Dec 10, 2005, 02:51 AM // 02:51
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#2
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Academy Page
Join Date: Sep 2005
Location: Ireland
Guild: Powerpuff Boys [PUFF]
Profession: W/
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Dec 10, 2005, 02:53 AM // 02:53
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#3
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Academy Page
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Wilderness Survival: 12+4 =16
Expertise: 12+1 =13
Beast Mastery 3+1* = 4
(If you're bringing EW consider dropping either Expertise to 11+1 and taking BM up to 5+1 or 6+1 [be careful using EW to time lures if you take BM up to 7] or using a major Exp rune).
Dust Trap
Flame Trap
Barbed Trap
Spike Trap {E}
Serpent's Quickness
Rez (at least one party member should go R/Mo and bring Rebirth)
Heal/Defense (Healing Spring is good, as is Troll; Whirling Defense if you're going to be luring)
Spirit (coordinate this with your team - bare minimum you want one ea. Energizing Wind and Quickening Zephyr; season with Winnowing and/or Edge of Extinction to taste) If your team's got a full set of spirits, negotiate to see if somebody wants to bring along Charm Animal and go for a spider while you're down there.
Last edited by Pardoz; Dec 10, 2005 at 03:02 AM // 03:02..
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Dec 10, 2005, 01:00 PM // 13:00
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#4
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Ascalonian Squire
Join Date: Nov 2005
Guild: Umbra Sumus
Profession: W/Mo
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no point in charm they dont go towards spiders ive treid and besides no pets so no need for BM and rangers traps kill spiders if you where to go that way
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Dec 10, 2005, 06:08 PM // 18:08
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#5
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Academy Page
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Quote:
Originally Posted by nine6nine
no point in charm they dont go towards spiders ive treid
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That's why you negotiate in advance - I'd say 3/5 groups I go trapping with end up clearing the Vale.
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and besides no pets so no need for BM
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BM is there mostly to increase the duration of EW, as I indicated in the original post. It'll also up the damage of EoE if you go that (optional) route. If you're not taking either EW or EoE, you can drop BM; finding something useful to do with the leftover 6 att points is up to you...
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and rangers traps kill spiders if you where to go that way
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Your traps should all already have triggered (killing the Dryders) by the time the spider appears.
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Dec 12, 2005, 05:52 AM // 05:52
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#6
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Pre-Searing Cadet
Join Date: Dec 2005
Location: Somewhere, USA
Guild: Rise of the Forsaken [RotF]
Profession: R/
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When I go to UW in 4 Ranger groups, I bring my bow (Poisoner's Stormbow of Fortitude), marks up to 9 for it, as well as Poison Arrow and Distracting shot, in addition to my traps and rebrith and what not. There have been countless times when my group's traps would not kill EVERY enemy, so we would lay down Dust Trap and Spike Trap, get them blind and bleeding, and I would use Poison arrow and give them more degen, and then when they came up to attack, use DS to interrupt them just before they hit the traps we would lay as they limp back and forth. Saves lives baby...but just a suggestion.
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Dec 12, 2005, 09:14 PM // 21:14
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#7
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Academy Page
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Quote:
Originally Posted by Gianakas
When I go to UW in 4 Ranger groups, I bring my bow (Poisoner's Stormbow of Fortitude), marks up to 9 for it, as well as Poison Arrow and Distracting shot, in addition to my traps and rebrith and what not.
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In other words you're only packing 3 traps, since you brought another elite instead of Spike, and either they're not as effective (since you took points out of WS to bring Marks up to 9) or you're not able to drop as many because of lower energy (since you took points out of Expt), and you're surprised your group's traps aren't killing everything? If you're really worried about stragglers, leave the bow at home and bring EoE down with you.
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Dec 13, 2005, 03:49 AM // 03:49
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#8
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Pre-Searing Cadet
Join Date: Dec 2005
Location: Somewhere, USA
Guild: Rise of the Forsaken [RotF]
Profession: R/
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perhaps, and perhaps not. either way, runes solve the problems of attributes, and usually i bring serpents and qz...but whatever, i'll take your word if you want to be right or something, i was just stating my opinion.
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Dec 13, 2005, 08:30 PM // 20:30
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#9
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Ascalonian Squire
Join Date: Aug 2005
Profession: R/Me
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Quote:
Originally Posted by Pardoz
In other words you're only packing 3 traps, since you brought another elite instead of Spike, and either they're not as effective (since you took points out of WS to bring Marks up to 9) or you're not able to drop as many because of lower energy (since you took points out of Expt), and you're surprised your group's traps aren't killing everything? If you're really worried about stragglers, leave the bow at home and bring EoE down with you.
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I go a lower expertise that many people (9) and take serpents quickness instead of dust trap (the biggest energy hog and slowest recharge time of the traps). With an energy staff, I can constantly lay down the 3 traps I do carry until the time comes to pull targets so Im not sacrificing firepower. As a bonus I get to use those points in another skill, plus my other skills will recharge faster.
Flame, Barbed, Spiked (then Flame again instead of Dust) at 9 Expertise = 28 energy
Assuming that you use a superior rune and hat for WS and dont use a major for Expertise, the maximum you can have is 13 Expertise.
Flame, Barbed, Spiked & Dust at 13 Expertise= 29 energy.
Even throwing in Serpents Quickness periodically (3 energy) keeps me about even with a high expertise 4 trap build.
Its a personal choice, but for me the attribute points used getting Exp from 8 to 12 (+1 for rune to 9 and 13) are better spent on Marksmanship or other skills. Most of my remaining skills cost 5 or 10. That comes out to 3 and 6 at 9 Expertise. Energy management is not an issue for me usually and lowering those costs down to 2 and 5 at 13 Expertise isnt a big asset.
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