Apr 23, 2006, 05:09 AM // 05:09
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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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Melandru's Trapper.
I've decided to post one of my successful trapper builds.
I'm calling it Melandru's trapper build.
It removes conditions from your teamates, and uses those conditions for heavy health and energy regen. Making it the ideal start for a trapper build which needs plenty of energy.
R/Mo
I don't care how you do the attributes. Basic stuff. 16 ws plenty in expertise and rest in protection prayers.
Melandru's Resilience
Draw Conditions
Whirling defense
Barbed Trap
Flame Trap
Dust Trap
Serpents Quickness
Rez
Ok let's look at a typical Team arenas scenario.
Your warrior rushes out and targets an ele.
The ele uses blinding flash and the necro uses enfeeble.
A ranger poisons him and makes him bleed with hunters shot.
You target your team warrior and use draw conditions.
All his conditions are transferred to you.
You now throw on Melandru's resilience which gives you +2 health and +2 energy regeneration for every hex and condition on you.
So already you have +8 health regen and +8 energy regen.
Plus expertise really lowers the cost on traps but that's a given.
Since draw conditions is only 5 energy, you can use it plenty of times with the energy regen you're getting.
This helps out your team lots and helps you.
So I like melandru's cause I can't stand it when people interrupt troll unguent.
This is instant nice heal.
Of course not every team has a huge condition dealing base, but it's team arenas.
Whatever build you have, eventually you will run into a team that counters your build.
Draw conditions bugged me a lot when I first saw it.
I was thinking.. why would I want to take conditions from another person.
But then I saw melandru's resilience. Bang. New build.
You have to hurt yourself to help yourself
Gives your monk a little break too. Not much but it adds up.
If you use it give me credit
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Apr 23, 2006, 05:28 AM // 05:28
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#2
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Banned
Join Date: Sep 2005
Location: /B/Chan
Guild: Looking for one
Profession: W/
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Quote:
Originally Posted by Lady Lorwinia
You now throw on Melandru's resilience which gives you +2 health and +2 energy regeneration for every hex and condition on you.
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Quote:
Originally Posted by Guild Wars
Melandru's Resilience (Elite)
Elite Stance. For (Min: 8 - Max: 20) seconds, you gain +3 Health regeneration and +1 Energy regeneration for each Condition and Hex you are suffering.
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Quote:
Originally Posted by Lady Lorwinia
So already you have +8 health regen and +8 energy regen.
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That's 12 pips of health regen and 4 pips of energy regen
Quote:
Originally Posted by Lady Lorwinia
This is instant nice heal.
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No it isn't, you're relying on pips to heal you (pip = 2 health per second.)
Quote:
Originally Posted by Lady Lorwinia
Of course not every team has a huge condition dealing base, but it's team arenas.
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But not every necromancer/elementalist/ranger will use those skills you stated above.
Quote:
Originally Posted by Lady Lorwinia
Whatever build you have, eventually you will run into a team that counters your build.
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Especially since Whirling Defense only last for so long.
Quote:
Originally Posted by Lady Lorwinia
Draw conditions bugged me a lot when I first saw it.
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That's nice.
Quote:
Originally Posted by Lady Lorwinia
I was thinking.. why would I want to take conditions from another person.
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Valid question.
Quote:
Originally Posted by Lady Lorwinia
You have to hurt yourself to help yourself
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More like, "You have to hurt and heal yourself to help others."
Quote:
Originally Posted by Lady Lorwinia
Gives your monk a little break too. Not much but it adds up.
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IF you could get a monk on your team
Something has been bothering me about this build. You won't be able to have much points to place in Wilderness Survival which means your Melandru's Resilience won't last long.
Last edited by Murder In China; Apr 23, 2006 at 05:36 PM // 17:36..
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Apr 23, 2006, 06:12 AM // 06:12
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#3
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Krytan Explorer
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Quote:
Originally Posted by Murder In China
Something has been bothering me about this build. You won't be able to have much points to place in Wilderness Survival which means your Melandru's Resilience won't last long.
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he's a trapper?
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Apr 23, 2006, 06:20 AM // 06:20
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#4
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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The idea is actually pretty cool, especially in 4v4 setup. Might be a clever parcel for an offensive trapper. But it does lack flexibility, and there are attribute levels that need to be worked out. I'd like to know, has this build actually been tried, and if so, what were the results?
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Apr 23, 2006, 08:01 AM // 08:01
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#6
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Site Contributor
Join Date: Jul 2005
Guild: [out]
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You will get shut down very quickly in TA with only whirling to support your trapping. The draw melandru's combo is cool in theory, but not so hot in application and Mo/R and R/Mo aren't strong combos.
Murder, you might want to stop and make sure you know what you are talking about before you try to pick apart a post like that.
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Apr 23, 2006, 10:28 AM // 10:28
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#7
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Academy Page
Join Date: Sep 2005
Guild: Requiem Lords
Profession: Mo/
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you can't use wd and melandru's together is the biggest problem
(which is the point others have been making, just clarifying why they're making it)
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Apr 23, 2006, 02:50 PM // 14:50
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#8
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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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Yup once again I have been screwed by not reading skill descriptions properly... -.-
Oh well back to the drawing board.
Anyway trappers really don't have much to stop there traps from being interrupted anyway.
Mor is a joke now that it got nerfed.
So we really don't have much of a choice right now.
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Apr 23, 2006, 03:01 PM // 15:01
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#9
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Krytan Explorer
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jep trappers only have 2 choises:
-oath shot + WD
-mor + e-mangement (drain enchantment ftw ^^)
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Apr 25, 2006, 01:32 AM // 01:32
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#10
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Frost Gate Guardian
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I ran almost this build at the last public event before release. However since then 2 critical nerfs have been applied which changed it from definately viable to marginal. One is the downtime on Melandrius Resilience... it used to be able to be kept up 100%, while now the 1/3 time downtime is killer. The other big one is the recharge added to draw conditions which really negatively affects your ability to cover full team condition removal. (the recharge was added for the el/mo smiter abuse... and this one got hurt with it as well).
That much said, this is much more a GvG or a HA type 8 man build. Where it's valuable to offload condition removal to a half-monk secondary as opposed to your monk primes.
You used the exact same name for this build as I always have. A Melandrius trapper .
Firstly, to some of the dissent, with this build you're playing the same role as a warder. Really what's the difference between ward against melee and dust trap... And barbed trap can accomplish the same goals as ward against foes. Dissimilar means to the same end. (especially if the monks know to kite around you).
And you won't have as many issues with interuption as an offensive trapper. Generally back then I only ran it with whirling defense... but with the change to lightning reflexes to 45s recharge I'd probably switch to that (too bad dryders is still at 60s recharge). You only use the defensive stance to trap while under fire... and the recharge on lightning is such that it'd be available with 10s duration (long enough to drop 4 traps if you're not spacing them out).
IIRC: back then my build was,
draw conditions, remove hex, 3 of Dust trap, healing spring, flame trap, barbed trap, troll unguent, whirling defense, and a rez (either hard or signet).
If I had to redo it today, I'd probably use this as my basis.
Draw conditions, Melandrius Resil, purge signet, barbed trap, dust trap, lightning reflexes, 2 spares (nature rituals, rezes, extra trap, extra hex removal... extra offense EG: pin down or apply poison, or flag running storm chaser/troll unguent, as your typical degen cripshot or flag run mesmer won't be able to hurt you overmuch).
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