Jun 24, 2006, 03:01 PM // 15:01
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#21
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Wilds Pathfinder
Join Date: Jul 2005
Location: Kanuckistan
Guild: Mirror of Reason [SNOW]
Profession: R/
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That's well written Mad, trappers thank you.
That being said, really, the only room a trapper is really usefull is room 2, where the warriors aren't able to block effectively. Other than that, if your puller is competent and your tanks block, the mobs will be dead from ss and ms before you get your traps off. Trapping the warrior's wall works, but really isn't necessary at all.
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Jun 25, 2006, 04:09 AM // 04:09
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#22
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Forge Runner
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people should learn you dont need 20 layer of trap
4 traps -> warrior pull -> necro ss -> nuker nuke -> in 20 second everone is dead.
your trap are recharged for next pull , rise and repeat.
it help also if all your team member manage their energy.
a good nuker at end of battle should have 60/80 mana.(double attument ftw)
a monk should at end have full mana since at end most of mob are dead and you diont need heal like at start(energy management ftw)
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Jul 04, 2006, 03:35 AM // 03:35
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#23
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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Quote:
Originally Posted by Fates Monk
That's well written Mad, trappers thank you.
That being said, really, the only room a trapper is really usefull is room 2, where the warriors aren't able to block effectively. Other than that, if your puller is competent and your tanks block, the mobs will be dead from ss and ms before you get your traps off. Trapping the warrior's wall works, but really isn't necessary at all.
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i have to diagree wit that.
BTW, thx for all replyes, i finaly figured out EXACTLY what teams to join. I now normally go as a nuker or a trapper. i will not brag about myself, but when my guildie was trapping EVERY room, i almost had no job to do because mobs would die in 1 second and all 3 meteor showers would fall on empty spots. you just need to know WHAT are you doing when pulling mobs and IMO oath shot is a good elite for the place, so i ususally hesitate between that, spike trap and martyr
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Jul 04, 2006, 04:18 AM // 04:18
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#24
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Wilds Pathfinder
Join Date: Jul 2005
Location: Kanuckistan
Guild: Mirror of Reason [SNOW]
Profession: R/
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Dont get me wrong, I'm not saying traps dont work, I'm saying they are slower than other means. The reason they are slower is you have to wait for the trapper to trap, instead of just grabbing groups, pulling them to the wall and ss/nuking them. I've done it with trappers lots, and most runs are more than 2 hours due to waiting for traps, I've done it in 1:20 with nukers and an ss.
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Jul 04, 2006, 04:43 AM // 04:43
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#26
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Krytan Explorer
Join Date: Mar 2006
Guild: Team Legacy
Profession: N/
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Quote:
Originally Posted by Fates Monk
Honestly, I think most good groups have figured out that you really dont need trappers. What you really need is 3 competent warriors to block while nukers and ss do their business.
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Heh, I'm pretty sure you've been in one or two of my groups.
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Jul 04, 2006, 04:37 PM // 16:37
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#27
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Frost Gate Guardian
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Good that you found a good character to play, but I would like to point something out that a lot of players miss.
The deep is not for every player. The deep was origionally designed to be played by VERY experienced players, IE the guild ruling Cantha. You CANNOT go in and expect everything to go ok in our current community because out of 12 people you usually have at least one inexperienced player. It only takes one person who doesnt know whats going on to screw it all up this usually involves luring a mob when they arnt supposed to.
Its called an ELITE mission for a reason.
Conclusion: You should always EXPECT a deep run to go wrong.
On the subject of leavers, when someone disconnects, you should not follow suit and leave. Please take note myself and fellow guild members have beaten Kannaxi with only 8 players.
I see trappers getting a lot of flame here. I find that trappers work very well alongside body blocks. The warriors set up a body block, ranger traps in front and lures. This acts as extra damage.
Also, a trapper with spike trap is very useful against Kannaxi.
And to the fact that traps take a long time to place... how about Serpents' Quickness and BIP?
One last point: Highly recommend TS/Vent. I have had a lot higher success rate when most of the group is on TS.
Last edited by Michel Longshorts; Jul 04, 2006 at 04:42 PM // 16:42..
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Jul 04, 2006, 04:48 PM // 16:48
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#28
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Darkness Within
Profession: Mo/Me
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My group consists of a trapper, two nukers, and two SS necros for the primary damage. Everything tends to die pretty fast--even in a pug, average time of 1:30-1:45.
I highly disagree with having a BiP necro--if both necs have BR it works just as well.
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Jul 04, 2006, 05:00 PM // 17:00
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#29
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Frost Gate Guardian
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Quote:
My group consists of a trapper, two nukers, and two SS necros for the primary damage.
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I doubt you have two SS. You only need one because the hexes will overlap. You are probably mistaking the second necro which is actually a BIP.
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Jul 04, 2006, 06:18 PM // 18:18
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#30
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Wilds Pathfinder
Join Date: Jul 2005
Location: Kanuckistan
Guild: Mirror of Reason [SNOW]
Profession: R/
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Quote:
Originally Posted by Michel Longshorts
And to the fact that traps take a long time to place... how about Serpents' Quickness and BIP?
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No matter how you buff it, that still takes longer than not waiting for traps to be set.
Quote:
Originally Posted by Michel Longshorts
I doubt you have two SS. You only need one because the hexes will overlap. You are probably mistaking the second necro which is actually a BIP.
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It's not very hard to look for a little pink triangle.
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Jul 04, 2006, 06:57 PM // 18:57
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#31
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Darkness Within
Profession: Mo/Me
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Quote:
Originally Posted by Michel Longshorts
I doubt you have two SS. You only need one because the hexes will overlap. You are probably mistaking the second necro which is actually a BIP.
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You doubt? I'm mistaken? Kindly note my post--I stated that my group consists of the above. I form every group with whom I enter The Deep (I play nothing but monk), and I am quite explicit with the people I pick up as to what sort of build I want them to be.
I used to run with a BiP and an SS, but after far, far too many times of the SS necro dropping/leaving I just decided to bring two SS necros, and it works perfectly. BiP is entirely extraneous.
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Jul 04, 2006, 09:39 PM // 21:39
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#33
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Wilds Pathfinder
Join Date: Jul 2005
Location: Kanuckistan
Guild: Mirror of Reason [SNOW]
Profession: R/
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I'll take 2 SS, both running with shivers, br, wob, inspired enchantment and reckless haste over one SS and one BIP any day. In a good group, once past the first couple rooms, the monks really aren't extended for energy in any rooms other than the scorpion room and the last room. 2 SS just makes it go quicker, if they know what they are doing.
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