Apr 11, 2006, 03:59 PM // 15:59
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#1
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Ascalonian Squire
Join Date: Apr 2006
Location: Daytona Beach
Guild: The Resistance Way
Profession: R/W
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ViM Trapper
Hello Everyone I would like to post the best build for a trapper and if used right in GvG or even TA will pwn all.
Ok the move that is built around this build is called "Victory is Mine". If you dont have VIM then you must collect 3000 faction since its a Warrior Elite Skill. Ok for this build to work you must be a R/W and this build does not need any monks. Another thing you will need for this build is to have the three basic trap moves in game; Barbed Trap, Flame Trap, and Dust Trap, also youll need Troll Urgent, Whirling Defence and Rezz Signit and for the last skill slot youll need one of these four spirits; Quickening Zephyr, Winnowing, Natures Renewal, and or Edge of Extinction
Your Character is gonna need these 3 Stats
16 Wilderness( 12 + Travelers Mask + Superior Wilderness Survival)
15 Expertise( 12 + Superior Expertise)
3 Tactics
Plus a Superior Vigor
Your Armor will be...
Everything Druid Armor
Mask- Travelers Mask(For Wilderness)
Health - 410
Energy - 47
The last thing youll need is a staff that grants 15 energy. If you unlocked the parts for a staff for PvP thats good just make a PvP staff that gives 15 energy, but if you did not unlock the parts for it then youll have to buy a staff with 15 energy. I will offer financial aid for the staff, but please be truthful and tell me how much you need.
After all this you should be ready to go. Your skill bar should be organized like so...
Barbed Trap, Flame Trap, Dust Trap, "Victory is Mine", "Your Spirit", Whirling Defence, Troll Urgent, and Rezz Signet
This build is amazing when used in GvG because u can control the flag stand and wipe the opposing team with traps and youll have infinite health and energy with ViM. Also since u have high expertise you won have to waste a slot to put down Energizing Wind since that move slows down the effectiveness of Quickening Zypher. The guild hall that is well suited for this build is the Desert Hall since there is only one way to the flag stand and you pretty much can trap that one way there so u can hold Morale in the battle.
For this build to work effectively in battle where there is a ton of stuff going on, you must make sure you have some form of good communication utilizing either Vent or TS. Also to defeat your enemies faster you must "body block" them, what I mean by this is for all the trappers to circle around one or two opponents and keep planting traps with WD on so u dont get interupted while planting them. Body blocking is awesome because there is no way the opponent can get out of it unless he is a Necro with Consume Corpse or a Assasin with Shadow Walk.
The only thing that can really mess with this build is a Martyr Monk but that can be taken care of with some good body blocking, Knockdown Elemental Moves like Gale, Earthquake, Meteor Shower etc. These opponents you want to make sure you take out fast.
Good thing about this build is that it can be used with IWAY warriors too since they dont cast any spells and its awesome support for the warriors.
If you have any questions just post in this thread and Ill answer them for you. Hope this will help you fellow trappers out and future ones too.
Last edited by Ranger of Trapping; Apr 13, 2006 at 12:10 AM // 00:10..
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Apr 11, 2006, 04:58 PM // 16:58
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#2
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Perfectly Elocuted
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Do you really need Troll Ungent? I'd just as soon swap that out with Serpents Quickness.
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Apr 11, 2006, 07:02 PM // 19:02
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#3
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Ascalonian Squire
Join Date: Apr 2006
Location: Daytona Beach
Guild: The Resistance Way
Profession: R/W
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The troll urgent is there to counter hexes, ViM is powerful but versus a hell of a lot of Hexes it still wont survive that. I made this build to counter all hexes and damage. If u rely too much from one move you will die. So thats why I have troll urgent instead of SQ I was thinking of equiping SQ but it just doesnt help much except bring QZ out a lot faster and get more trap laid within a certain amount of time. Also since TU isnt a enchantment it cant be removed unless you get interupted while using it but thats why I use Whirling Deferse before I use my Urgent.
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Apr 11, 2006, 07:16 PM // 19:16
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#4
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Banned
Join Date: Oct 2005
Location: Cali!!!
Guild: cdxx/the420th.com
Profession: Mo/N
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well for hexes and conditons i would try Melandrus resilence!
Melandrus Trapper Build!!! FTW!!!!! VIM OK!
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Apr 11, 2006, 08:55 PM // 20:55
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#5
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Ascalonian Squire
Join Date: Apr 2006
Location: Daytona Beach
Guild: The Resistance Way
Profession: R/W
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Yea that move is ok and all but how the hell are u gonna be a trapper when you cant use whirling defense either because if you didnt notice Melandrus Resilience
is a stance move too so you cant have 2 stances on at the same time. Also ViM gives you way more energy then MR also it gives more health. Yes the extra pips is awesome but if your being the target of hexes then whats the point of carrying a move that you might not use all the time. With ViM youll always use it since its the building block to getting infinite energy and a lot of health. Remember im talking about a guild build not a build for random arena or team arena since my build is only effective with everyone using the same stats I have listed and having 7 other people with you.
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Apr 11, 2006, 10:43 PM // 22:43
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#6
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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i dont usually see traps affecting my group. one restore condition or mend condition will keep em alive. this is why i dont like trapping. theyre mostlty condition bases. remove em and its rendered useless, but it sounds like uve had good luck and know what you are doing. nice build.
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Apr 12, 2006, 12:31 AM // 00:31
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#7
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Ascalonian Squire
Join Date: Apr 2006
Location: Daytona Beach
Guild: The Resistance Way
Profession: R/W
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Thank you for the compliment but I do have to say that if someone were to use mend conditions or purge conditions those moves require spellcaster energy and with QZ out its hard to keep casting spells in the range of the spirits. Also the only move to effectively remove conditions for this build is Martyr and even the monk casting still has to wait for reloads while we are constantly trapping and if we see someone use Martyr we usuallly go after them first. But Im not saying we always succeed because Martyr is really hard to counter and if hes well protected its makes our job a lot harder.
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Apr 12, 2006, 01:10 AM // 01:10
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#8
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Krytan Explorer
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ViM trapping is faction farming in HA- effective against quite a number of teams, especially IWAY...but nothing to an experienced team. Why? Because all they have to do is keep their distance, not trigger your traps, and wand you for the interrupts. If they're focused, they can prevent almost all damage to themselves while denying you energy and healing.
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Apr 12, 2006, 01:47 AM // 01:47
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#9
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Quote:
Originally Posted by swordfisher
ViM trapping is faction farming in HA- effective against quite a number of teams, especially IWAY...but nothing to an experienced team. Why? Because all they have to do is keep their distance, not trigger your traps, and wand you for the interrupts. If they're focused, they can prevent almost all damage to themselves while denying you energy and healing.
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Yeah, um... That's why I'm not too fond of trapping myself
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Apr 12, 2006, 03:33 AM // 03:33
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#10
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Ascalonian Squire
Join Date: Apr 2006
Location: Daytona Beach
Guild: The Resistance Way
Profession: R/W
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Have you all forgot about Victory or Death in GvG? Remember after 30 minutes have passed all NPCs rush to the center of the stage to fight to the death. Remember we can plant all around the center so if you did keep your distance you would just delay the time to lose. You could try to stay away from us but you cant spike all the trappers its impossible with WD on. Me nor my guild stand back with this build instead we rush in after we take control of the flag stand but to make sure we leave at least two people at the stand to continue trapping AROUND the stand since if u trap the stand the enemy still has a chance to plant the flag. We rely on the team as a whole to make sure they trap no matter what and Ive seen many builds fall to this build but there are times when disorganization, Martyr Monk, and Interupter Elementalist have defeated us. I know this isnt the best build out there but for those of you looking to have fun and seeing enemies fall to just traps is funny. Not many people believe this build would work. Thats fine I like critism it just encourages me more to strive for a better trapper build, but please before you critize this, try this build with 7 other guild members and youll see that this build has a lot of potential. But if you guys really want to try a funny build then nothing is funnier than Sac EoE builds . I will try to get videos done of this build as soon as possible but if you want you can contact me in game and if your willing to try it out Ill show you how it works. My in game name is the same as my account on this forum. I just want everyone to know that the effectiveness of this build is dependent not only on the moves you use but how organzied and communicative you are. Without those two priorties youll be sitting ducks to all that oppose you.
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Apr 12, 2006, 03:35 AM // 03:35
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#11
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Banned
Join Date: Sep 2005
Location: /B/Chan
Guild: Looking for one
Profession: W/
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You can always trap the Opposing team's Rez shrine in GvG also. Give them a suprise they'll never forget
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Apr 12, 2006, 06:25 AM // 06:25
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#12
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Ascalonian Squire
Join Date: Apr 2006
Location: Daytona Beach
Guild: The Resistance Way
Profession: R/W
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The thing with trapping the shrine is that you are granted immunity from the traps for like the first second they go off allowing you to run past the traps without getting the effects of crippled on them. The best thing to do is trap around the shrine like 2 feet away from it so when they start running from the shrine their immunity is gone and they take the full fledge amount of damage. This is something we try in GvG but usually we just rush the Guild Lord and kill him with massive amounts of condtions from traps.Remember the best GvG hall for this build is the desert one with the teleporters since you can trap the tele's too and the flag stand has only one way to it allowing for easy defending.
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Apr 13, 2006, 12:29 AM // 00:29
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#13
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Pre-Searing Cadet
Join Date: Apr 2006
Profession: Me/N
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Definitely seems like a fun and interesting build. Would like to see a video of it in action especially GvG and HoH.
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Apr 13, 2006, 04:18 AM // 04:18
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#14
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Lion's Arch Merchant
Join Date: Jun 2005
Location: currently Texas =[
Guild: Court Of The Fallen [CotF]
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This is an old concept.
Back in the good ole' days, VIM Monks were used in conjunction with trappers in HoH.
Two trappers running around trapping people while the 3 monks use VIM for energy and health management.
It worked quite well.
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Apr 13, 2006, 04:36 PM // 16:36
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#15
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Wilds Pathfinder
Join Date: Jan 2006
Location: Dublin, Ireland
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Quote:
Originally Posted by Ranger of Trapping
Have you all forgot about Victory or Death in GvG?
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A ViM trapper team won't make it that far against team that can split. ViM trapping is only effective on HA maps, which are usually centered around one or two focal points, namely the dais on alter maps.
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Apr 13, 2006, 06:18 PM // 18:18
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#16
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Ascalonian Squire
Join Date: Apr 2006
Location: Daytona Beach
Guild: The Resistance Way
Profession: R/W
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The Real Roy your forgeting the guild hall I mentioned in my first post that Hall is unique for a ViM trapper because there is only one way to the flag stand and that way also includes going through quicksand which slows you down by 20% and if you attack in the quicksand you lose 1 energy. This build is not only effective in HA but also in GvG you just need the enviroment to work out with you too. I also want to remind everyone that this build is only effective if A. Everyone is using the same build only thing thats different is spirits. B. Do not wait for the enemies to come to your traps because they wont, take the traps to them and C. Make sure you have GOOD communication in the group either using Team Speak or Vent. These are the primary essentials for this build to work. Continue with the post I would like to hear everyones insight on the build.
Also a reminder: FACTIONS OUT IN 14 DAYS!!!!!!!!!!!!!
Last edited by Ranger of Trapping; Apr 14, 2006 at 07:01 AM // 07:01..
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Apr 13, 2006, 06:45 PM // 18:45
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#17
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Banned
Join Date: Oct 2005
Location: Cali!!!
Guild: cdxx/the420th.com
Profession: Mo/N
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First off, nice and thanks for sharing!
We tried it last night in FoW, using 4 R/w and a Battery nec!! HEhehe
I most say that this is way fun, and a challenge we are gonna try it again with a few tweaks to your build.
Havent tried it in Gvg yet but looks like we will after a few more runs in fow to work on the chemistry.
Again thanks!
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Apr 13, 2006, 07:47 PM // 19:47
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#18
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Ascalonian Squire
Join Date: Apr 2006
Location: Daytona Beach
Guild: The Resistance Way
Profession: R/W
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Thanks for the reply 4runner Im glad it could help you. Yea try it in GvG I know for a fact you guys will find it fun and awesome if you do it in GvG I should recommend the Hall Ive been posting in my posts it will help you a lot and make sure you have good communication.
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Apr 13, 2006, 09:32 PM // 21:32
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#19
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Lion's Arch Merchant
Join Date: Jun 2005
Location: currently Texas =[
Guild: Court Of The Fallen [CotF]
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This worked way better back in the old days when you could spirit spam. Now Quickening Zephyr costs 25 energy and doesn't last long at all.
Using VIM on Mo/W with trappers providing the conditions is a much better idea.
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Apr 14, 2006, 06:58 AM // 06:58
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#20
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Ascalonian Squire
Join Date: Apr 2006
Location: Daytona Beach
Guild: The Resistance Way
Profession: R/W
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Hahaha Quickening Zypher dont cost 25 energy when you have 15 expertise, it cost more like 10 energy when you have that 60% deduction of all skills. Also not only one person has QZ in GvG or HA, you make sure that everyone doubles up on the four spirits I listed on the original post. So when one spirit dies the other person can plant it. I like critism but to not read throughly through the build wont allow for much backed up critism.
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