Jan 22, 2007, 03:49 PM // 15:49
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#1
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Wilds Pathfinder
Join Date: Oct 2005
Location: OA
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Trapper Weapon question
I found a +6 energy no req inscriable focus yesterday and got to thinking that it would be a better set for trapping than a +5 +30 staff
Here is what I'm thinking:
New Set :
+6 Energy focus
+30 Health
-5 dmg 20%
+5 Energy sword
+30 Health
Compared to:
+10 energy Staff
+5 Energy mod
+5^50 inscription
+30 Health
So, the new set has 9 less energy (unless under 50%) but has +30 more health and -5(20%)
What do you think? Maybe a good second set under pressure in pvp.
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Jan 22, 2007, 04:06 PM // 16:06
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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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Trappers need energy... nothing more. If your trapping somewhere, the chances are the things nearby hit hard... -5 (20%) really won't keep you alive. More traps will.
As for luring... a Collectors stance shield w/ a +7 ele/phy or +5 armour sword/axe/spear is better. Degen isnt too common around trappers, and even then, Unguent covers for that.
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Jan 22, 2007, 04:29 PM // 16:29
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#3
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Jungle Guide
Join Date: Jul 2006
Location: guildhall
Guild: [DETH]
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i was gonna ask the same :O
my ultra cheapo sets
mindclouder (15e + 5e^50), 30hp, looks nice too
some collector shield, 16al (get 8 as i dont meet req) 45hp and 2 damage reduction in stance (which i am mostly serpents quickness, or when he gets turned into a runnah), spear from the pre release preview pack thingy (5e, 7al vs physical)
but heres where ill get pugs going omgwtfbbq?!
for max unlinked damage, a wintergreen candycane wand :O
i havent done this yet, but intend to , they do 10-10 damage, but are completely unlinked apart from player level, so they outdamage a 10-10spear or sythe considerably. they also 1 handed, and have a higher rof than a bow , so a 15^50wintergreen wand, customised should hit 13-13 or 14-14 damage...
pugs gonna think your a n00b tho
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Jan 22, 2007, 04:52 PM // 16:52
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#4
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Jungle Guide
Join Date: Jul 2006
Location: guildhall
Guild: [DETH]
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ok got a wintergreen wand, 10-10 plain. 20%customization = 12-12, and 15^50 = 14-14
this might be good for paragons too
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Jan 22, 2007, 05:04 PM // 17:04
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#5
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Desert Nomad
Join Date: Apr 2006
Location: Moe's Pub
Guild: Pigs Can Fly [Pigs]
Profession: R/
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What the...?
Trapper staff:
- NF staff +10 base energy, +5 e when health ^50, +5e insightful mod, for a total of +20e.
Quote:
As for luring... a Collectors stance shield w/ a +7 ele/phy or +5 armour sword/axe/spear is better. Degen isnt too common around trappers, and even then, Unguent covers for that.
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If you lure and keep the aggro, then you won't use any trap. So if you need defense because you're going to be hit, just don't go trapper.
EDIT - Right, you can use Trapper's Focus - still, I'd rather have all the energy I need and count on the monks (after all if you use that you can be sure to drop a dust trap so melee fighters won't be a problem).
Last edited by Sir Mad; Jan 22, 2007 at 05:09 PM // 17:09..
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Jan 22, 2007, 06:29 PM // 18:29
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#6
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Jungle Guide
Join Date: Jul 2006
Location: guildhall
Guild: [DETH]
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traps and pugs basicaly, and for ify situations, extra armour is helpful
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Jan 22, 2007, 06:46 PM // 18:46
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#7
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Quote:
Originally Posted by Sir Mad
If you lure and keep the aggro, then you won't use any trap. So if you need defense because you're going to be hit, just don't go trapper.
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I know You obviously didnt get what i meant... i was talking about trap teams like UW. You won't go very far down there if you don't lure An Aatxe's damage is reduced naff all by -2 in stance... but the shield and a +7AL vs phy sword helps alot. Assuming your luring with Whirling Defences up... that or you have a deathwish :S
It works very well with the Grasping Darkness. Echo Whirling Defences w/ Unguent before you lure to cover the start of the damage lets you lure all 3 mobs into 1 simple 'b00m'.
Quote:
EDIT - Right, you can use Trapper's Focus - still, I'd rather have all the energy I need and count on the monks (after all if you use that you can be sure to drop a dust trap so melee fighters won't be a problem).
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Meh, i've only ever used it in Urgoz... and that was a bit pointless really. Oath Shot trapping w/ a +5e bow is never a bad choice if your doing it offensively.
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Jan 23, 2007, 01:54 PM // 13:54
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#8
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Desert Nomad
Join Date: Apr 2006
Location: Moe's Pub
Guild: Pigs Can Fly [Pigs]
Profession: R/
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^ D'oh! Yeah I see what you mean now.
And yeah I still like the good ole Oath Shot build better as well. That's funny how ANET introduced new skills for trappers, yet most of the players still prefer the old builds... SQ is better than Trapper's Speed if you solo trap (or use traps before luring to nuke the foes to death when they step on them), and if you do "Rambo trapping", either you use Oath Shot + Whirling Defense and Throw Dirt and neither need a skill to make your traps recharge faster nor can use one since you have WD already, or you use Trapper's Focus, but in this case you can't be interrupted and don't need the activation speed boost. And concerning Trapper's Focus, indeed Oath Shot do the job just as well if not better, and makes your monks happy since you have WD active most of the time
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Jan 24, 2007, 01:59 AM // 01:59
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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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Quote:
Originally Posted by Sir Mad
SQ is better than Trapper's Speed if you solo trap (or use traps before luring to nuke the foes to death when they step on them)
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Only if your solo trapping though, because you need other skills to recharge faster also. Otherwise Trappers Speed is actually a better choice in trap groups. QZ+EW+Trappers Speed gives the exact same recharge of skills as QZ+EW+SQ, the only difference is you cast your traps 0.5s faster ^^
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Jan 25, 2007, 11:46 AM // 11:46
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#10
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Krytan Explorer
Join Date: Aug 2006
Location: England,UK
Guild: Incredible Edible Bookah [YUM]
Profession: R/
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if you have a staff with Amor+7 vs Physical attack you can take 2 direct hits off atxes and not die
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Jan 25, 2007, 12:05 PM // 12:05
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#11
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Pre-Searing Cadet
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Inscribed Staff
Chaos damage: 4-7 (req. 3 Domination Magic)
+4 Energy
+3 Energy (while health is above 80%)
+3 Energy (while health is above 60%)
+3 Energy (while health is above 40%)
And a +5 Energy Staff Head.
From Fires in the East quest.
Nuff said.
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Jan 25, 2007, 01:26 PM // 13:26
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#12
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Desert Nomad
Join Date: Apr 2006
Location: Moe's Pub
Guild: Pigs Can Fly [Pigs]
Profession: R/
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Quote:
Originally Posted by kopacha
Inscribed Staff
Chaos damage: 4-7 (req. 3 Domination Magic)
+4 Energy
+3 Energy (while health is above 80%)
+3 Energy (while health is above 60%)
+3 Energy (while health is above 40%)
And a +5 Energy Staff Head.
From Fires in the East quest.
Nuff said.
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This staff was the trappers staff before NF. But it only gives you 18 energy, when you can have 20 with NF staffs.
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