have some questions,anyone out there can help me maybe with getting a good structured build out there for my MFgear.
was playing with some friends and they asked me if i could go some sort of Crowd control/trap build, anyone got some pointers for me on that.
Entangling Shot - Chain Gang or Grenades -Stun Grenades (Chain Gang is probably more reliable)
Spike Traps - Scatter (Damage dealer and -25% dmg with numbing traps)
Smoke Screen - Lingering fog (Necessary)
Preparation - Backup Plan (Necessary)
Caltrops - Torturous Ground (Stun/Snare)
Last slot will depend:
If you need more dps - Marked for death
More CC - Rain of Vengeance - Stampede/Flying Strike
More survivability - Sentry - Guardian Turret
Passives:
Night Stalker (Additional Discipline for Caltrops, if you're running low crit% this won't help)
Numbing Traps (-25% dmg on Spike Trap/Caltrops)
Custom Engineering (Trap/Caltrop/Sentry* duration
Entangling Shot - Chain Gang or Grenades -Stun Grenades (Chain Gang is probably more reliable)
Spike Traps - Scatter (Damage dealer and -25% dmg with numbing traps)
Smoke Screen - Lingering fog (Necessary)
Preparation - Backup Plan (Necessary)
Caltrops - Torturous Ground (Stun/Snare)
Last slot will depend:
If you need more dps - Marked for death
More CC - Rain of Vengeance - Stampede/Flying Strike
More survivability - Sentry - Guardian Turret
Passives:
Night Stalker (Additional Discipline for Caltrops, if you're running low crit% this won't help)
Numbing Traps (-25% dmg on Spike Trap/Caltrops)
Custom Engineering (Trap/Caltrop/Sentry* duration
basically adding jagged spikes to caltrops instead of the stun. you can have up to five traps active at one. I use jagged spikes pre-pull on champ packs along the kite path i'm using. that's 40% weapon damage each tick they are in the trap, lay the traps so they overlap (preferably around an object so as to save from re applying more traps). I added archery, but really the third slot is open to choice/playstyle/ comp needs.
What other classes are you playing with? are they applying a damage debuff, if so you don't need numbing traps as in the build above. GL
EDIT: As for magic find, a helm with socket for the MF gem, then any slot that doesnt provide crit or crit damage add magic find, unless gold isn't an issue in which case, crit/crit damage/high dex gear with high MF on those pieces as well.
Don't forget Elemental Arrow - Screaming Skull, which has 40% chance to fear targets for 1.5 seconds. Also, the Lightening Bolt rune stuns for 1.5 seconds on crit, which is better than Screaming Skull if you get your crit chance above 40%, because the mobs won't run from your party's tank, they'll just sit there soaking up their damage.
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have some questions,anyone out there can help me maybe with getting a good structured build out there for my MFgear.
was playing with some friends and they asked me if i could go some sort of Crowd control/trap build, anyone got some pointers for me on that.
maybe someone out there can help me out.
Entangling Shot - Chain Gang or Grenades -Stun Grenades (Chain Gang is probably more reliable)
Spike Traps - Scatter (Damage dealer and -25% dmg with numbing traps)
Smoke Screen - Lingering fog (Necessary)
Preparation - Backup Plan (Necessary)
Caltrops - Torturous Ground (Stun/Snare)
Last slot will depend:
If you need more dps - Marked for death
More CC - Rain of Vengeance - Stampede/Flying Strike
More survivability - Sentry - Guardian Turret
Passives:
Night Stalker (Additional Discipline for Caltrops, if you're running low crit% this won't help)
Numbing Traps (-25% dmg on Spike Trap/Caltrops)
Custom Engineering (Trap/Caltrop/Sentry* duration
i would change this build to this
http://us.battle.net...XVlY!YUe!acZcbb
basically adding jagged spikes to caltrops instead of the stun. you can have up to five traps active at one. I use jagged spikes pre-pull on champ packs along the kite path i'm using. that's 40% weapon damage each tick they are in the trap, lay the traps so they overlap (preferably around an object so as to save from re applying more traps). I added archery, but really the third slot is open to choice/playstyle/ comp needs.
What other classes are you playing with? are they applying a damage debuff, if so you don't need numbing traps as in the build above. GL
EDIT: As for magic find, a helm with socket for the MF gem, then any slot that doesnt provide crit or crit damage add magic find, unless gold isn't an issue in which case, crit/crit damage/high dex gear with high MF on those pieces as well.