Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > Gladiator's Arena

Notices

Reply
 
Thread Tools Display Modes
Old Feb 27, 2006, 07:06 PM // 19:06   #1
Ascalonian Squire
 
Join Date: Feb 2006
Guild: The Cartel Of [SNOW]
Profession: Mo/
Advertisement

Disable Ads
Default pvp trapper build

give me the exact attribitutes, weapons for a pvp trapper build please (by the way this is IWAY since i can't find any other builds lol)
timir_111 is offline   Reply With Quote
Old Feb 27, 2006, 07:23 PM // 19:23   #2
Lion's Arch Merchant
 
Burakus Lightwing's Avatar
 
Join Date: Oct 2005
Profession: W/
Default

Are you really asking someone to just... give you a build?! How about you post your ideas...attributes, skills, etc. and then let your fellow forum users comment on the build.

Shouldn't this be in the builds section?
Burakus Lightwing is offline   Reply With Quote
Old Feb 27, 2006, 07:25 PM // 19:25   #3
JR
Re:tired
 
JR's Avatar
 
Join Date: Nov 2005
Profession: W/
Default

Ranger/Mesmer
Level: 20

Expertise: 14 (11+3)
Wilderness Survival: 13 (11+2)
Inspiration Magic: 8

Healing Spring (Wilderness Survival)
Oath Shot [Elite] (Expertise)
Barbed Trap (Wilderness Survival)
Flame Trap (Wilderness Survival)
Dust Trap (Wilderness Survival)
Natures Renewal (Wilderness Survival)
Mantra of Resolve (Inspiration Magic)
Resurrection Signet ()

Seeing as you asked so nicely.
JR is offline   Reply With Quote
Old Feb 27, 2006, 07:26 PM // 19:26   #4
Wilds Pathfinder
 
Join Date: Jul 2005
Guild: Tenacious Knights of Doom [TKD]
Default

What do you mean by IWAY? Do you mean ViM trapper?
tuperwho is offline   Reply With Quote
Old Feb 27, 2006, 07:43 PM // 19:43   #5
Ascalonian Squire
 
Join Date: Dec 2005
Default

You know, I'd be willing to bet that he actually means IWAY.
Blaine Derrick is offline   Reply With Quote
Old Feb 27, 2006, 07:46 PM // 19:46   #6
Ascalonian Squire
 
Join Date: Feb 2006
Guild: The Cartel Of [SNOW]
Profession: Mo/
Default

yes i was talking about iway
timir_111 is offline   Reply With Quote
Old Feb 27, 2006, 07:49 PM // 19:49   #7
Jungle Guide
 
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
Default

Quote:
Originally Posted by timir_111
yes i was talking about iway
Any trapper will want a staff also to give them the energy to put down more traps, as they are quite energy intensive. Doesnt really matter what staff you take
Patrograd is offline   Reply With Quote
Old Feb 27, 2006, 07:58 PM // 19:58   #8
Academy Page
 
Join Date: Aug 2005
Guild: qt
Profession: W/E
Default

Ranger/Mesmer
Level: 20

Expertise: 11 (10+1)
Wilderness Survival: 13 (12+3)
Inspiration Magic: 7

Healing Spring or Troll Unguent (Wilderness Survival)
Spiked Trap {E} (Wilderness Survival)
Barbed Trap (Wilderness Survival)
Flame Trap (Wilderness Survival)
Dust Trap (Wilderness Survival)
Serpents Quickness (Wilderness Survival)
Mantra of Resolve (Inspiration Magic)
Resurrection Signet ()

this build is if you don't need to bring a spirit.
CamoChiken is offline   Reply With Quote
Old Feb 27, 2006, 08:06 PM // 20:06   #9
Krytan Explorer
 
Join Date: Dec 2005
Default

Quote:
Originally Posted by CamoChiken
Ranger/Mesmer
Level: 20

Expertise: 11 (10+1)
Wilderness Survival: 13 (12+3)
Inspiration Magic: 7

Healing Spring or Troll Unguent (Wilderness Survival)
Spiked Trap {E} (Wilderness Survival)
Barbed Trap (Wilderness Survival)
Flame Trap (Wilderness Survival)
Dust Trap (Wilderness Survival)
Serpents Quickness (Wilderness Survival)
Mantra of Resolve (Inspiration Magic)
Resurrection Signet ()


this build is if you don't need to bring a spirit.

I'd advise 8 inspiration over 7, you only lose 4 energy per interrupt that way, really handy if you have a frenzied warrior swinging away at you while trying to trap.
Robster Lobster is offline   Reply With Quote
Old Feb 27, 2006, 08:31 PM // 20:31   #10
Jungle Guide
 
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
Default

Quote:
Originally Posted by CamoChiken
Ranger/Mesmer
Level: 20

Expertise: 11 (10+1)
Wilderness Survival: 13 (12+3)
Inspiration Magic: 7
Trapping is extremely demanding on your energy. You really need to max out your expertise to lower the cost to the point where you can actually put these down in sufficient numbers. It just so happens that the highest break point in expertise is 14, no point in putting it any higher as you wont get any advantage.

As traps do most of their damage through conditions degen rather than the actual damage caused by the elemental effect (or whatever effect), it is not too important to have wilderness survival quite so high (12+3 = 15 not 13 ). 13 is enough, arguably more than enough. I personally prefer slightly higher inspiration, to the point where I take less energy loss from resolve. One more point into inspiration means you only take 4 energy loss each hit from resolve, instead of 5 energy lost at 7. When you consider that the simple act of a monk wanding you once counts as stopping you being interrupted where traps are concerned, that single energy point can really stack up over time.
Patrograd is offline   Reply With Quote
Old Feb 27, 2006, 08:45 PM // 20:45   #11
Banned
 
tomcruisejr's Avatar
 
Join Date: Apr 2005
Default

14 expertise
15 wilderness
8 inspiration

8 inspiration is the break point for resolve. why 15 wilderness? your traps wont just spread conditions. they will do damage as well.

say youre trapping in a balled up group. if you're duoing with a trapper and you both dropped dust trap in ball, youre enemies will receive 25x2 pulsating damage. and with less wilderness, lower pulsating damage and a chance for the enemies healers to heal/protect them allies.

Last edited by tomcruisejr; Feb 27, 2006 at 08:48 PM // 20:48..
tomcruisejr is offline   Reply With Quote
Old Feb 27, 2006, 08:55 PM // 20:55   #12
JR
Re:tired
 
JR's Avatar
 
Join Date: Nov 2005
Profession: W/
Default

Quote:
Originally Posted by tomcruisejr
14 expertise
15 wilderness
8 inspiration

8 inspiration is the break point for resolve. why 15 wilderness? your traps wont just spread conditions. they will do damage as well.

say youre trapping in a balled up group. if you're duoing with a trapper and you both dropped dust trap in ball, youre enemies will receive 25x2 pulsating damage. and with less wilderness, lower pulsating damage and a chance for the enemies healers to heal/protect them allies.
But... Dual superiors? =/
JR is offline   Reply With Quote
Old Feb 27, 2006, 09:02 PM // 21:02   #13
Banned
 
tomcruisejr's Avatar
 
Join Date: Apr 2005
Default

Quote:
Originally Posted by JR-
But... Dual superiors? =/

yep. . dual superiors and +60 hp staff.


if you can keep yourself alive by dodging, running around, using bodyblocks, 14-15-8 is recommended otherwise go 14-13-8.
tomcruisejr is offline   Reply With Quote
Old Feb 27, 2006, 09:18 PM // 21:18   #14
JR
Re:tired
 
JR's Avatar
 
Join Date: Nov 2005
Profession: W/
Default

Quote:
Originally Posted by tomcruisejr
yep. . dual superiors and +60 hp staff.


if you can keep yourself alive by dodging, running around, using bodyblocks, 14-15-8 is recommended otherwise go 14-13-8.
14/13/8 for the win imo. Even with one superior I will always run a +60hp staff. The idea of running two just seems counter-productive in most cases, especially in an IWAY build with extremely limited healing/protection.
JR is offline   Reply With Quote
Old Feb 28, 2006, 11:23 AM // 11:23   #15
Jungle Guide
 
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
Default

Quote:
Originally Posted by JR-
14/13/8 for the win imo. Even with one superior I will always run a +60hp staff. The idea of running two just seems counter-productive in most cases, especially in an IWAY build with extremely limited healing/protection.
I have to agree with JR here. In any build, putting two superiors onto a character requires a supremely convincing supporting case IMO. I dont see the splash damage from traps, which in tombs will get healing seeded over, and in GvG will get evaded by movement, as a convincing enough argument to so radically lower your HP.

Having played alot as a monk before my trapping days it is, beyond question, the massed conditions that kill, unless you have some insane amount of condition removal. Mend ailment is a fantastic skill, but has a 2 second recharge and if constantly spammed is prone to diversion. Ditto with draw conditions. Martyr is another great skill but has a recharge that means that everyone has taken significant damage between casts. Someone on -10 degen over 10 seconds has lost half their health. if constantly trapped, they will be dead, from degen alone, before the martyr guy gets his second one off, and this completely ignores the splash damage. if you hit a cluster, during that ten seconds, a monk will get off three or possibly four mend ailments, at a cost of 20 energy less regen (a nett loss of seven energy every 10 seconds), so the degen is also sucking monk energy at a fantastic rate. In the end, even with martyr and two copies of mend ailment, the degen will kill some people due to monk fatigue, especially as they are having to clean up the splash damage also (healing seed and/or heal party).

Now Ok, thats a pretty simplistic picture and there are all sorts of mitigating factors, but in general terms massed conditions suck monk energy, whereas the difference in splash damage from 13 to 15 wilderness is pretty trivial and will not tax the monks any further than they are already being taxed by the degen.
Patrograd is offline   Reply With Quote
Old Feb 28, 2006, 12:15 PM // 12:15   #16
Jungle Guide
 
Join Date: May 2005
Default

also as far as i remember traps dont really scale that well beyond 12 to really make it worth putting on another superior
audioaxes 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
Trapper Pvp Build? G-Humps Gladiator's Arena 2 Feb 17, 2006 04:54 AM // 04:54
R/Mo PVP and PVE Dammage Trapper eragon482 The Campfire 1 Jan 14, 2006 03:08 PM // 15:08
spike trapper build? pvp badd The Campfire 5 Oct 28, 2005 06:19 PM // 18:19
You'r take on the usefulness of trapper in PvP(mainly arena)and PvE TranquilSoul Gladiator's Arena 6 Aug 21, 2005 09:02 PM // 21:02
pohtato The Campfire 0 Jun 02, 2005 02:34 AM // 02:34


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("