps, Mind Blast and she is dead. If she doesn't die just repeat
this process as there isn't much the amazon can do once she is locked. Now
bowazons that constantly run can be annoying as you may never be able to
lock them, but be patient as they cannot win a duel simply by running and
they will have to stop to fire eventually, when this happens just lay a
trap and if it hits her try to get in front of her via teleport or running
and Mind Blast her into that trap then lay more and you should have her.
Javazons: If this amazon is just using jab then lay some traps and
your feet and watch as she comes right into it, Mind Blast her some and she
will fall. Beware however that some amazons are smart (yes they exist) and
will try to throw at you when this happens just go to her and she will
most likely try to jab you then you know what to do. Even if she keeps
throwing she will most likely just get hit by your traps when you lay them
next to her. Now, the Charged Strike is a little trickier while almost the
same as the jabazon there is one big difference. They hurt!. Now, it is
usually best to try to create some distance between you and her, not to
much though, and then trap and Mind Blast her. If you find yourself taking
a lot of damage and you have to retreat then do so by running in sort-of a
zig-zagish pattern because if you run straight the charged bolts will just
keep hitting you causing mass damage, and you don't want that. If you have
access to enigma's teleport then just tele behind her and keep going she
wont be able to keep up. Lastly, we have the plague javaelin amazon. This amazon
basically tries to poison you to death by throwing you a nasty java at
you. Surprisingly this is a very easy duel just lay traps at her feet and
run or tele when she throws her java as it is easy to avoid the java and
it's radius. When she throws her java at you it will take a second for her
to throw again use this time to stunlock her to
Arts: Well first off if you ever see
a dueling assassin that uses a charge up skill, please tell her to remake
her assassin that these types of dueling assassins are dead. If they even
try to duel you just fry them and show them how dead they really are.
There are also kicking assassins, now, these assassins can do a lot of
damage very fast, usually via venom and open wounds and sometimes magic
damage. However, these assassins have to get to you to hurt you, so just
lay some traps and try to get her to come to you then stun her. Against
these types of assassins try not to run as they will just dragon flight
you and really hurt you instead let them flight you then stun them.
Another trick these sins can pull off is to Dflight out of stun lock right
into you so try not to stay out of your traps radius so they cant do this
to you, and don't forget to fire blast them!
Whirlwind: Now, these
assassins can be really tough to kill with a fire trapper. They have very
high life, can block your traps, escape stun lock via Dflight and
whirlwind, can't be stunned while whirling, and can do major damage very quickly. With that said you might wonder how you can kill these
assassins. First, don't worry about trying to Mind Blast them a lot as it
won't do much good just lay traps and run as they whirl. If your at a safe
distance and the sin is still in whirl animation then hit her with a Mind Blast
and when she stops you can get her in a little stun lock, but
don't expect it to last very long as they will whirl right out. Never try
to tank these assassins as they will almost always rip you to shreds in
a head to head duel.
Trapper: Well a duel with your own type. Most
of the assassins you encounter will be lightning and they will most likely
think that your lightning so you have the element of surprise to help you,
but don't rely on this alone as lightning trappers are very deadly. First
off if the trapper plays offensively they will most likely lose, because,
they will come to you and you will easily overcome this. When they get to
you they will still most likely get a couple of traps around you so just
run around them and periodically set another trap or 2 and Mind Blast them.
Defensive trappers can be hard to kill as you don't have their kind of
range. The best advice I can give is to try to lure them out of their
defensive stance by using wake of inferno or by tossing a few fire blast
over there. Once they run attack them aggressively and you can probably
drive them into an offensive stance where you have the advantage. Never
ever try to out defend them, and never think you can run right up to their
defended area and win because you won't. With fire trappers it is going to
be an evenly matched duel (most likely) and whoever has the most skill and
luck will probably be the victor, so good luck.
necromancers are kind of hard to deal with but they will usually just stand and Bone Spirit
all you do is trap and stun em. If the necromancer starts to teleport then chase
after them but don't run straight or else you will run right into a line
of spirits and spears. Once he is in sight just lay like 1 trap and mind
blast just to get a lock going then lay more traps and press your
advantage. Some necromancers (the good ones) will teleport and spam teeth which
can really hurt after a while and you won't be able to get close to him.
Against these necromancers you might lose, but try to retreat as you can escape
teeth with fast feet and/or teleport in this case he will probably follow
and you can have traps set up for him. A good method to use on these necromancers
is to set your traps in random locations in hope that he will
teleport over them and you can get a lock. One more tip with these necromancers
is that once you dodge their teeth they will likely pursue you trying to
chase you with teeth so try to plan where you will run ahead of time and
lay traps there and try to lure him to them.
Poison: These necromancers
are pretty hard to kill if the player is skilled. Basically they
will just try to Poison Nova you and let their golem or other spells finish you
once you have 1 life. Beware that once 1 nova hits you with the lower
resist curse on you, you will likely be at 1 life. Try to lay traps in
sort-of a circle at about the same radius as the nova itself so when they necromancer
runs or teleports to nova you, you will have the same range as he will
and you can mind blast him into a lock. That's pretty much all I know about
these necromancers as I haven't dueled very many, but one more tip I have is to
not chase them just let them come to you, and don't panic if you have 1
life as this will probably happen, you still have a chance to win even at
1 life. Any melee poison necromancer is pretty much dead, just lay traps and
Summoners: Surprise surprise, summoners duel now. The best
way to deal with these necromancers is to focus on the necromancer himself. Even
though you probably won't be able to directly target him, lay traps as
close to him as possible and they will hit him and any summons in the
area. Do the same thing for mind blast as it's radius will stun him and
the other summons. If this necromancer teleport then it just play into your
hands as tele-ing gathers all of his summons into one large bunch right by
his feet so you can kill them all at once. One thing that you should look
out for on all types of necromancers is the decrepify curse this can really hurt
your ability to cast traps and run so watch
Whirlwind: The majority of barbs you
face will probably be this type. Treat these barbs like the whirlwind
assassin as the same rules apply. If this barb uses teleport from the
enigma armor then you should try to anticipate his tele and counter it
with a tele of your own. You can usually cast a lot faster than a barb so
you should get out of the way in time and he will be punished for his
mistake by some of your traps. If you don't have a way to teleport then it
becomes a little bit harder. You will still want to anticipate the barbs
tele but try your best to have some traps at your feet. Once you see him
go into teleport animation you should cast Mind Blast at your feet or
wherever you think he will land. The reason for doing this is to interrupt
his casting of whirlwind, this works because, they have a slight delay
before they can whirl once they land so a quick stun with traps should buy
you enough time to get out of range.
Concentrate: These barbs
are pretty straight-forward, they just run or teleport to you and poke or
slash. Sounds easy to beat right? Just lay traps and watch as the pour
soul struggles to get out of stunlock, right? Wrong, it's not that easy as
the concentrate skill is uninterruptible. This basically means that he can
still attack you while he is being stunned. With that said it is best to
stay about a half of a screen away from him and never let him get to
close, this way you can still stun but you won't be hit that much. Beware
though as barbs usually have a lot of faster hit recovery and/or access to
whirlwind, so it can be hard to keep them stunned.
type of barb can do a lot of damage if you let him get close. Fortunately
these barbs are pretty easy to evade and stun. Still though, beware of
high life, faster hit recovery, and
Ahh, an old classic. These paladins got a nice upgrade in the 1.10 patch. Their zeal can now rip you apart in
seconds and even worse than that zeal is now uninterruptible. Use the same
rules as with the concentrate barb the only difference is they can't
whirlwind. These paladins will almost always have access to charge as well so
beware of that as you get away from them they can also use this to help
get out of stunlock and then slice you to pieces with their zeal. There
isn't much you can do against this, so just try to keep him as stunned as
Smiter: Another old paladin type. These are pretty much
the same as ever, just run up to you and smack you with their unblockable,
never missing, shield bash. At least it is interruptible. Same rules apply
to this paladin as with the zealot you just don't have to worry about him
hitting you in stunlock, but this paladin also has access to charge so it
is fairly easy for them to escape. Once again just retreat and stun if he
gets to close.
Blessed Hammer: First things first, this paladin
kill you in 1-2 hits. Now, with that said it is very simple...DON'T GET
HIT. Good news is, these paladins are pretty easy to predict and avoid.
The most common move of all hammerdins is to teleport to you, switch on
their aura, and kill you. Now, since we don't want to be rude, we need to
welcome them with traps at your feet. Another common tactic of the
hammerdin is to run or teleport and toss a few hammers expecting you to
follow and get hit, don't do this, instead just tele or run around the
area and let him know your on to him, maybe tossing a few fire blasts or
traps his way will persuade him, once this happens he will probably
realize that it isn't working and will go back to the teleport in your
Fist of the Heavens: Also known as FoH or the
The deadliest thing about these paladins is their aura. Without the aura
their FoH will do very little damage. Fortunately they have a casting
delay on their FoH so it is pretty easy to lock them and keep them that
way. If this paladin teleports then you can use this to your advantage. Go
out a good distance and lay traps, this will provoke him to teleport to
you which requires him to turn off his aura for a second, use this time to
set him up and stun him. Even if the paladin runs to you it will still work
in your favor as any time the paladin isn't casting is a good time for
you. If you find yourself getting beaten then just teleport away and let
that aura go away, then you can re-enter and continue the duel or try to
get him to come to you. If you can't teleport then don't even try to run
as it will almost surely get you killed. The real weakness of this build
lies in their greatest advantage, their aura, take this away and you take
them with it. A good way to do this is to wear a shield socketed with 4
perfect topazes (160% lightning resist)
Charger: This is a hard
match as these paladins are hard to stun and even harder to avoid, to top if
off most of their victories are through 1 hit kills. In this match you do
not want to run doing this will allow the paladin to charge you repeatedly
while your helpless to stop him, if you don't have teleport from enigma I
really don't know what to tell you here. There is some hope however, some
things you have on your side is their low minimum damage, and the fact
that charge only hits once unless her continues to charge. The best tactic
I know of is to teleport to a wall and lay traps, the paladin will come
after you and will either hit and kill you, hit and almost kill you, or
not hit you because you blocked or he missed. The thing is you just have
to get lucky as they will always get at least 1 charge on you, your not
fast enough to stunlock him before he hits so you have to rely on your
block or their low minimum damage. By standing by the wall you eliminate
his ability to immobilize you. Once the initial charge is over you have
the chance to stun him, use it well. One last tip is to always try to keep
a shadow as close to you as possible, I say this because, the paladin has to
click your name to charge you successfully and if there is a shadow close
to you he might mess up and click the shadow instead of you, and you will
need every advantage you get. Good luck.
Probably the most common sorceress type. Some of these Sorceresses will just stand
still and shoot fireballs at you in hopes that they will hit you, if this
is the case cast a trap at her feet and mind blast her into a lock then
press the advantage with more traps. Should she teleport away before your
traps hit her, just repeat or next time you get the opening hold a Mind Blast
lock on her and then cast a trap after a couple of blasts then
press the advantage. A skilled FB sorceress will teleport a lot and fire ball
you periodically, you will probably see some hydras pop up too. Against
these Sorceresses it is usually best to lay traps in random locations and hope
for that lucky break where she comes to you, see the strategy for the bone
necromancer as this match will almost be the same as that one. Something to take
not of is, never try to rush up to a teleporting sorceress as she will probably
have some hydra's and fireballs waiting for you, just be patient.
Blizzard: This type of
sorceress is kind of like a hammerdin in a
sense that you will die in 1-2 hits. Now, the best thing to do here is to
stay on the move or else you will get hit by a blizzard. Never ever run
when a blizzard is right on your head instead teleport or dragon flight
out. If she likes to teleport a lot then do the same as you would for the
fire sorceress, most of the time these Sorceresses are cocky and will just stand, but
I always try to think of my opponents as very skilled until I can make an
accurate assumption of their true skill, I suggest the same to you. Even
in stunlock don't drop your guard as she can and most likely will get a
blizzard going so try not to stay still, once you have your lock on her
just run a little periodically stopping to cast traps and Mind Blast.
Lightning: These Sorceresses use the lightning skill to deliver
damage. More often than not the damage isn't high enough to kill you in
one shot due to the very low minimum damage on this skill, but you should
still be careful of it. In order to get good damage on you the sorceress will
often have to keep a steady stream of lightning on you. By doing this she
stays in a some-what immobile state so cast a trap and Mind Blast her then
cast more traps and you should have her locked down.
If you ever see a good synergy orb sorceress, you will definitely see that orb
Sorceresses are not dead at all, they are alive and kicking. This sorceress is almost
always going to be on the move via teleport and the range on the orb is
great enough to stir you out of a defensive stance. The best advice I can
give for this duel is to lay traps in random locations and hope for a
lucky break. Do try to avoid the orb at all cost because, if you get hit
by one you could very well lose about half of your life. Sometimes this
type of sorceress can be impossible to catch so you just have to hope for the
best in these cases.
Enchantress: You should already know what to
do, just stun and trap. Only thing to be aware of is this sorceress will
probably have access to teleport and can use this to get close to you and
whack you or use it to tele out of stunlock, although these Sorceresses often
have slow cast rate, so it shouldn't be to much of a problem. Most enchantresses
will also have Energy Shield and that can take a while to
knock out, but you will get through.
Just stunlock them, they really have no way to get out of it. Any summons
they have will die once you lock him, the only exception might be the
spirit as it likes to drift away from your range. If this is the case just
mind blast it once and toss a fire blast at it and it will die. Some
druids can give your mana a run for your money with their high life and
possible high level cyclone armor, so hang in there and if your mana get
low just run around letting it replenish, it is unlikely that they will
Rabies: Same rules as the fury wolf. Just be extra
careful when he gets close to you. 1 rabies and it will probably take you
to 1 life, luckily this process takes time, so you have a good window of
time to finish him even if he does get a bite off on you. Be warned that
if the orange aura like thing that surrounds you when your bitten is on
you once your life hits 1 you will actually die from the poison, so be
Maul Bear: This match to should be approached like a fury
wolf duel. These druids don't do much damage but they do attack fast and
stun, but this shouldn't be that bad or difficult. Be warned that these
druids have massive life, so hang in there and remember to take out their
Fire Claws: Same drill as the previous druids, the only
exception is these druids can often attack so fast that one mistake will
lead to your death. Just try to keep some distance between you, about a
half of a screen. You might encounter a fire claws druid that casts Armageddon
before he morphs, just stay out of the range and you will be
Wind: Probably the most common druid now, ironic how
something that was previously so weak has become so strong. These druids operate
like the hammerdin, they will teleport to you and cast in your
face, so greet them with traps and Mind Blast. If they don't try to tele to
you they will probably just try to stay about a half a screen away and
shoot tornados at you just dodge and cast traps in a wide circular pattern
and you will get him eventually. The other pattern they follow is to just
teleport past you letting hurricane hit you, if this is the case just use
the circular technique on them. These druids will also have a high level
cyclone armor so they can take quite a bit of traps before their life
starts to deplete, but it will fall pretty quickly. They to have high
life, so remember to kill the spirit.
Fire: This druid uses
fire elemental spells to kill you, it is actually pretty unique and
equally as impressive on the visual side, but don't look at the graphics
for to long or you might find a molten bolder rolling on you and we don't
want that :( Now, the main tactic of these druids is to either run and let
Armageddon kill you, or stand still and let you come into their range
then pelt you with fissures flying rocks and giant boulders until you are
flattened, or burned to a smoldering pile of ash. If they are the running
type, follow them, but don't get into their Armageddons range, instead
wait for them to realize they are getting nowhere, when this happens they
will cast another spell on you, this spell will keep them still for a
moment, this is your chance to get them, lay 1 trap and mind blast then
press the advantage. For the standers, just cast and trap. These druids usually
won't have a high level cyclone armor and their life will be lower
since they have so many synergy skills to max, regardless kill the
Well I hope you have enjoyed my
guide and I hope to have inspired some kind of good emotion for you towards
the Fire Trapper. I would like to thank Diabloii.Net for being a great
source of information and interaction for Diablo players, I want to thank
Blizzard for giving birth to the assassin class that I love so much, I
want to thank all my friends for making Diablo worth playing, and thanks
go out to all my dueling partners over the years, without all of you I
could have never wrote this guide. Feel free to tell me about anything I
may have left out. If you want to drop me a line on USWest non-ladder my
account is Shadow752. Happy dueling :)