Mar 29, 2006, 06:54 PM // 18:54
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#2
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Krytan Explorer
Join Date: Sep 2005
Location: The Netherlands
Profession: Mo/Me
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fire trap mmakes a foe flee, and I believe dust trap too.
A good build; it depends on who is in your team, you should all agree to who takes which spirit, and if you take healing spring.
Now if you have any room in your skillbar left i suggest you take serpents quickness and rebirth.
have fun by the way
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Mar 29, 2006, 07:43 PM // 19:43
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#3
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Lion's Arch Merchant
Join Date: Sep 2005
Location: at the beach
Guild: Gamerzunlimited (GU)
Profession: R/
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Use this site for a good quick ranger setup refence :
http://wiseelben.com/rangersbeacon/
Like hyro says, make sure everybody is setup with spirits correctly, in a 3-man
group, we usually have 2 ppl carry QZ because it is short duration, and make sure
who is putting down first. I am usually the puller, so this is what I run :
dust trap, barb trap, spike trap, flame trap, QZ, whirling defence, troll unguent,
rebirth.
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Mar 30, 2006, 08:10 AM // 08:10
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#4
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Krytan Explorer
Join Date: Dec 2005
Guild: Hearts Of Fury [HoF]
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Quote:
Originally Posted by Shennys Arrow
I'm new to GW and just created a R/Mo, I was wonder which traps set off the AoE that makes foe flee. Also, I'm looking to make a trapper for UW, can anybody tell me a good build. Thx in advance!
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hyro is correct, both Flame Trap and Dust Trap will make monsters flee.
This is a good guide, even if you go in a bigger team. It's pretty much what I use when I go on 2 man trapping trips into UW.
http://www.guildwarsguru.org/forum/s...d.php?t=140345
Last edited by Caged Fury; Mar 30, 2006 at 08:12 AM // 08:12..
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