Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire

Notices

Reply
 
Thread Tools Display Modes
Old Nov 23, 2005, 06:25 PM // 18:25   #21
Furnace Stoker
 
MSecorsky's Avatar
 
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
Advertisement

Disable Ads
Default

Quote:
Originally Posted by striderkaaru
i'll bounce them right back.

i don't disagree that going 16/15 is a good idea. all i'm saying is that it's not absolutely necessary. and there aren't many attribute points left over. the difference between 16/15 and 14/13 is the runes, not the point spread. base is still maxed at 12/12. so yes, having 16/15 is a good idea, but repeated runs have shown that two trappers at 14/13 can do it as well. so, it's not absolutely necessary.

i have my own reasons for not getting superior runes. however, i'm saying it more as an encouragement to new trappers that if they get booted from a group because they don't have 16/15, then they most likely would not want to be in that group anyway.

with regards to winnowing and other spirits, i've heard the reasoning to use it as bait and as a place holder before. however, i still think it is unnecessary. when one trapper pulls, the other should still be trapping in the same spot. that should be enough of an indication of where the traps are. a good trap set kills things almost instantly, so you really don't need bait. the knockdown from spike is enough to get a few pulses of dust in and all of the pulses from flame. so, once again, if you want to use a spirit as bait/placeholder, then that is fine, but it is not absolutely necessary.
Ah, true, true on all points. To a degree.

With the runes things, the way I see it is that a trapper really shouldn't be taking damage, so why not go superiors? The health minus shouldn't be an issue, else something went poorly. Plus, as explained, the 16 WS helps with more than just the traps, it's huge on the quantity of traps as well by allowing SQ to be up the entire time as well as maximizing the all-to-short life of QZ.

Using a trap for bait... perhaps that's a carryover from 'less than ideal' trapper groups that couldn't be fully trusted. I do find that for the most part I use it as a marker for my own pulls, if I can't trust myself I'm screwed already. Plus if you run past the spirit, the smites (for example) will stop right on the traps to nibble on it. It gives me that vital second or two to run past, turn around and watch the >poof<. Most pretty.
MSecorsky is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
UW trap ranger group build Sol_Vie The Campfire 0 Jan 04, 2006 12:00 AM // 00:00
One Man Trap Build for UW fiery The Campfire 70 Nov 26, 2005 03:53 PM // 15:53
Whats the best way to build a Trap Ranger Necro??? Servius the Caller The Campfire 11 Oct 13, 2005 09:02 PM // 21:02
Quad Duece The Campfire 1 Apr 27, 2005 02:07 AM // 02:07
R/E Trap/AoE Build William of Orange The Campfire 10 Mar 30, 2005 04:45 AM // 04:45


All times are GMT. The time now is 12:29 AM // 00:29.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("