Feb 25, 2006, 05:00 PM // 17:00
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#2
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Academy Page
Join Date: Nov 2005
Location: UK
Guild: Daunting Tempest [DT]
Profession: Mo/
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yes to both questions.
Traps aren't like spirits
and you can put all the traps in the same place, and as far as i know, there are no disadvantages because traps have a very big activation area.
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Feb 25, 2006, 06:36 PM // 18:36
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#3
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Perfectly Elocuted
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In alot of cases (ie...solo/team farm trapping and PvE) you want to stack all your traps in the same place in order to make one big monster death trap. After then initial bomb has gone off, you can do the ninja trapping (trap, run, run, run, dodge, trap, run, run, dodge, trap, run, run, run Oath shot, trap) and in that case you wouldn't need to lay them down in the same place, cause they'd be going off at different times.
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Mar 02, 2006, 01:08 AM // 01:08
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#4
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Pre-Searing Cadet
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Thanks for the replies.
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Mar 02, 2006, 05:28 AM // 05:28
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#5
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Colorado
Profession: N/Mo
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the simplest trap build is 4 man UW..
the basics are
16 WS
15 exp
spike trap
barbed trap
flame trap
dust trap
these are the variables
quickening zeph
energizing wind
the two pretty much required spirits for team trapping one of which will require a few points in beast mastery from expertise.
the puller will generally carry stances
if your not a puller and dont have to carry a spirit serpents quickness will help out greatly in laying even faster traps
troll ungent and rebirth are super nice as well.. since you have time between trappin to regen but in the heat of a fight or vs colds who somethings dont all hit traps at once you can ninja trap them by using troll ungent and someone bodyly taking the beatin while others trap around it.
for pvp you can go r/me and use mantra of resolve so your traps are harder to interrupt. replace spike trap with oath shot for fast recharge and always have a staff with 15 ene as a switch weap..
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Mar 02, 2006, 07:54 PM // 19:54
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#6
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Academy Page
Join Date: Jan 2006
Location: US East Coast
Guild: KISS
Profession: Mo/
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One more thing you need to know. When you trap with other trappers, particularly in UW, your intent is to layer as many traps in one place as possible. You are seeking to set off a nuke not a blanket of bombs. Basically, You should all be on top of each other -ass to chest- as I sometimes say to new trappers. The puller lures as many as he can to that spot and wham!!!!!
Here are the basic things you need to know starting out with a trapping team.
You need a 15 or 16 in wilderness survival unless you are a puller. 14 for them. ( I have never pulled so this is a guess)
The questions are:
What Spirit is each ranger bringing? Overlap is usually not desirable
What traps are they bringing? Basically who has Spike trap and healing spring since everyone always brings the others.
Who is pulling?
Who is the lead trapper?
What is the sequence of spirits?
Always stick with the lead. Lay Spirits and traps wherever he stops. Lay quickly and efficently. Continue to lay as the puller is pulling.
Many trappers use a staff for the additional energy, health, and defense. Energy is the most important aspect.
Be ready for a bad pull. I like to drop a couple of traps behind the line but really you need to bring whirling defense so you can trap on the run. A R/Mo should come along to bring rebirth.
Good luck.
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Mar 13, 2006, 07:47 PM // 19:47
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#7
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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Quote:
Originally Posted by Danger Russ
You need a 15 or 16 in wilderness survival unless you are a puller. 14 for them. ( I have never pulled so this is a guess)
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This is my only criticism, and not so much a criticism as a correction. A puller can still maintain a 16 WS. Dryder's Defense is the best pulling stance to use because of the elemental armor bonus and the 75% chance to evade. It is linked to the WS attribute so no need to tone that down for pulling. I would say if you must tone down anything tone down expertise and pump Beast Mastery a little more for a longer duration on Energizing Wind.
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Mar 13, 2006, 08:34 PM // 20:34
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#8
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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If the express purpose of your puller is...well...to pull, would it work to have your puller pack only a few traps and perhaps bring some monk skills to aid in the pull...Shield of Deflection, Protective Spirit, Protective Bond, and Guardian all come to mind...Shield of Deflection being a 75% defense boost to everything...combine that with Aegis and you have a puller who is very unlikely to be hit.
Maybe modify the basic trapping team some to incorporate other skills that might help things go off without trouble?
...Once we gain access to Assassins, pulling and running with the power that teleports you back to where you used it comes to mind as viable (perfect puller or runner would use that skill and some evasion + healing stuff)
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Mar 13, 2006, 09:42 PM // 21:42
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#9
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Desert Nomad
Join Date: Feb 2006
Location: North Carolina
Profession: N/Me
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Well you could go that route but it's not really necessary in my opinion. The more traps you can put down the faster the kill and the actual pull should only take about 9 seconds if you lay your traps down at a good point. I usually pull for my trap teams and honestly I've only died twice and those were due to me rushing the pull and not mapping out my path. I ended up getting blocked against a wall and aataxes. A competent puller can use troll ungent and dryders and be just fine. with 16 Ws the regen off ungent is enough to keep you alive through the few hits you will take with the 75% evade off dryders and with 16 WS dryders lasts 11 seconds I believe which is more than enough time for pulls.
EDIT: I would also caution that being the team puller is not for the inexperienced. It takes a certain amount of craftiness and experience. Run through just laying traps and carrying a spirit your first few times and then try to pull in later groups.
Last edited by Str0b0; Mar 13, 2006 at 09:52 PM // 21:52..
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