Mar 31, 2006, 03:44 PM // 15:44
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#1
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Desert Nomad
Join Date: May 2005
Location: Singapore
Guild: Seers of Serpents [SoS]
Profession: R/
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UW black widow spider Capture guide
Hi having seen many Black widow spider capturing group rending services for gold, i though i did share a little guide i made up for my guild for capture of the black widow spider and hope that someone finds it useful.
UW RANGER TRAPPER BUILD EXPLAINED
Class: Ranger/Monk
Stats:
Expertise: 10+1(minor Rune)-help to reduce cost of traps
Wilderness Survival: 12+3+1(Superior Rune on WS mask)-Maximise Trap damage
Marksmanship:8+1(minor Rune)-min for green/collector bow, you wont be killing much with your bows if all goes well.
Beast Mastery(optional) if you deduct a point off Expertise you should be able to get it to 5+1 to give 78 secs on your Energizing Wind if you are responsible for laying that spirit.
Equipment:
When trapping, use a green staff of any kind that gives +10, +5 energy to give you the extra energy boost.
When pulling use either a long bow type or flatbow for range but i generally use the green bow "Stinger" for my posion attacks.
Skills:
Very subjective since the skills of the group is more important cause one single ranger can't bring all the necessarily traps, spirits and survival skills. general guideline to follow is to have 2 Quickening Zephyr on two different rangers and another ranger carrying Energzing wind so that when the grp selects a area to trap, 1st QZ along with EW will be casted and trapping after that. Since QZ has a short lasting duration than its recharge time, when it expires the backup QZ can be casted and Ideally while the rest of the party continues to traps while the pullers runs to pull after the 2nd QZ is casted to ensure traps dun go off before mobs arrive.
In general the skills useful are listed below which can be varied depending on your trapper group:
Serpent Quickness
Posion Arrow (Elite)-it is important that at least one ranger in your group has it.
Flame trap/Barded Trap/Spike Trap(Elite)
Dust trap-If you are not bringing Evasion Stances this trap is a must.
Troll Unguent-very important
Throw Dirt/Whirling defence-allows you to survive otherwise impossible odds.WD is important skill for the designated puller of the party.
Rebirth-normally a non prefered form of rez but in this case a perfect spell for rezzing party members who died in odd spots. A must have.
Optional:
Edge of Extinction- it should be casted just before puller leaves the party to pull not along side QZ and EW. usually the ranger responsible for EW will decide if they want to carry EoE as well. However a word of warning, when used it either kills the mobs very fast from good pulls or kills your party just as fast if a pull goes wrong.
Tips:
Dun talk to NPC unnecessarily and let the party leader guide the party as when to speak to NPC to gain quest or reward. Never do so other wise.
Since AoE nerf patch, mobs will run from traps when triggered assuming its not powerful enough to kill them. To counter this always plant traps close to each other(rangers shoulder to shoulder range) and close to spirits so the mobs have something to go towards and attack instead of chasing Players ( when this happens run them towards the traps and keep them under posion pressure at all times)
Min party size to do smite runs is 2/8 a safe number is 4/8. To do the quest for UW spider min party size should be 5/8.
When trapping Bladeaxes: trap close to spirits. If pull fails blind them and posion them while trapping more and lead them into new traps until you outlast them.
When trapping the Grasping Darkness, they drain energy. Trap in a tight line to get them all, flame trap work better again them. If pulls fails keep moving and regen your hp whenever u get the chance and lead them to new traps.
When trapping Smite Crawlers, Trap close to spirits in a tight circle make sure everyone moves away from the spirits to make sure they aggro the spirits when the puller brings them in. It is very important for the puller to round up the smite in a tight bundle before he runs into the traps to ensure the traps get them all at the same time as 1 unkilled smite can possibly kill the whole party hence WD for the puller is very important here since most pullers die without some form of evasive stance on. If a pull fails, run away back to where you came from until you lose aggro. It is important not to re-engage them until everyone is rezzed and has recovered. A failied pull for the smites cannot be handled with brute force since they atk for alot and causes kd and damage to you each time you attack them. To regroup and retrap and pull again is the best way to go in such a case. There is a bug for the smite such that they seem to remember their last location where they fought and will rush toward it when you enter that location even if your aggro bubble have not touch them so be mindful of this and choose a retrapping location carefully.
When trapping Terror Webs, have the spirits as far back from the traps as possible since webs are ranged with fire ele atks (Drake armour for puller is a advantage) trap tightly together and the rest of the party should move as far back as possible letting the puller lure the terror webs to the traps (tricky since most pullers w/o drake armour dies b4 they can do this, which in this case the second puller will have to continue on).
When trapping Coldfires, the best and most efficient way to kill coldfires are to trap their walk path. this is tricky and invovles observing their walk paths and time they take to return to the spot you wish to trap. make sure all rangers are aware of walkpath trapping before proceeding and as long as each ranger lay 3-4 traps in a tight circle for the coldfires to walk into then even if they do not die they will be easy to deal with by applying posion pressure on them. If all else fail, your 16WS will ensure that your troll ungeut will buffer any damage they do you and trap around them to kill them the same tactic can also be applied to terror webs by trapping around them (more dangerous). When trapping walk paths it is important to aviod aggroing them with your aggro bubble otherwise they will run straight for you wasting the traps you lay before hand.
About Rez. In combat esp down in UW when most mobs can one hit kill most players it is important not to rez fallen members asap but rather determine the situation. Questions to ask yourself are 1) can the rest of the party handle the fail pull is YES then wait til its over. 2) Is it there a safe spot out of the combat to rez? if there is do it 3) Will the rez prevent a party wipe? If you are sure you cant run away to rebirth the rest then using your last breath to rez someone to prevent a party wipe will be worth it.
UW QUEST AND SMITE ROUTES WITH MARKERS
Heres a compressed version of the Underworld Map which is the most travelled/used part of the UW for Smite farming or Black Widow Spider capping. For the Full map visit this link:
http://www.guildwarsguru.com/gallery...underworld.jpg
Legend for Map________________________________________
Red Line indicates Smite crawler farm path(ecto,gold fellblade strombow Eternal items etc)
Blue Line indicates quest path for capture of Black Widow Spider.
Yellow Dots indicate Potential Phantom Chest spawn (remember to bring phantom keys down there)
Red dots indicate Smite Crawlers spawn points may vary but mostly correct.
Green Dots with numbers are essential quest marker points which will be explained in the next post.
CAPTURING UW BLACK WIDOW SPIDER QUEST EXPLAINED
It is Important to mention first before anything else that a larger party of at least 5/8 will give a higher chance of capping the spider with ease. In the case of a mixed party a min of 3-4 rangers is required.
1) When you enter the Underworld do not talk to the Lost soul at (1) as indicated on the map. Clear the area of bladeaxes and start trapping the stairs further from the lost soul before the grasping darkness puller talk to the lost soul to get the quest "clear the chamber". In doing so the grasping darkness will spawn and the puller can try to pull both groups at once (req some skill and practice) into the traps. Once all the Darkness are killed the rest of the party members can take the quest as well. Take the blue route and proceed to Point (2) while clearing more darkness and Bladeaxes on the way.
2) At point (2) clear the room of more Axes and Darkness before using the technique mention in the first post to deal with the terror webs(under tips). Once the Webs are killed the Reaper will appear. Important: only *Accept quest reward* (5k exp) but do not take any more quest until later! after getting the reward, proceed to point (3) and (4) clearing Darkness and more axes along the way. There will be 1 grp of Darkness at point (5) and one grp of Darkness at point (6) be prepared. Once the darkness are cleared, you will notice there are many groups of coldfire beyond point (6) most of them will need to be cleared to prevent them from interfering with the later part of the quest where you will need to get to point (7) clear as much of the coldfires as you feel comfortable with.
3) Once the coldfires are taken care of, 1 person (non trapper) will be required to run back to point (2) to be be ready to take the quest while the rest traps heavily under the altar of grenth at point (6). (possible bug where more grasping darkness will spawn near reaper at point (2) just go back and kill them if this happens). Once the traps are ready, move away and then continue to take the quest "restore the momunents" which will case Terror Webs to spawn at point (6) and if you did your trapping well, they will all die once they spawn if not the remaining can be easily taken care of. Once the Terror Webs are dead, the reaper will appear and everyone can gain the reward exp but no one should take any more quest until later. The grp should regroup and trapper should divide themselves in 2 groups and trap around the green spirits at point (3) and point (4). The trick is to ensure that at least some green spirits survive the attacks later. If all green spirits die =Game Over. Similarly the non trapper will camp at the reaper and wait until the trappers give the go ahead to take the quest "Wrathful Spirits" which will cause half of the green spirits to turn aggressive and start killing green ones. At this point it is important to focus on saving the spirits at point (3) and (4) and the quest taker should run back to asist however he or she can. The spirits uses Illusionary Weapon (Elite) which does 35-40 dam per hit regarless of armour so beware and kill and rez fallen companions fast. Once you have protected the spirits at (3) and (4), take your time to proceed to trap around the mayor at point (5) and pull more red spirits towards you, do this until all red spirits are killed. The last red spirits grps should be at point (7) and once the last group are killed, a box will spawn next to the reaper at point (6) along with a Elderly/Dire/Hearty Black Widow Spider which can be tammed as a pet using charmed animal skill along with claiming 10k exp from the reaper. Happy Spider Capping
Seran Shimai and Pet Spider
Last edited by Thallandor; Mar 31, 2006 at 05:47 PM // 17:47..
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Mar 31, 2006, 05:36 PM // 17:36
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#2
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Michigan
Guild: None Currently
Profession: W/
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sweet thanks, now I wont have to pay 20k
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Mar 31, 2006, 08:11 PM // 20:11
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#3
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Frost Gate Guardian
Join Date: Feb 2006
Location: NYC, US
Guild: red basilica [isis]
Profession: R/
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I'm don't know anything about this, so would you mind me asking why 20k comes up?
And thanks for the Guide, I'll use it for my to-be-pro Ranger!
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Mar 31, 2006, 08:15 PM // 20:15
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#4
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Wilds Pathfinder
Join Date: Mar 2006
Location: With many other ugly people
Guild: We Are All Pretty [ugly]
Profession: R/
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Nice guide. Looks in-depth. I'll re-read it later...sort of tired ^^.
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Mar 31, 2006, 08:19 PM // 20:19
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#5
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Pre-Searing Cadet
Join Date: Jan 2006
Guild: The Evil Farmers
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20-30k people charge for usually a necro and a 55 monk to capture (do all the quests) to get the spider...
i paid 30k for mine, but that was some time ago, and i had spare money+boredom :P
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Mar 31, 2006, 09:00 PM // 21:00
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#6
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Desert Nomad
Join Date: May 2005
Location: Singapore
Guild: Seers of Serpents [SoS]
Profession: R/
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you're welcome Balance, I hope you will have fun playing a ranger, i know i had a blast doing it. Good luck to you as well monty123, hope you get the evolution of Black widow Spider (Elderly being the most common) that you wanted.
I will continue to edit the guide should any part of it remains confusing when i can spare the time meanwhile thank you for the comments. One of the reason why i decided to post this guide is because often its diffcult to find rangers who are willing to do it for free for others and hopefully by making it easier and clearer this will change in time and help increase the level of awareness of rangers in ToA
Best regards,
Seran Shimai
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Apr 07, 2006, 07:07 PM // 19:07
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#7
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Gryffindor
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Cool - I was looking for a trapper build. Don't think I'm interested in a spider, cause there are too many out there now, but this is a great guide. Thanks!
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Apr 04, 2007, 11:09 AM // 11:09
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#8
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Lion's Arch Merchant
Join Date: Apr 2007
Location: California, USA
Profession: Mo/
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Recently did this with my Mo/R build and a couple pals. The black widow truly owns all....and it looks quite scary.
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Apr 04, 2007, 08:30 PM // 20:30
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#9
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Why ressurect a 12 month old thread to say that? Everyone and there Warthog knows trapping UW works and is easy.
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