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Old May 06, 2005, 10:01 PM // 22:01   #1
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Default Trap builds

As a preface this is all theory crafting. I have no practical experience with this.

Are trap builds of any use in the GvG battles? Can more than one trap be laid at a time by a hunter?

I was considering this Ran/Mes

1 Barbed Trap (crippled, bleed 3dt) dur-90 ct-2
2 Flame Trap (on fire 7dt) dur-90 ct-2
3 Dust Trap (blinded) dur-90 ct-2
--Cast these when you know enemies will be with you in less than a minute

4 Fragility (suffer damage each time condition lost/gained)
--Hit them with fragility as they close

5 Poison Arrow (elite) (poison 4dt)
6 Hunter shot (moving target take 21 secs bleeding damage)
--Hit them with poison arrows & hunter shot, if they don't close you keep peppering them.

If they close they will hit the traps and be poisoned, on fire and bleeding for a massive amount of health degen and they will blinded and crippled.
All of these are conditions and unless they managed to get the fragility hex off before closing they are FUBAR.

At this point they will most likely back off or be dead.

5 Poison Arrow (elite) (poison 4dt)
6 Hunter shot (moving target take 21 secs bleeding damage)
--Hit them with these again as they flee

7 Epidemic, (in a group charge situation could be replaced with a high energy attack/spell finisher)
--Hit them with Epidemic to spread those conditions around as they flee

8 any ideas?
--Can be used for some sort of defensive spell like troll's ungent or a defensive nature spirit or an energy regaining skill.

This is clearly a defensive/chokepoint build. Maybe a flag defender, or caster/monk defender.


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