Feb 27, 2006, 07:06 PM // 19:06
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#1
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Ascalonian Squire
Join Date: Feb 2006
Guild: The Cartel Of [SNOW]
Profession: Mo/
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pvp trapper build
give me the exact attribitutes, weapons for a pvp trapper build please (by the way this is IWAY since i can't find any other builds lol)
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Feb 27, 2006, 07:23 PM // 19:23
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#2
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Lion's Arch Merchant
Join Date: Oct 2005
Profession: W/
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Are you really asking someone to just... give you a build?! How about you post your ideas...attributes, skills, etc. and then let your fellow forum users comment on the build.
Shouldn't this be in the builds section?
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Feb 27, 2006, 07:25 PM // 19:25
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#3
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Re:tired
Join Date: Nov 2005
Profession: W/
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Ranger/Mesmer
Level: 20
Expertise: 14 (11+3)
Wilderness Survival: 13 (11+2)
Inspiration Magic: 8
Healing Spring (Wilderness Survival)
Oath Shot [Elite] (Expertise)
Barbed Trap (Wilderness Survival)
Flame Trap (Wilderness Survival)
Dust Trap (Wilderness Survival)
Natures Renewal (Wilderness Survival)
Mantra of Resolve (Inspiration Magic)
Resurrection Signet ()
Seeing as you asked so nicely.
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Feb 27, 2006, 07:26 PM // 19:26
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#4
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Tenacious Knights of Doom [TKD]
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What do you mean by IWAY? Do you mean ViM trapper?
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Feb 27, 2006, 07:43 PM // 19:43
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#5
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Ascalonian Squire
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You know, I'd be willing to bet that he actually means IWAY.
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Feb 27, 2006, 07:46 PM // 19:46
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#6
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Ascalonian Squire
Join Date: Feb 2006
Guild: The Cartel Of [SNOW]
Profession: Mo/
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yes i was talking about iway
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Feb 27, 2006, 07:49 PM // 19:49
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#7
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Quote:
Originally Posted by timir_111
yes i was talking about iway
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Any trapper will want a staff also to give them the energy to put down more traps, as they are quite energy intensive. Doesnt really matter what staff you take
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Feb 27, 2006, 07:58 PM // 19:58
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#8
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Academy Page
Join Date: Aug 2005
Guild: qt
Profession: W/E
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Ranger/Mesmer
Level: 20
Expertise: 11 (10+1)
Wilderness Survival: 13 (12+3)
Inspiration Magic: 7
Healing Spring or Troll Unguent (Wilderness Survival)
Spiked Trap {E} (Wilderness Survival)
Barbed Trap (Wilderness Survival)
Flame Trap (Wilderness Survival)
Dust Trap (Wilderness Survival)
Serpents Quickness (Wilderness Survival)
Mantra of Resolve (Inspiration Magic)
Resurrection Signet ()
this build is if you don't need to bring a spirit.
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Feb 27, 2006, 08:06 PM // 20:06
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#9
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Krytan Explorer
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Quote:
Originally Posted by CamoChiken
Ranger/Mesmer
Level: 20
Expertise: 11 (10+1)
Wilderness Survival: 13 (12+3)
Inspiration Magic: 7
Healing Spring or Troll Unguent (Wilderness Survival)
Spiked Trap {E} (Wilderness Survival)
Barbed Trap (Wilderness Survival)
Flame Trap (Wilderness Survival)
Dust Trap (Wilderness Survival)
Serpents Quickness (Wilderness Survival)
Mantra of Resolve (Inspiration Magic)
Resurrection Signet ()
this build is if you don't need to bring a spirit.
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I'd advise 8 inspiration over 7, you only lose 4 energy per interrupt that way, really handy if you have a frenzied warrior swinging away at you while trying to trap.
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Feb 27, 2006, 08:31 PM // 20:31
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#10
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Quote:
Originally Posted by CamoChiken
Ranger/Mesmer
Level: 20
Expertise: 11 (10+1)
Wilderness Survival: 13 (12+3)
Inspiration Magic: 7
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Trapping is extremely demanding on your energy. You really need to max out your expertise to lower the cost to the point where you can actually put these down in sufficient numbers. It just so happens that the highest break point in expertise is 14, no point in putting it any higher as you wont get any advantage.
As traps do most of their damage through conditions degen rather than the actual damage caused by the elemental effect (or whatever effect), it is not too important to have wilderness survival quite so high (12+3 = 15 not 13 ). 13 is enough, arguably more than enough. I personally prefer slightly higher inspiration, to the point where I take less energy loss from resolve. One more point into inspiration means you only take 4 energy loss each hit from resolve, instead of 5 energy lost at 7. When you consider that the simple act of a monk wanding you once counts as stopping you being interrupted where traps are concerned, that single energy point can really stack up over time.
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Feb 27, 2006, 08:45 PM // 20:45
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#11
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Banned
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14 expertise
15 wilderness
8 inspiration
8 inspiration is the break point for resolve. why 15 wilderness? your traps wont just spread conditions. they will do damage as well.
say youre trapping in a balled up group. if you're duoing with a trapper and you both dropped dust trap in ball, youre enemies will receive 25x2 pulsating damage. and with less wilderness, lower pulsating damage and a chance for the enemies healers to heal/protect them allies.
Last edited by tomcruisejr; Feb 27, 2006 at 08:48 PM // 20:48..
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Feb 27, 2006, 08:55 PM // 20:55
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#12
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by tomcruisejr
14 expertise
15 wilderness
8 inspiration
8 inspiration is the break point for resolve. why 15 wilderness? your traps wont just spread conditions. they will do damage as well.
say youre trapping in a balled up group. if you're duoing with a trapper and you both dropped dust trap in ball, youre enemies will receive 25x2 pulsating damage. and with less wilderness, lower pulsating damage and a chance for the enemies healers to heal/protect them allies.
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But... Dual superiors? =/
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Feb 27, 2006, 09:02 PM // 21:02
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#13
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Banned
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Quote:
Originally Posted by JR-
But... Dual superiors? =/
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yep. . dual superiors and +60 hp staff.
if you can keep yourself alive by dodging, running around, using bodyblocks, 14-15-8 is recommended otherwise go 14-13-8.
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Feb 27, 2006, 09:18 PM // 21:18
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#14
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by tomcruisejr
yep. . dual superiors and +60 hp staff.
if you can keep yourself alive by dodging, running around, using bodyblocks, 14-15-8 is recommended otherwise go 14-13-8.
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14/13/8 for the win imo. Even with one superior I will always run a +60hp staff. The idea of running two just seems counter-productive in most cases, especially in an IWAY build with extremely limited healing/protection.
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Feb 28, 2006, 11:23 AM // 11:23
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#15
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Quote:
Originally Posted by JR-
14/13/8 for the win imo. Even with one superior I will always run a +60hp staff. The idea of running two just seems counter-productive in most cases, especially in an IWAY build with extremely limited healing/protection.
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I have to agree with JR here. In any build, putting two superiors onto a character requires a supremely convincing supporting case IMO. I dont see the splash damage from traps, which in tombs will get healing seeded over, and in GvG will get evaded by movement, as a convincing enough argument to so radically lower your HP.
Having played alot as a monk before my trapping days it is, beyond question, the massed conditions that kill, unless you have some insane amount of condition removal. Mend ailment is a fantastic skill, but has a 2 second recharge and if constantly spammed is prone to diversion. Ditto with draw conditions. Martyr is another great skill but has a recharge that means that everyone has taken significant damage between casts. Someone on -10 degen over 10 seconds has lost half their health. if constantly trapped, they will be dead, from degen alone, before the martyr guy gets his second one off, and this completely ignores the splash damage. if you hit a cluster, during that ten seconds, a monk will get off three or possibly four mend ailments, at a cost of 20 energy less regen (a nett loss of seven energy every 10 seconds), so the degen is also sucking monk energy at a fantastic rate. In the end, even with martyr and two copies of mend ailment, the degen will kill some people due to monk fatigue, especially as they are having to clean up the splash damage also (healing seed and/or heal party).
Now Ok, thats a pretty simplistic picture and there are all sorts of mitigating factors, but in general terms massed conditions suck monk energy, whereas the difference in splash damage from 13 to 15 wilderness is pretty trivial and will not tax the monks any further than they are already being taxed by the degen.
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Feb 28, 2006, 12:15 PM // 12:15
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#16
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Jungle Guide
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also as far as i remember traps dont really scale that well beyond 12 to really make it worth putting on another superior
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