Oct 24, 2006, 10:09 PM // 22:09
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#1
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Wilds Pathfinder
Join Date: Jun 2005
Location: Georgia, US
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Theory of a Close-Range Trapper
R/A
Attribute:
Expertise: 10 + 3
Wilderness Survival: 12 + 1 + 3
Beast Mastery: 8 + 1
Dash
Aura of Displacement {E}
Whirling Defense
Healing Spring / Troll Unguent
Barbed Trap
Viper's Nest
Flame Trap
Dust Trap
Equipments:
Druid's Armor and staff from Fires in the East quest with +5e and +30hp.
The theory is basically to use Whirling Defense as soon as you arrive with AOD. Start popping out traps while Whirling Defense hold you again physical attacks (not spells). Healing Spring would be nice, but if you have Troll Unguent you can use it before you shadow step in.
Basically you play this like a Starburster except you have an escaping skill.
Probably doable with Death's Charge and free up a slot and use Smoke Trap {E}(Nightfall) and take out Dust Trap and put in Trip Wire or something. Or perhaps Escape {E}.
This is just a theory, which means I have NEVER tested this. Just throwing it out here to see what kind of thoughts you guys have on this.
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Oct 24, 2006, 11:37 PM // 23:37
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#2
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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It'd never work for a trapper. AoD costs too much energy, both initially and over time. It'd completely trash your staffs bonus and lessen your regen just too much to deal with over time. Specially if your having to recast it every so often.
It would be alot easier to just walk upto the enemy. Deaths Charge is a possiblity to reach the casters straight away for a Smoke Trap, since you'd only need to do it once per battle really, and as a ranger most casters either ignore you or don't do as much damage to you as they would others so it would be pretty effective.
As for PvP usage, there wouldn't be much point in it as a trapper can usually wander round quite freely as it is.
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Oct 24, 2006, 11:42 PM // 23:42
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#3
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Jungle Guide
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lol just run in and trap, it takes like 2 seconds to activate a trap anyway so why bother using spells to teleport it
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Oct 24, 2006, 11:42 PM // 23:42
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#4
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Agreed with Evilsod. Trappers generally having enough problems with energy and using AoD with it just makes things worse.
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Oct 25, 2006, 02:22 AM // 02:22
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#5
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Wilds Pathfinder
Join Date: Jun 2005
Location: Georgia, US
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Quote:
lol just run in and trap, it takes like 2 seconds to activate a trap anyway so why bother using spells to teleport it
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Same reason why Starburster has teleport.
Running there = they see you, they stop you, they kill you =(
I just thought it would be interesting to teleport in as a trapper. With 13 Expertise and 4 traps that will cost less than 5 energy if I remember correctly (after Expertise) it COULD work, but then again, Death's Charge is probably better.
Just thought I throw it out. I might test it one of these days in AB or something.
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Oct 25, 2006, 05:04 AM // 05:04
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#6
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Jungle Guide
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Quote:
Originally Posted by AuraofMana
Same reason why Starburster has teleport.
Running there = they see you, they stop you, they kill you =(
I just thought it would be interesting to teleport in as a trapper. With 13 Expertise and 4 traps that will cost less than 5 energy if I remember correctly (after Expertise) it COULD work, but then again, Death's Charge is probably better.
Just thought I throw it out. I might test it one of these days in AB or something.
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starburst is a 3/4 second cast if i remember correctly and cant really be escaped
if you teleport in with traps, they still have 2 seconds to interrupt or run away
not to mention death charge starburst in pvp is not even that good a build, highly overrated
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Oct 25, 2006, 05:09 AM // 05:09
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#7
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by audioaxes
not to mention death charge starburst in pvp is not even that good a build, highly overrated
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dang you beat me to it. Who runs E/A? seriously? it's such a bad build.
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Oct 25, 2006, 08:48 AM // 08:48
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#8
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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E/A is fine. If you're in an arena you can use TF+Glyph of Essence and Pheonix for instant kills. Every proffesion has combination possibilities, whether or not they make a cookie cutter build or suit your playstyle.
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Oct 26, 2006, 01:51 AM // 01:51
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#9
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Lion's Arch Merchant
Join Date: Jul 2006
Guild: Carebear Club [wuv]
Profession: R/
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E/A Build's are horrible. It's rare to see them make it past Scarred Earth.
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Oct 26, 2006, 01:57 AM // 01:57
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#10
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Wilds Pathfinder
Join Date: Jun 2005
Location: Georgia, US
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Starburster is for ABs. You don't see Rangers spamming Crip Shot and Pin Down in PvE do you?
It's just a theory I had. O well.
Starburster is good. I have seen some good ones in ABs.
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Oct 26, 2006, 01:32 PM // 13:32
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#11
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by AuraofMana
Starburster is for ABs. You don't see Rangers spamming Crip Shot and Pin Down in PvE do you?
It's just a theory I had. O well.
Starburster is good. I have seen some good ones in ABs.
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Why go for a primarily AoE spell that is also a touch spell in ABs where people are spread around for miles? Starbursters are better in HA.
From what i've heard Pin Down might be needed in PvE, there seems to be alot of talk of enemies running around like headless chickens.
Besides only 1 trap is worth taking in ABs. Barbed Trap makes for some great fun watching Cripshotted wammos limp upto you just after placing 1 and they still don't try and avoid it.
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Oct 26, 2006, 01:37 PM // 13:37
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#12
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Jungle Guide
Join Date: May 2005
Guild: -None-
Profession: R/Me
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Quote:
Originally Posted by Evilsod
Why go for a primarily AoE spell that is also a touch spell in ABs where people are spread around for miles? Starbursters are better in HA.
From what i've heard Pin Down might be needed in PvE, there seems to be alot of talk of enemies running around like headless chickens.
Besides only 1 trap is worth taking in ABs. Barbed Trap makes for some great fun watching Cripshotted wammos limp upto you just after placing 1 and they still don't try and avoid it.
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I play a starburster in AB, and it is extremely effective. You dont have to worry about 'people' much, if you're playing to win, which is by optimizing capping speed. A starburster can solo cap ANY point, by finishing off the NPCs in 5-8 seconds.
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Oct 26, 2006, 09:34 PM // 21:34
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#13
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Wilds Pathfinder
Join Date: Jun 2005
Location: Georgia, US
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Trap inbetween the cap point guards to get the defense going or use Distortion or something of that nature to go up to noncasters and trap them to death.
Trapping major passage ways and ahead can help the whole side.
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Oct 29, 2006, 08:05 AM // 08:05
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#14
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Frost Gate Guardian
Join Date: Aug 2006
Guild: BHL
Profession: R/
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Offensive trapping = WDef + OShot
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Oct 29, 2006, 05:45 PM // 17:45
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#15
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Pre-Searing Cadet
Join Date: Apr 2006
Profession: R/Me
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I was just logging in guru to post a "battle trapper" build.. and look what I c... =P I guess I cant b original no matter how hard I try... well anyways, I'll let ya know what I thought of.. might make sense:
1) for the energy problem I use Energizing Wind and Quickening Zephyr. I noticed that a lot of trappers use these 2 to manage the energy usage. If u will have more then 1 trapper in the party it will b much better cuz then only 1 will have to get these 2 and the others can put on some otehr skills.
2) for the surviving part when setting up traps I think Whirling Defense will b the most usefull. U might wanan take Trapper's Focus (E) too so u wont get interrupted... (if u do its instead of spike trap). I think it will b the best to put dust trap first as it blindes the enemies and gives ya time to put down ur other traps without being interrupted...
3) after u set up ur first trap, I dont think there will b much more trouble killing the enemies...
PRO's: u can take out mages without trapping thier way and hope they will stand on the trap. no more lureing! =]
CON's: energy won't b such a problem, but u gonna lack traps and u will have to wait till they recharge... u better not spamm em all at once and let the monsters stand up b4 they r knocked down again. if u will take focus, u will have 1 trap less (and a nice one..) so Im not sure if it worth it.
thats the skills I thought will b useful:
Trapper's Focus {Elite}
Spike Trap {Elite}
Dust Trap
Viper's Nest
Flame Trap
Quickening Zephyr
Energizing Wind
Whirling Defense
Troll Unguent
another thing, since the update, this build might b even more useful. after the enemies get trapped, they gonna run away and wont attack ya (unless they didnt take any dmg), what gives ya time to put more traps or run away b4 they come again...
Last edited by winxy; Oct 29, 2006 at 05:51 PM // 17:51..
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