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Old Mar 18, 2006, 07:28 PM // 19:28   #1
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Default A staff for injured trappers?

I was just wandering through Pockmark Flats or some adjacent zone, with Footman Tate tagging along (who I encountered on the way to finishing the Replacement Healers quest), when I ran into a collector with a name like Rymen Ellsworth. He wanted three Stormy Eyes, and offered a staff that was Energy +4, with a further +10 when health < 50%.

I've never played a trapper, so I don't know whether this would be an interesting companion staff to the Fires in the East one. Nor do I know whether it has been much discussed. But I wanted to throw the idea out there, just in case.
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Old Mar 18, 2006, 07:33 PM // 19:33   #2
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Lifted from the neoseeker.com FAQ, it would be this guy in the Eastern Frontier:

Raymon Elsworth
---------------
Location: Canyon leading to the exit to Pockmark Flats
Collects: 3 Stormy Eyes
Last Updated: 9/7/05
* Jeweled Staff, Energy +4, Chaos Dmg: 4-7 (req. 3 Illusion Magic)
Damage +10% (vs. hexed foes)
Armor +5 (while hexed)
* Cruel Staff, Energy +4, Dark Dmg: 4-7 (req. 3 Blood Magic)
Energy +10 (while Health is below 50%)
* Frost Artifact, Energy +6 (req. 5 Water Magic)
Water Magic +1 (20% chance while using skills)
Health +30
* Healing Ankh, Energy +6 (req. 5 Healing Prayers)
Energy +15, Energy Regeneration -1
Health +30
* War Hammer of Fortitude, Blunt Dmg: 13-20 (req. 3 Hammer Mastery)
Health +20
Damage +25% (vs. Charr)
* Earth Wand, Earth Dmg: 4-7 (req. 5 Earth Magic)
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Old Mar 18, 2006, 07:43 PM // 19:43   #3
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Not much point in that staff since most trappers use an Insightful Staff or a Green staff with +5 energy and get +15 energy all the time anyway.
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Old Mar 18, 2006, 07:46 PM // 19:46   #4
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I think its worth while, The Fires in teh East staff will give you +18 energy at high health, this will give you +19 at low health. Definately useful if you are trapping mid-battle.
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Old Mar 19, 2006, 12:05 AM // 00:05   #5
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if you are less 50 and trapping either you should be using your self heal or running away?
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Old Mar 19, 2006, 12:21 AM // 00:21   #6
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Hum, what's really the point of <50 mods anyway ? Their bonus ain't good enought so that you can have a use of it. Pretty useless stuff, unless they have a buff...
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Old Mar 19, 2006, 12:30 AM // 00:30   #7
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wow 1 whole energy. Caleus, I think most teams will keep your HP above 50% unless your teamates are dying badly
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Old Mar 19, 2006, 12:43 AM // 00:43   #8
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yeah, generally Dust Trap and Whirling Defense will keep your health above half almost all the time. So, that staff could be an alternative if you feel like taking a risk.

As for myself, I'll keep my +15 Green. They're cheap and pretty easy to get, and there's less risk envolved.
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Old Mar 19, 2006, 08:08 AM // 08:08   #9
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I just use flint's fleshweaver ,a cheao and very good trapping staff.
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Old Mar 19, 2006, 09:59 AM // 09:59   #10
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I can think of one use for a +19 when injured staff -- desperation self-heal.

In other news, rangers can get up to +30 energy easily and probably +36 on -2/regeneration weapon sets for utter emergencies.
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Old Mar 19, 2006, 11:14 AM // 11:14   #11
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usless for trappers since trappers
are made for trapping and then
running away
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Old Mar 19, 2006, 05:05 PM // 17:05   #12
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Besides there's a +5 energy fire wand at the collector outside of Nolani and using that with a +25 energy prot icon (+10 req 9) +15 always +30 health. I end up with 58 energy on my trapper. While it does have a -1 energy degen, I lay enough traps to do the job. Anyone ever take a BiP necro trapping with you in UW? You can trap 4 ever!
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Old Mar 19, 2006, 05:45 PM // 17:45   #13
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cool this stuff is good combo for fire in the east staff.
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Old Mar 19, 2006, 06:56 PM // 18:56   #14
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Quote:
Originally Posted by LifeInfusion
wow 1 whole energy. Caleus, I think most teams will keep your HP above 50% unless your teamates are dying badly
True, but it never hurts to have a contingency plan
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