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Old Nov 28, 2005, 01:55 PM // 13:55   #1
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Default trapper counter

OK, we can brainstorm a good trap counter. Probably.

KD is nice... eles with whirlwind are definitely good to go if they get it off in time. martyr/restore helps a bit. Armor piercing spell and skill damage, preferably AOE, workswell, so energy surge groups do well. And energy denial, especially if they're running under QZ. So... that looks to be about it to me... or earthquake, that's another good ele skill to deal with them.
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Old Nov 28, 2005, 01:56 PM // 13:56   #2
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all u need is a warrior with wild blow, simple yet effective
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Old Nov 28, 2005, 02:01 PM // 14:01   #3
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wild blow > rangers and warriors, make those stance characters regret the fact they are newbs
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Old Nov 28, 2005, 02:03 PM // 14:03   #4
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unfortunately wild blow doesn't work very while when you're blind, on fire, bleeding, crippled, knocked down and dead.
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Old Nov 28, 2005, 02:20 PM // 14:20   #5
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Quote:
Originally Posted by Manfred
unfortunately wild blow doesn't work very while when you're blind, on fire, bleeding, crippled, knocked down and dead.
Martyr, Mend Ailment, Plague Touch, Antidote Signet... etc.
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Old Nov 28, 2005, 02:25 PM // 14:25   #6
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all my pvp 4 on 4 wars carry wild blow and condition removal, thats just common sense
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Old Nov 28, 2005, 03:56 PM // 15:56   #7
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Quote:
Originally Posted by Manfred
unfortunately wild blow doesn't work very while when you're blind, on fire, bleeding, crippled, knocked down and dead.
if you want a good counter against a good trapper team in tombs. I know there are some good groops of trappers, but if you want to beat them. Let them come, and every member of your team picks one of theirs, to interrupt them.
Attacking them is interrupting them. No traps -> No Conditions on you -> No healing for them.
Thats how easy it is. But it needs a very organisated and skilled group, to be honest, I didnt find many of them.
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Old Nov 28, 2005, 04:26 PM // 16:26   #8
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Depends on the type of trappers in tombs. If it's a trapper build they'll likely bunch up and trap the hell out of one area. If thats the case, have your healers Healing Seed 1 person, have them run in, set off traps, the rest of your teams runs in and kills, gg. If the team is built around 2 pivitol trappers, it's up to the damage dealers to quickly kill them, because if they know anythying at all they'll be chaining Sig of Humility on your condition removal monk. That may be why you see alot of the best teams running martyr on some other character class now eh? Any other builds usually just run 1 utility trapper/spirit spammer, not as tough to kill if you have competant monks that keep the low number of conditions off the damage dealers. You may just be looking at it the wrong way, no need to interrupt a dead trapper if you get my thinking. Good team will beat em', unorganized team will probably lose, but thats how it always is.
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Old Nov 28, 2005, 04:44 PM // 16:44   #9
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Got 20 conditions on you?

Why wait?

Plague Signet {E}
Mantra of Signets

kapow*
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Old Nov 28, 2005, 06:26 PM // 18:26   #10
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Get your monks/casters to consistently wand them although they're not the called target. Even with mantra it reduces their effeciency. An energy-less trapper=a useless trapper.
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Old Nov 28, 2005, 06:35 PM // 18:35   #11
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Quote:
Originally Posted by Too Hot Fo You
if you want a good counter against a good trapper team in tombs. I know there are some good groops of trappers, but if you want to beat them. Let them come, and every member of your team picks one of theirs, to interrupt them.
Attacking them is interrupting them. No traps -> No Conditions on you -> No healing for them.
Thats how easy it is. But it needs a very organisated and skilled group, to be honest, I didnt find many of them.
Most trappers use Mantra of Resolve which makes them impossible to interrupt unless you either knock them down, black them out, or remove their stance. Even non-R/mes will have Whirling defence.

Attacking them doesn't interrupt them if they block, evade, or use Mantra of Resolve.

Quote:
Originally Posted by Jules
Get your monks/casters to consistently wand them although they're not the called target. Even with mantra it reduces their effeciency. An energy-less trapper=a useless trapper.
This guy is correct, though. But you'de still have to hit them 10 times while being blind and spike trapped.
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Old Nov 28, 2005, 07:57 PM // 19:57   #12
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The easiest way to beat a trapper is to swing your wand against him.
He will lose a lot of energy and will be interrupted sooner or later, this renders him absolutely useless for the next ~5-20 seconds.

The second easiest way to beat a trapper is by moving away from him!
Stop standing so close to each other and keep in movement, newbies.

The third easiest way against a trapper is a prot monk that does NOT use bonds.

Another funny thing against trappers that do NOT use VIM are minions, they trigger traps and it doesnt matter as much what conditions they have.
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Old Nov 30, 2005, 04:52 AM // 04:52   #13
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I think you already suggested the best counters to trapping teams. Energy denial is good, have your team wand the rangers and use signet of weariness and any other energy denial skills. Earthquake is a great way to knockdown and interupt an bunch of trappers but costly. Gale is good for knocking down single targets.

I haven't used this yet but I guess you could thunderclap one of the trappers when they are grouped and then wand him when you see a number of traps going down. The whole group should fall over and the ones laying traps should be interupted. Provided you don't go over the top, you should find you have plenty of energy to interupt the majority of traps.

I'm not overly convinced that Martyr is a great counter to trappers, you have to remember that certain traps fire multiple times and if you Martyr during this period, the conditions just get reapplied. If you wait until all the traps have fired, you'll have a long wait, and by this time any good ranger team would have got their ViM in.
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Old Nov 30, 2005, 05:20 AM // 05:20   #14
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All these are reasons why I hate playing in Trapper groups.

I will only run 1-2 trappers max in a tombs/gvg match, that way the trappers can get the most effect off of the traps they lay.

Balls of any kind always end badly. Combat trapping under a distracted ele or warrior or monk is the way to go
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Old Nov 30, 2005, 07:02 AM // 07:02   #15
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Warrs with wild blow. Nerfs their damage, nerfs their healing usually as well. It's fairly easy to fit it into any warr's bar, since it can be the final attack on their adrenal spike and still do decent damage.
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Old Nov 30, 2005, 04:36 PM // 16:36   #16
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well if it is a trap group y not meteor shower or maelstrom.
and if u using a warrior y not cunning and earthshaker then after shock, maybe even a crude swing.
and think of a team of warriors with this build fighting a team of trappers. i see KD ftw
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