Mar 26, 2006, 05:17 AM // 05:17
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#1
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Frost Gate Guardian
Join Date: Feb 2006
Location: In this universe. In north america. That should keep you pedophiles guessing^^
Profession: R/Me
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Shadow stepping trapper?
That would be crazy. Shadow step right beside a bunch of grouped together foes, and before they have time to interrupt you, lay down a couple traps and shadow step to next targets.
Wow. This could be very good.
I cannot wait to try this thing out.
Do you think this could work?
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Mar 26, 2006, 06:47 AM // 06:47
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#2
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Lion's Arch Merchant
Join Date: Nov 2005
Guild: Saved By My Pinchers of Peril
Profession: R/N
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Not really, unless you use trapper's focus. The time between shadow stepping and just attacking would screw it up, but the cast time for trapping would be the real ruinous part.
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Mar 26, 2006, 07:05 AM // 07:05
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#3
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Perfectly Elocuted
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Quote:
Originally Posted by Lady Lorwinia
That would be crazy. Shadow step right beside a bunch of grouped together foes, and before they have time to interrupt you, lay down a couple traps and shadow step to next targets.
Wow. This could be very good.
I cannot wait to try this thing out.
Do you think this could work?
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Despite casting time, I like the idea. You'll just have to work out timing and prove that it can work.
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Mar 29, 2006, 05:11 AM // 05:11
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#4
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Ascalonian Squire
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Quote:
Originally Posted by SnipiousMax
Despite casting time, I like the idea. You'll just have to work out timing and prove that it can work.
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I thought of also (untested) the skill that allows you to run in then shadow step back to where you started the skill so you can lay trap run in to aggro then teleport out to the traps again and wait or drop back and lay another 1-2 traps.
seemslike it should help a lil and its FUN!
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Mar 29, 2006, 11:51 AM // 11:51
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#5
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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Another skill you may want to consider, but will eat your elite (imo it's worth it, best skill in the game):
Aura of Displacement {e}
10 energy, 1/4 second cast, 15 second recharge
Teleport to target foe's location, if you stop maintaining this enchantment or if this enchantment is removed, you teleport back to the location where this spell was cast.
Now, the description is decieving. I tried this out with another smattering of teleportation skills and you can literally bounce around wherever you want (good combo is Aura + Death's Charge) and cancel the skill after using it several times... you will teleport back to where you originally used the spell.
ex:
Ranger A uses aura from location A on mob B, then goes to mob C with Death's Charge, runs a little, and goes to mob D with Aura again.
Ranger A cancels Aura of Displacement and is once again back at location A.
I used this to no end in pvp...kinda funny that people won't think to simply rend it off of you and smack you...or stay in a tight grouping so that you can't take advantage of the skill.
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May 10, 2006, 01:53 AM // 01:53
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#6
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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One word man..."SUCKS"
1. You'll get interrupted
2. You'll get killed
3. You'll get spiked to death before you even lay your first trap down
4. Traps range make it hard to hit more than 3
5. Traps don't do enough damage
Is 5 reasons enough?
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May 10, 2006, 02:21 AM // 02:21
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#7
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Draconic Rage Incarnate
Join Date: Apr 2005
Location: Iowa
Guild: Alphahive
Profession: R/A
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Double Post
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May 10, 2006, 02:22 AM // 02:22
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#8
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Draconic Rage Incarnate
Join Date: Apr 2005
Location: Iowa
Guild: Alphahive
Profession: R/A
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I have successfully used the above ideas quite a few times. I've been just trying to perfect the build, and planned on posting it here. I took my Oath Shot trapping build and modified it slighty, so far I have 2 builds I've been working on.
{note these are all PvE builds, I don't do PvP}
Build #1:
Dis Shot OR Throw Dirt
Whirling Defense
Death's Charge
Dust Trap
Barbed Trap
Flame Trap
Oath Shot
Troll Unguent
With this build, I let the party initiate aggro, while I watch for a nice grouping of enemies from the back lines. Also, I look for good Dis Shot opportunities. As soon as I see a good group of enemies bunched together, OR if I notice a bunch of casters in their back lines hanging around, I hit Whirling Defense and then Death's Charge to their position. I start with Dust, then Barbed, then Flame - the order I have them on the skill bar. The most important of course is Dust, so you can blind them and keep them from interrupting you. (If we have a dedicated interrupter in the party already, sometimes I switch out Dis Shot for Throw Dirt - but I don't like to, really... I rarely leave an outpost without Dis Shot, it's just too handy) Anyway, lay all 3 traps, then Oath Shot. Watch your Whirling Defense, hit it whenever it runs out or is about to. Now, depending on the situation, it's time to either lay more traps, or hit Troll and get back to the back lines to line up another bombing run. Another way to get out of the thick of combat is to look at your radar for an enemy away from the thick of things, then Death's Charge to it. Not only does this get you out of the frying pan, it gets you out of the fire a bit by giving you a small health boost (if that enemy has enough life in him).
Build #2:
Whirling Defense
Death's Charge
Dust Trap
Barbed Trap
Flame Trap
Apply Poison
Oath Shot
Recall
This build is pretty interesting... I was playing around with a 2-man farm team. A protection monk and this build is a lot of fun. Basically, I put Recall on my monk buddy, the prot monk hangs back well out of aggro range and slaps a bunch of protective stuff on me (spellbreaker, mending, protective spirit, Succor, etc.). I then Apply Poison, Whirling Defense, then Death's Charge into combat, and proceed same as build #1. The difference is, when the shit hits the fan, or when I am out of energy, I just cancel the Recall enchant and warp back to my monk buddy, which un-aggroes the mob. Then I start the process over. This build would be incredible I think with 4 trapninjas and 4 protect monks to back them up. All those going in at the same time would be some nasty carnage, and the best part is the monks never even have to engage the enemy.
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May 10, 2006, 02:28 AM // 02:28
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#9
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Krytan Explorer
Join Date: Aug 2005
Profession: R/
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Honestly, its much easier to just run in without the shadow step. Saves you much needed energy, and the dependance on the opponent's poisitions.
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May 10, 2006, 02:32 AM // 02:32
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#10
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Draconic Rage Incarnate
Join Date: Apr 2005
Location: Iowa
Guild: Alphahive
Profession: R/A
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Quote:
Originally Posted by Reikai
Honestly, its much easier to just run in without the shadow step. Saves you much needed energy, and the dependance on the opponent's poisitions.
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Umm, Death's Charge is 5 energy. Also, Death's Charge can be a handy escape route when the enemies decide to block you in.
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May 10, 2006, 02:56 AM // 02:56
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#11
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Krytan Explorer
Join Date: Aug 2005
Profession: R/
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Quote:
Originally Posted by Lasher Dragon
Umm, Death's Charge is 5 energy. Also, Death's Charge can be a handy escape route when the enemies decide to block you in.
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this is true
however, if their blocking you, and your trapping... their probably going to screw themselves over.
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May 10, 2006, 12:50 PM // 12:50
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#12
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Desert Nomad
Join Date: Jun 2005
Guild: Dvd Forums [DVDF]
Profession: E/
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If you use the Recall build with the monk hanging back, maybe having the monk bond you would help you last longer.
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May 10, 2006, 01:24 PM // 13:24
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#13
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Krytan Explorer
Join Date: Aug 2005
Profession: R/
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Actually as a trapper... why would you need to shadow step in the first place? Maybe recall... but IMO thats gonna kill your energy.
Usually as a trapper, you move in with the team... and therefore, theres no real need for shadowstep -_-
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May 10, 2006, 01:33 PM // 13:33
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#14
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Draconic Rage Incarnate
Join Date: Apr 2005
Location: Iowa
Guild: Alphahive
Profession: R/A
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The -1 energy from Recall is recouped in build #2 by Succor.
As far as moving in with the team, usually when I do that I draw aggro. The AI likes to kill me. If I let some tanks draw aggro, they usually keep it at least long enough for me to get my first trap off. Since my first trap is Dust, after it goes off it doesn't much matter if I draw aggro.
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May 10, 2006, 02:04 PM // 14:04
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#15
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Krytan Explorer
Join Date: Aug 2005
Profession: R/
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ah... your talking about PvE -_-
I'm talking about PvP. Theres our difference.
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May 10, 2006, 02:29 PM // 14:29
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#16
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Desert Nomad
Join Date: Apr 2006
Profession: R/
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lol, I assumed PvP too.
It should work for PvE but why bother, just lay bigger traps and go get by running/longbow.
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May 10, 2006, 02:47 PM // 14:47
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#17
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Draconic Rage Incarnate
Join Date: Apr 2005
Location: Iowa
Guild: Alphahive
Profession: R/A
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That's why I put the disclaimer in:
Quote:
{note these are all PvE builds, I don't do PvP}
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Also why it's in this forum:
Quote:
Campfire
PvE Builds and Discussion
Share your strategies, experience and tips here for builds and groups for PvE.
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What, PvP'ers are too leet to read now?
I keed, I keed!!!
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May 10, 2006, 03:50 PM // 15:50
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#18
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Krytan Explorer
Join Date: Apr 2005
Location: Imperial Palace - Cantha
Guild: [SFK] Sacred Forge Knights (founder)
Profession: Me/Mo
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I like the idea of laying two sets of traps... shadow stepping to a mob and draw them back... warp to your traps... hit vipers defense... then let them die on your traps.
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May 10, 2006, 04:05 PM // 16:05
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#19
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Perfectly Elocuted
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Quote:
Originally Posted by Cymboric Treewalker
I like the idea of laying two sets of traps... shadow stepping to a mob and draw them back... warp to your traps... hit vipers defense... then let them die on your traps.
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Have to be careful not to drop aggro when you warp. I thought about trying that with spirit walk.
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May 11, 2006, 01:25 AM // 01:25
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#20
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Ascalonian Squire
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Quote:
Originally Posted by Lasher Dragon
That's why I put the disclaimer in:
Also why it's in this forum:
What, PvP'ers are too leet to read now?
I keed, I keed!!!
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CRUSHED
Last edited by rocinantae; May 11, 2006 at 01:28 AM // 01:28..
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