Trying to start trapping
VonGimli
I just cant seem to get it down. I am trying to test trapping by taking on the swarm that comes at you in Nolani Academy mission when you open the gate prematurely on hard mode, but i cant do it. It seems when the trap sets off the charr are already well past it, so they arent even effected. I did notice that they all attack one mage thats sitting there, so I set all my traps next to him. They all rush him, I see a bunch of numbers pop up, but they dont really take that much damage, and then tehy all charge me. Heres my build.
Barbed Trap
Flame Trap
Spike Trap
Dust Trap
Energizing Wind
Quickenign Zepthyr
Serpent's Quickness
Whirling Defense
Barbed Trap
Flame Trap
Spike Trap
Dust Trap
Energizing Wind
Quickenign Zepthyr
Serpent's Quickness
Whirling Defense
Tutis Evito
The build seems fine. Make sure you have wilderness survival set to 16 with your attribute points, the rest in expertise.
How much time do you have to set traps? If you have about 60secs+ you could try the echo dust trap technique where you can drop 8-9 dust traps and 3 barbed traps and thats enough to take out a ataxe.
How much time do you have to set traps? If you have about 60secs+ you could try the echo dust trap technique where you can drop 8-9 dust traps and 3 barbed traps and thats enough to take out a ataxe.
Epinephrine
Dust Trap is the only trap that deals any real amount of damage, the other traps pretty much suck that way - hence echo trapping.
Use Echo, Arcane Echo and Dust trap to lay multiple traps (9 or so, as mentioned above); Quickening Zephyr and Energizing Wind makes it affordable and fast recharging. Add in Barbed Trap/Tripwire to knock them down, optionally add Flame Trap. 9 Dust traps going off is over 200 damage per second, so it levels most enemies.
Not sure that you can easily trap the whole area though - the enemies may not all arrive at once, and there are casters too. You could well wipe the first wave of melee and die to the casters.
Use Echo, Arcane Echo and Dust trap to lay multiple traps (9 or so, as mentioned above); Quickening Zephyr and Energizing Wind makes it affordable and fast recharging. Add in Barbed Trap/Tripwire to knock them down, optionally add Flame Trap. 9 Dust traps going off is over 200 damage per second, so it levels most enemies.
Not sure that you can easily trap the whole area though - the enemies may not all arrive at once, and there are casters too. You could well wipe the first wave of melee and die to the casters.
VonGimli
Well the whole point for the Nolani mission was just to test the thing. I did end up killing all the melee last night, after I made sure to put an emphasis on dust traps. I will need to go capture Echo though, so I can do that trick.
Darkpower Alchemist
Trappers killed before the echo trapper came to be. Yet, Echo trapping is superior. Also, take into account that 2 trappers to 4 trappers make the normal trapper team build.
More trappers=more traps=faster deaths.
More trappers=more traps=faster deaths.
Tutis Evito
i love trapping
Chuleta De Gorda
I've been 3 man trapping in UW for some time now (2 trappers 1 random guildie to rez in case something goes wrong) and have recently been trying to solo trap but have been having problems with running out of energy /time when trying to lay down the last 2 or 3 traps. I really don know what I'm doing wrong. I have followed the wiki guild perfectly for my char build to include runes as well as having all radiant armor. My staff is a plus 20 E also but I keep running out of energy and run out of time laying my last dust traps before the 1st bunch go off. I would appreciate anyone's sequence or inout that they may have.
gw_poster
Chuleta, just curious but do you trap right next to the other trapper? If so, if he/she has the same build, which i'm assuming is echo/arcane/dust, then only one should be laying the qz/ew spirits, as they tend to not mix well in my experience. Or, make sure you are each far enough away so that your spirits do not affect one another, such as each person taking the a set of stairs and then one side or the other. Me and a guildie sometimes duo, i'll bring the echo/dust trap build, and he loads up on all traps and a rez (R/Mo), borrowing lengthening time from my spirits. As for soloing, with the radiant and +20e staff, you should have 53 energy...as long as you lay the spirits first ew-->qz and keep sq up, you should not have an energy shortage...assuming your ws is 16 (12+3+1) and BM is not more than 3.
My bar looks like this from L-->R: ew, qz, sq, ae, e, dt, bt, wd (or tripwire if soloing stygian veil) The sequence i use is exactly what the u/w speed trap solo uses, except i try to throw in a couple of bt's in-between while waiting for the echoe'd dt's to activate, usually u can get about 11-14 traps down before pulling (or 15+ traps if using tripwire instead of wd):
you may finally see some spikes depending on how far you run to pull, but it really doesn't matter because that is plenty to kill even 3 aataxes, 12-18 stygian hungers...plus, if necessary (which i haven't found it to be) you can actively trap because everything is recharged by then...chances are though if you have to actively trap something was amiss and you'll probably die because by then you'll be 'trapped' -- either in the corner if in u/w, or too close to charging hungers which will follow forever and ultimately kill you
If done right, u can easily clear the u/w chamber in about 45-60 min...As far as bringing a rez hero with you, keep them flagged way in a corner because most like to run to the edge of aggro to heal or otherwise 'help' you...the one and only time I brought Dunk he aggroed a group before i was done laying the traps. With that said, though dunk (or whomever) comes in handy in Stygian HM as he/she can be kept up on the ridge and way out of aggro
My bar looks like this from L-->R: ew, qz, sq, ae, e, dt, bt, wd (or tripwire if soloing stygian veil) The sequence i use is exactly what the u/w speed trap solo uses, except i try to throw in a couple of bt's in-between while waiting for the echoe'd dt's to activate, usually u can get about 11-14 traps down before pulling (or 15+ traps if using tripwire instead of wd):
you may finally see some spikes depending on how far you run to pull, but it really doesn't matter because that is plenty to kill even 3 aataxes, 12-18 stygian hungers...plus, if necessary (which i haven't found it to be) you can actively trap because everything is recharged by then...chances are though if you have to actively trap something was amiss and you'll probably die because by then you'll be 'trapped' -- either in the corner if in u/w, or too close to charging hungers which will follow forever and ultimately kill you
If done right, u can easily clear the u/w chamber in about 45-60 min...As far as bringing a rez hero with you, keep them flagged way in a corner because most like to run to the edge of aggro to heal or otherwise 'help' you...the one and only time I brought Dunk he aggroed a group before i was done laying the traps. With that said, though dunk (or whomever) comes in handy in Stygian HM as he/she can be kept up on the ridge and way out of aggro
Tutis Evito
3 man trapping in the uw is easist. 2 man is good, 1 man is fun but lonely.
Below is the standard 3 man UW trap set up
WS = 16
Radient Armor
Staff with +En
Trapper 1 - ( Beast Mastery)
This guy has ws16 , rest in exp. and some in BM to cover EW and vipers nest
EW
Spike
Dust
Fire
Barbed
Vipers nest
WD/SQ/Troll
Rebirth
Trapper 2 - Lurer
WS-16
EX- 12
QZ
Spike
Dust
Fire
Barbed
Troll
WD
Rebirth
Trapper 3
WS-16
EX-12
WW
Spike
Dust
Flame
Barbed
Troll
WD/SQ/Vipers Nest
Rebirth
Above is the classic UW trap team. All lay down spirits and then trap until spirits run out. When a spirit in your skill bar has recharged you know you have 30secs to lure.
Below is a 3 man trap team thans becoming more popular, it consists of a 2 man echo trap, and one R/Mo with Rebirth and Healing breeze, so...
2 x echo trappers one taking EW, the other QZ, both taking rez. WS=16, Ex -12
Spirit
Rez
SQ
Echo
A.Echo
Dust
Barbed
WD
3rd trapper - R/Mo
WW
Spike
Dust
Fire
Barbed
Healing Breeze
Rebirth
The other option is a 2man trap team is simaliar to the 3 man but with the R/Mo
So 2 R/Me ..this is a higher risk as you can only rez once. Anf then the other way is solo and on pvwiki is the build.
Remember Spirits>Traps>Once Spirit is recharged you have 30secs to lure
Also, REMEMBER make sure you have a staff wrap that gives you armor + 7 vs phsyical dmg. With this you can take 2 DIRECT hits from ataxes and not die
This is the link to the basic trapping team http://www.pvxwiki.com/wiki/Build:Te...world_trapping
Below is the standard 3 man UW trap set up
WS = 16
Radient Armor
Staff with +En
Trapper 1 - ( Beast Mastery)
This guy has ws16 , rest in exp. and some in BM to cover EW and vipers nest
EW
Spike
Dust
Fire
Barbed
Vipers nest
WD/SQ/Troll
Rebirth
Trapper 2 - Lurer
WS-16
EX- 12
QZ
Spike
Dust
Fire
Barbed
Troll
WD
Rebirth
Trapper 3
WS-16
EX-12
WW
Spike
Dust
Flame
Barbed
Troll
WD/SQ/Vipers Nest
Rebirth
Above is the classic UW trap team. All lay down spirits and then trap until spirits run out. When a spirit in your skill bar has recharged you know you have 30secs to lure.
Below is a 3 man trap team thans becoming more popular, it consists of a 2 man echo trap, and one R/Mo with Rebirth and Healing breeze, so...
2 x echo trappers one taking EW, the other QZ, both taking rez. WS=16, Ex -12
Spirit
Rez
SQ
Echo
A.Echo
Dust
Barbed
WD
3rd trapper - R/Mo
WW
Spike
Dust
Fire
Barbed
Healing Breeze
Rebirth
The other option is a 2man trap team is simaliar to the 3 man but with the R/Mo
So 2 R/Me ..this is a higher risk as you can only rez once. Anf then the other way is solo and on pvwiki is the build.
Remember Spirits>Traps>Once Spirit is recharged you have 30secs to lure
Also, REMEMBER make sure you have a staff wrap that gives you armor + 7 vs phsyical dmg. With this you can take 2 DIRECT hits from ataxes and not die
This is the link to the basic trapping team http://www.pvxwiki.com/wiki/Build:Te...world_trapping
Chuleta De Gorda
So I got the sequence down, thanks to all...but I noticed that I don't have enough points to max out expertise after I maxed out wilderness survival.
my stats are:
wilderness survival 12+1+3
beast mastery 3
Expertise 11+3
Left over 5?
I made my char in factions, is there some quest or way to get some skill points that I may have missed?
my stats are:
wilderness survival 12+1+3
beast mastery 3
Expertise 11+3
Left over 5?
I made my char in factions, is there some quest or way to get some skill points that I may have missed?
Little Shenanigan
Quote:
Originally Posted by Chuleta De Gorda
I made my char in factions, is there some quest or way to get some skill points that I may have missed?
i'm assuming that you mean attribute points?
there's two quests -
1. lost treasure in ran musu gardens
2. an unwelcome guest in seitung harbor
there's two quests -
1. lost treasure in ran musu gardens
2. an unwelcome guest in seitung harbor
Tutis Evito
You're meant to have 200 points total