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Old Nov 27, 2005, 03:16 PM // 15:16   #1
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Default Best Staff For a Trapper

Im playing as a trapper for 4 months already, and still wonder waht is the best staff for such profession?Currently I have a Handsmasher which gives me +15 Energy and+30 Health which is pretty nice,but Im really looking for a perfect gold staff with even better attributes.Are there such?Please give me a direct answer and not *maybe, I dont know* stuff...

Thx A lot
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Old Nov 27, 2005, 04:05 PM // 16:05   #2
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Best staff would be the highest amount of energy with highest fortitude mod you can possibly find. About the only thing you can "find" to be different would be one of those recover faster from crippling or whatever other ailment. As of now your staff is pretty much as good as it gets though.
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Old Nov 27, 2005, 04:27 PM // 16:27   #3
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A defense mod it thousands of times better than a fortitude mod.

so a collector 20/20 with insightful and defense upgrades, would be the cheapest and best option imo

-THE M-
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Old Nov 27, 2005, 04:34 PM // 16:34   #4
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Quote:
Originally Posted by Mentalmdc
A defense mod it thousands of times better than a fortitude mod.

so a collector 20/20 with insightful and defense upgrades, would be the cheapest and best option imo

-THE M-
People say this all the time and personally i think its just plain stupid. One simple reason. Hexes ignore your defense. What will your 5 def do at that point?

Better to just be safe and have the extra 30 health.
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Old Nov 27, 2005, 05:03 PM // 17:03   #5
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Quote:
Originally Posted by unamed player
People say this all the time and personally i think its just plain stupid. One simple reason. Hexes ignore your defense. What will your 5 def do at that point?

Better to just be safe and have the extra 30 health.
Better have 2 staffs
One with armor and one with health
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Old Nov 27, 2005, 05:04 PM // 17:04   #6
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the Gorrel Staff

Quick Recovery From Deep Wound, +60 hp, and another neat option.
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Old Nov 27, 2005, 05:06 PM // 17:06   #7
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Quote:
Originally Posted by Digirom
Better have 2 staffs
One with armor and one with health
That i can accept

He is talking pve though so i think that would be quite a bit of money. Also the 5 defence would barely apply unless your taking over 60-70 dmg of a particular physical hit or magic spell. You would make take 1 less damage over all. They would need to hit you 30 times before you can match the effecitveness of a fortitude mod. In pvp thats even more important. As when your getting spiked..that extra 30 health would most likely save you. A mesmer who doesnt have at least over 530 health can be spiked very easily. Unless the monks constantly have him/her under protective spirit, you have a main loophole in your defence.
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Old Nov 27, 2005, 05:20 PM // 17:20   #8
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The best trapper staff is, of course, the quest reward staff from the Fires In The East quest. Base +13 energy, throw in a +5 Insightful head, and go to town.
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Old Nov 27, 2005, 06:55 PM // 18:55   #9
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Quote:
Originally Posted by Pardoz
The best trapper staff is, of course, the quest reward staff from the Fires In The East quest. Base +13 energy, throw in a +5 Insightful head, and go to town.
Also, unless you direly need a +energy staff, I recommend doing a one hand wand with conditional mods and a +12 offhand. Personally, I've never had to have extra mana with 12 expertise and 3 energy regen <-1 zealous bowstring>

--The Shim
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Old Nov 27, 2005, 09:40 PM // 21:40   #10
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either the quest reward, or a 10% skill reconers faster 10% skill cast faster.

note:
+5 armor is much better than +30 hp.
look at it this way:
you have the +5 armor all the time, and it reduces damage throughout (sp?) the battle.
+30 hp only saves you when you reach under 30 hp! the rest of the time, you just have a bigger number on your bar, that is helping nobody.
as for degen ignoring armor... you could say normal damage, elemental damage, piercing damage... ignores high hp.
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Old Dec 02, 2005, 08:29 AM // 08:29   #11
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in reply to the query about the + energy mods that you dont have the requitise for, i tried yesterday with a flame artifact (and im a R/Me) and got +6 form a +12 artifact, so it would seem that if you dont have the requisite, you only get half the bonus, is this true, or am i just hypothesising.

ps if this has been answered already, sorry
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Old Dec 02, 2005, 08:32 AM // 08:32   #12
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Quote:
Originally Posted by legendel
in reply to the query about the + energy mods that you dont have the requitise for, i tried yesterday with a flame artifact (and im a R/Me) and got +6 form a +12 artifact, so it would seem that if you dont have the requisite, you only get half the bonus, is this true, or am i just hypothesising.

ps if this has been answered already, sorry
For an offhand, if you don't meet the requirements then the +energy is reduced. For a weapon, the requirement doesn't matter.
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Old Dec 02, 2005, 01:45 PM // 13:45   #13
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What I use right now is an Offhand with:
+12 energy (+6 if I dont fit requirement)
+30 health
+15 energy
-1 Energy regen

And either a Wand/cane with always energy in it (like Nolani academy fire wand), or faster cast/Recharge.

All from collectors. Unless you like Gorrels Cane which is a cane with 10% faster/recharge. That is green.
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Old Dec 02, 2005, 06:31 PM // 18:31   #14
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my trapping gear...

15/-1 cane
20/20 rockmolder
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Old Dec 02, 2005, 06:45 PM // 18:45   #15
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Quote:
Originally Posted by Sereng Amaranth
my trapping gear...

15/-1 cane
20/20 rockmolder
what he said
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Old Dec 02, 2005, 06:50 PM // 18:50   #16
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Quote:
Originally Posted by Sereng Amaranth
my trapping gear...

15/-1 cane
20/20 rockmolder
If you don't have a 9 req in illusion, you only get 3 energy from it, so I'm not sure how much this helps...
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