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Old Jun 25, 2005, 11:33 PM // 23:33   #1
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Default Elite for trapper

Spike Trap
This is the most obvious one. If you are building a trapper, why not use an elite trap? Good damage compared to other traps, with knockdown to boot. Simiar mana and cooldowns as other traps. Increases the number of good damaging traps you have from 3 to 4, the other 3 being flame, dust, and barb. Its problem is that it often redundant when used with the other traps, and isnt even that much better than your standard traps. Indeed, many people believe barbed trap should the one that is elite instead.

Poison Arrow
This is a good elite because it gets the trapper out of the situation of being a dog with only one trick. Basically, whenever none of your standard traps are ready, you spam this on as many different enemies as possible. It also comes from the same attribute as the traps, making it really wasy to incorperate into the build. Its problem is that its DoT isnt that deadly, even if the damage adds up in the end.

Oath Shot
The common problem that trappers must cope with is their traps recharge slowly (20 seconds each) Many rangers use serpents quickness to negate this problem, but many want to use mantra of resolve as their stance instead. In that case, Oath Shot can be used to completely bypass the cooldowns of all your traps. Its only problem that I can think of is that it doesnt add firepower to the build, it just makes you cast some traps slightly more often.

So, can anyone help me decide?
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Old Jun 25, 2005, 11:45 PM // 23:45   #2
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Depends on whether you want to be better at combat trapping or pre-emptive trapping.

For combat trapping, oath shot is an obvious choice, along with a mesmer anti-interrupt mantra and throw dirt + whirling defense. A non-elite and non-stance way to recharge traps faster is quickening zephyr, which cuts recharge times in half.

For pre-emptive trapping, spike trap is great in combination with flame trap. While they're knocked down, they'll take full damage from the flame trap, instead of being able to run away from it. Whenever I use spike trap, I leave barbed trap behind. Flame trap is overall the most damaging trap.

Poison arrow can work with both, but doesn't really augment your trapping as much as the others.
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Old Jun 26, 2005, 02:08 AM // 02:08   #3
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Seeing as I essentially never play a trapping ranger, and rarely a ranger in general, would QZ and serpent's quickness be a good idea? With enough expertise, you could have the stance up all/a lot of the time, and QZ's energy cost increase wouldn't be too much of a burden.
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Old Jun 26, 2005, 02:14 AM // 02:14   #4
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I would say to drop the 25 mana Dust Trap (which isn't even that good) and use QZ to spam Barbed/Spike/Flame trap. I haven't capped Oath Shot, so I don't know how well that works.

PS: Most of the "spirit/trapper" groups that are going around in Tombs these days are really...bad. If you're joining a group as a trapper, make sure your group knows how to stay behind traps.
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Old Jun 26, 2005, 05:45 AM // 05:45   #5
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Personally, I use oath shot, whirling defense, and throw dirt instead of dust trap. With oath shot you can recharge everything from serpent's quickness to throw dirt to your traps at the same time. I am more of a combat trapper, so in 8 man trapper groups I may lay down less traps before a fight, but I can keep laying them down when the baddies break through, which at least 1 aatxe seems to do.
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Old Jun 26, 2005, 06:39 AM // 06:39   #6
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If you want poison arrow, just use apply poison. Doesnt use your elite and its spammable.
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Old Jun 26, 2005, 03:55 PM // 15:55   #7
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Im hearing alot of oath shot a far. Im also hearing alot of throw dirt, in place of dust trap. I can see how its cheaper and everything, but it deals no damage. Dust Trap gives respectable earth damage. Anyways, a build based on input so far:

Oath Shot (E)
Flame Trap
Barbed Trap
Throw Dirt
Healing Spring
Mantra of Resolve
Drain Enchantment
xxx

With only 2 damaging traps, will it be enough? I think, since I have an open slot, why not put dust trap back in? Use it only when both your other traps and oath shot are still recharging. Even if it costs 25, it really only costs 11 or 12 with good expertise. Thoughts?
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Old Jun 26, 2005, 06:34 PM // 18:34   #8
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Hmmm Mantra is ok, but I think you should do Serpent's Quickness and Whirling Defense. Whirling combined with throw dirt will make sure you very rarely get hit trapping in combat. I've tanked 2 aaxte *while* laying down traps in the UW before, so... yeah . Serpent's is for recharging your traps quickly when you're laying down traps pre-battle.

Also, why drain enchantment? I would replace with dust trap since you seem to like it
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Old Jun 27, 2005, 08:57 AM // 08:57   #9
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i run a trapper build PvE.. but this could be tweaked to pvp easily im sure

R/E -

Oath Shot (E)
Troll Unguent
Dual Shot
Whirling Defense (main defense as it cant be stripped or anyhting)
Throw Dirt
Barbed Trap
Flame Trap
Apply Posion

in terms of pvp id proably go as follows

Oath Shot
Distracting Shot
Deliberating shot
Whirling Defense
Throw Dirt
Barbed Trap
Flame Trap
Kindle Arrows

proably 11 expertise, 10 marks, 10 wilderness, un modified

going for 14 expertise, 11 marks, 12/11 (if you take superior Exp intsead of mask + major) Wilderness

very simple combat trapper - good ofensive dmage, can permentally keep up Whirling, as well as throwing out lots of anti caster nastiness. and of course, kindle arrows adding that extra damage to attacks

mabye swap out Kindle for a Res Signet.. but there ya go.. fairly simple combat trapper.

as to dustrap - too expensive imho - throw dirt is 2 energy with 14 expertise, same effect minus the damage. 11 mana is still a lot for a ranger - 1/3 approx of a full druids set worth of mana.
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Old Jun 27, 2005, 06:07 PM // 18:07   #10
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Quote:
Originally Posted by Genos
Deliberating shot
I know what you meant, man, but that made me laugh.
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Old Jun 27, 2005, 07:17 PM // 19:17   #11
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Deliberating shot - Always causes critical hit and +30 damage, but has a flight time of TEN SECONDS.
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Old Jun 27, 2005, 11:39 PM // 23:39   #12
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As far as the R/Mo trap build I'm using:

Poison Arrow
Distracting Shot
Flame
Barbed
Dust
Healing Breeze
Throw Dirt
Whirling

Works pretty well for rushing in, blind, whirling, trap, trap, trap, run. If you take damage just breeze yourself. Poison everything in sight. Poison + bleed is a nasty combination, especially with a hexing mesmer on your team.
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Old Jun 28, 2005, 01:41 AM // 01:41   #13
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Check this out mabay its been metioned

Defensive/offence Traper

Posien arrow
Barbed Trap
Flame Trap
Troll Urgent
Strom Chasher
Throw Dirt
Whirling Def
REs Sig

its good for traping the foolish warrori even when he attacks u i like it
its good in the ramdom areana

Go with 13 markmanship (major+hat) 14 wild surival (sup) and Best rune of vigor u can find 10 expstise (get minor or expersise but thats just to make its
better


lacks offence but other than that its got a good def so u get ironged more

Last edited by SirTressman; Jun 28, 2005 at 01:43 AM // 01:43..
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Old Jun 28, 2005, 04:57 AM // 04:57   #14
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Heh, i have hopeless spelling so exscue me =P.

as to spike trap - i feel that for a "pre-empitve" build, that is predicitng where and what your oppent is going to do and go its a great skill.. but not for a combat trapper
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Old Jun 28, 2005, 02:58 PM // 14:58   #15
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I use Melandru arrows for my elite skill .Its very efficient
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Old Jun 28, 2005, 03:20 PM // 15:20   #16
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Wouldn't QZ be impolite since it causes extra 30% energy costs for everyone? That is, besides usage in an all-ranger team.
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Old Jun 28, 2005, 08:50 PM // 20:50   #17
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Quote:
Originally Posted by jray14
Wouldn't QZ be impolite since it causes extra 30% energy costs for everyone? That is, besides usage in an all-ranger team.
hehe, you had another team in mind?
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