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Old Mar 04, 2006, 08:22 PM // 20:22   #1
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Default Best Weapon For Trapper?

Hi everyone. I am new to trapping and read through most of the posts hear regarding trapping. (Very Helpfull)

I mainly pve and soon will be trying my hand at pvp.
My question is... What weapon should I be using as my main if I solo? I enjoy co-op pve and dont really want to be a puller...

Any suggestions would be great.
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Old Mar 04, 2006, 08:29 PM // 20:29   #2
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Most trapping rangers use a basic max damage-max energy staff. Just make sure that the skill requirement is on the damage and not the energy.
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Old Mar 04, 2006, 08:35 PM // 20:35   #3
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Thanks, I will look for that.
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Old Mar 04, 2006, 08:57 PM // 20:57   #4
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u should use a staff definately... and have a bow to switch to if ur using Oath Shot {E}...

for PvE i recommend using the "Trapper Staff" :



and for PvP just go with any +15 energy staff
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Old Mar 04, 2006, 09:15 PM // 21:15   #5
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I am currently using the new monk green staff, for its skin and the fact that its "new", before that, just a staff with +15 ENG.

But I also play a kind of trapper who uses posion together, so when I do that, I use a shadow bow (long bow) of posion which add 33% of the posion duration.
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Old Mar 04, 2006, 09:28 PM // 21:28   #6
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romeo... gah...

if ur gonna use a Green staff... atleast use one that will benefit u as a Trapper... something like Villnars Staff where it gives +5 ene and +30HP with 20% less Bleed Duration... don't go using a Prot Staff 20/20 with a Enchant mod...

and a Shadow Bow is not a Longbow... it's in the Hornbow class
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Old Mar 05, 2006, 12:17 AM // 00:17   #7
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Val- Where do i get me one of those insightful staffs like that?
Collector?

gonz
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Old Mar 05, 2006, 12:51 AM // 00:51   #8
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I'm on the lookout for that "Trapper Staff".

Thanks alot

Update: Found it!

Last edited by NYMPH; Mar 05, 2006 at 01:17 AM // 01:17..
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Old Mar 05, 2006, 01:27 AM // 01:27   #9
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http://gw.gamewikis.org/wiki/Fires_in_the_East

The staff from the reward, attach an insightful head to it and you have 18 energy. You shouldn't be attacked as a trapper anyway so the conditional energy shouldnt matter.
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Old Mar 05, 2006, 05:52 AM // 05:52   #10
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For trapping I use milius' pillar, +30 health and +15 energy.
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Old Mar 05, 2006, 07:19 AM // 07:19   #11
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Quote:
Originally Posted by Valerius
romeo... gah...

if ur gonna use a Green staff... atleast use one that will benefit u as a Trapper... something like Villnars Staff where it gives +5 ene and +30HP with 20% less Bleed Duration... don't go using a Prot Staff 20/20 with a Enchant mod...

and a Shadow Bow is not a Longbow... it's in the Hornbow class
No thanks. The green staff DOES gives me +15 ENG in total, anything more then that such as HP would be nice, but its not the end of the world without. Beside, I love its skin, so I am enjoying that asspect of the things.
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Old Mar 13, 2006, 06:26 PM // 18:26   #12
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Can anyone comfirm that Fires in the East is attainable. Is it class specific or are there quest that you must complete prior toCapt. Arne giving you the quest. I know I've done this quest before but know that I want it I can't seem to get it again.
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Old Mar 13, 2006, 07:17 PM // 19:17   #13
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http://guildwiki.org/wiki/Fires_in_the_East
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Old Mar 13, 2006, 07:51 PM // 19:51   #14
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nice, looks like i need to find one of those staffs, lol i dont have any char slots left to go back
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Old Mar 14, 2006, 02:06 AM // 02:06   #15
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Ah I see now. I went to the link before but failed to see the *requirements* the first time. /bonkself Thnx Valerius
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Old Mar 14, 2006, 11:02 PM // 23:02   #16
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I had quite a nice trapping setup:

IMAGE REMOVED

I say had because since "The Great Skill Balancing", Mantra of Resolve is no longer nearly as effective with Inspiration at 8. With the newly increased energy cost to avoid an interrupt, offensive trapping is much more of an energy strain.

Last edited by ZennZero; Feb 08, 2007 at 06:55 PM // 18:55..
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Old Mar 14, 2006, 11:18 PM // 23:18   #17
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Brohn's Staff for the +60 to health to offset the three superior runes (Vigor, Expertise-15, Wilderness Survival-16). Rarely run into energy problems while spamming traps.
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Old Mar 14, 2006, 11:56 PM // 23:56   #18
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I would like to point out that I don't think off hands with the halve skill recharge works on traps anymore. I think it works with spells only not traps or other skills. I noticed this when my old Rockmolder suddenly ceased to work like it did. Now you're much better off to just go with the extra energy provided by the Trap staff and if you need to lay them faster consider adding serpents quickness to your line up if you haven't already.
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Old Mar 15, 2006, 12:11 AM // 00:11   #19
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Quote:
Originally Posted by Str0b0
I would like to point out that I don't think off hands with the halve skill recharge works on traps anymore. I think it works with spells only not traps or other skills. I noticed this when my old Rockmolder suddenly ceased to work like it did. Now you're much better off to just go with the extra energy provided by the Trap staff and if you need to lay them faster consider adding serpents quickness to your line up if you haven't already.
I'm fairly sure that it's always applied to spells only and that the only the wording was changed to clarify this.
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Old Mar 15, 2006, 12:15 AM // 00:15   #20
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I don't think so because people used to use the Old Rockmolder as an offhand for trapping all the time because it was a 1 in 5 to get the half recharge, And it used to work you could actually see the difference when you had QZ set up. I've also determined that the wording has nothing to do with functionality. Example Epidemic, reads Transfers all conditions and their durations from target foe to adjacent foes. It doesn't. It just spreads them. The original target still has all the conditions on them. I think this makes it a more useful skill anyway and I hope they don't read this and change it or if they do then change the wording to spreads instead of transfers and leave it as is.
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