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Old Feb 19, 2008, 10:53 PM // 22:53   #1
Pre-Searing Cadet
 
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Default Help with a Trap Build

Currently I've been running a ranger/x trap build (w/o having the mesmer secondary a.k.a echo/arcane echo) and I can't seem to find out how to fix it-I've been trying to farm hydras and minotaurs or anything that I can possibly find that would benefit my trap setting to the fullest, but it's not working out too well for me. Please don't be too harsh on my noobish attempt at this build

Here's my skill set:
Quickening Zephyr
Energizing Wind
Serpent's Quickness
Dust Trap
Barbed Trap
Flame Trap
Whirling Defense
Troll Unguent

Stats:
Beast Master - 10
Expertise - 11
Wilderness Survival - 12

So, here's how it works for me--I set my spirits (quickening zephyr and energizing wind to benefit the recharge times and energy cost of trap-setting) and then I cast Serpent's Quickness to FURTHER benefit trap recharge times. Then, I cast my three traps 2 - 3 times over and then pull the monsters. The problem I've been having is that 1.) my traps usually don't end up doing the trick 2.) The monsters run away from me 3.) I die before they hit my traps. Essentially the main questions that I want answered are as follows: What's wrong with my skills? Can you suggest some different skills? IS there a better place for me to farm? etc. Any and all suggestions would definitely be appreciated.

P.S. I'm trying to avoid capping echo--I just don't see why a trap build can't stand on it's own w/o it. But, worst comes to worst would anyone out there mind helping me cap it?
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Old Feb 19, 2008, 10:58 PM // 22:58   #2
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I really don't know what's wrong with that build! I used to farm trolls outside droks with out the benefits of any spirits, I just used serpent's quickness. Are you trying this in hard mode? That might be too much for a trap build like this.

Oh, quick edit. I noticed that your wilderness survival isn't boosted to 16. That would most likely be your problem. If you have issues with dying, pull smaller groups and hit whirling defense as your pulling.
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Old Feb 19, 2008, 11:56 PM // 23:56   #3
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Lower Expertise to 9. 9 and 13 are the breakpoints for Expertise, 9 should be enough.. Raise Wilderness to 16 if you can. Spike Trap would be a nice addition to your build (also check into Trapper's Speed). the knockdown should hold things around long enough for them to die.

Swap Whirling Defense with something like Dodge. WD won't keep you alive long enough if you get mobbed, at least Dodge will give you a chance to bail out and come back for another try.

[skill]Spike Trap[/skill]
[skill]Trapper's Speed[/skill]
[skill]Dodge[/skill]
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Old Feb 20, 2008, 02:16 AM // 02:16   #4
Div
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So, is this a build specifically designed for farming or just for general PvE purposes. You'd have different builds based on your goal. If it's for farming, I'd say to just wait until you get a mesmer secondary so you get access to a wider variety of farming trap builds. For general PvE, you wouldn't need the spirits.
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Old Feb 20, 2008, 02:26 AM // 02:26   #5
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Drop the spirits and get the deldrimor skill Dwarven Stability. Also grab spike trap and tripwire and drop whirling for dodge or zojun's haste. In addition, try trapping in a corner or enclosed area so they bunch up.
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Old Feb 20, 2008, 04:02 PM // 16:02   #6
Pre-Searing Cadet
 
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Well...that build used to be great,but "energizing wind" was nerfed (minimum skill cost is 10),and I don't preffer it now
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Old Feb 20, 2008, 04:48 PM // 16:48   #7
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well the best way to trap these days is with a R/N hero with EW and BiP.. id also advise you to wait till you can get mesmer secondary, echoing dust trap really does the trick and yeah, if you need help capping echo ill help you out sometime, ign: zazazel samara
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Old Feb 20, 2008, 05:48 PM // 17:48   #8
elk
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Just a quick suggestion but don't invest so much in to Beast Mastery. You only need to last about as long as QZ is up (you'd prefer them to die at around the same time). If memory serves me that's around a 3 or so in BM (I believe it was EW prior to QZ and your serpents will offset the recharge of both spirits).

As indicated above, trappers speed will work fine too (this is assuming you're considering running the build without the spirits since this wouldn't stack with QZ's recharge)

elk
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Old Feb 22, 2008, 01:35 PM // 13:35   #9
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Something that might help u is this:

I use it in my arcane echo/echo build but that's not needed for it to work of course.

i noticed you use Barbed Trap.
Well, this cripples them but for full damage effect and stop them from fleeing i suggest switching Flame Trap for Tripwire.
Tripwire knocks down any foe who's cripples at that time (which will be caused by your barbed trap).
The result is that foes get knocked down, take a nice bunch of damage and might not be able to run away before they're dead.
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