Traps (Skill)



Sometimes, the incredible martial prowess and awesome psychic capacity of the Assassins are not enough to battle all forms of magic-wielding menaces. To supplement her array of tools and abilities, the Assassin has access to an ingenious group of devices. These mechanisms, engineered by Viz-Jaq'taari sages, have been perfected over many years of use. They range from simple thrown missiles and bombs to more complex proximity-triggered sentries.

Traps are a very unique and innovative set of skills; they can be placed anywhere and will activate when the enemy approaches. They compliment the Assassin's stealth abilities and her ability to lure enemies into areas where her traps exist. Traps are a very powerful set of skills, and are not to be taken lightly. When used judiciously, they can make the difference between victory and defeat--and are quite fun to use too.

Usage Notes
There is a limit of 5 Traps.

Traps are very effective in Normal and later on into Nightmare. Players traveling to Hell might find traps start to become less effective at higher acts due to monster resistances and Life. Traps are, however, easy to use and there is not much risk of harm which balances this out. Traps can be used at higher difficulty levels for additional help and the Death Sentry's Corpse Explosion ability can be great anywhere.

If players hide behind corners, pillars and the like where monsters can't see/attack them, they can lay traps in specific spots so that the traps can shoot the helpless monsters.

Certain items will allow a player to lower an enemy's resistances and/or heighten elemental damage. These items will not function with most traps as some traps are minions of the character and the damage is not generated directly from the character in question. That means that they are not affected by items that give +%lightning/fire damage or -% lightning/fire.

All three blade skills (Blade Sentinel, Blade Fury, Blade Shield) receive an additional 50% penalty to the "weapon" portion of the damage while wearing 2 handed weapons. So equipping a thunder maul would make blade fury add only 3/8 of your 'normal attack' damage instead of 3/4, and would make blade sentinel do 3/16 instead of 3/8, and blade shield do 1/8 instead of 1/4.