Trapping gear

ValaOfTheFens

ValaOfTheFens

Jungle Guide

Join Date: Sep 2006

Warrior Nation[WN]

I've been wondering if a 20/20 and +30 health staff is better than a halves the recharge of skills and +60 health staff. I crafted myself an Ensorcelling Staff, as it was the only one I had the materials for, and modded it myself. It has a "Seize the day" inscription(when I need to regen I just switch weapons) on it in addition to the +30 health mods, which bumps my energy up to 62. It seems ok but I've been wondering of that 20% chance of halving the casting time might be worth sacrifing 30 hp.

Sorry if this seems like a dumb question. I'm new to trapping and haven't really gotten the hang of it yet.

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

I'm pretty sure the 20% is for spells, not traps.

KazeMitsui

KazeMitsui

Lion's Arch Merchant

Join Date: Nov 2005

pretty sure its all up in yo face

[WHAT]

R/

gotta love guru for people who cant read

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by holymasamune
I'm pretty sure the 20% is for spells, not traps.
We have a winner. HCT and HRT only work for spells.

IMO, best trapper gear is any 10e staff with a 5e insightful staff head and a 5e^50 hale and hearty inscription. Since you can pretty much count on being above 50% health when trapping, this is essentially a 20e weapon.

IMO, hale and hearty (5e^50) beats out seize the day (15e, -1 regen) because of the length of time you spend laying traps. Seize the day gives you 10 more energy to start with than hale and hearty. That one pip of regen takes 30 sec to return 10 energy. So after 30 sec of continuous trap laying, you will have the same energy left regardless of which inscription you used. But, traps last for 90 seconds. You've got a whole minute, minus the time it takes to pull the monsters, left to lay more traps. During that (almost) minute, that one pip of regen is going to be worth (almost) 20 energy. Thus, over the course of 90 seconds of laying traps, hale and hearty gives you 20e more to use than seize the day.

(If there is a use for seize the day in trapping, it would be on your weapon switch for squeezing out one or two last traps if you've bottomed out your energy and there's no time to regen before you need to pull.)

FYI: The Mindclouder is a 20e staff with a pretty skin that can be very, very easily farmed with an echo dust trap build.

Darkpower Alchemist

Darkpower Alchemist

Jungle Guide

Join Date: Jan 2006

NYC

The Circle Of Nine[NINE]

E/N

First, a seize the day staff may be overkill for the pacing of a trap team. If your regen isn't the same as your team mates, problems can occur. A +20 staff is ideal. As is a set of radiant armor to get the maximum amount of energy. Also, Expertise being 12 or better is key to major energy management.

Trapping is an artform few master, yet many try.

magi of the light

Frost Gate Guardian

Join Date: Jun 2007

Virginia

NINE

R/E

lol aim you have an opinion on everything..... you have to teach me today lolz :P

ValaOfTheFens

ValaOfTheFens

Jungle Guide

Join Date: Sep 2006

Warrior Nation[WN]

I'll probably never trap with anyone. Mainly because its quicker to do it by myself and I don't have to deal with any jerks with "expert" opinions of my builds. I've been going to UW to practice solo trapping and have done ok(1 ecto in two days of practicing). So far I haven't died from not having energy...just from not being fast enough pulling, lag, or bad SQ activations. Hmmm...I'll have to get another staff to experiment with anyway. The one I have cost a fortune to make(5k to craft and then 9k for all the mods) and I originally made it for running but it serves me well enough in trapping and allows me to survive 2 hits for Aatxe. As for armor, I have a Radiant armor set specifically for non-Marksmanship based builds.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by ValaOfTheFens
The one I have cost a fortune to make(5k to craft and then 9k for all the mods) In addition to giving you 20e more over 90 sec, a 5e^50 mod is a LOT cheaper than a 15e/-1regen mod. (And, if you're solo trapping UW with any success at all, you should have no problem solo farming a mindclouder.)

Sakura Az

Sakura Az

Lion's Arch Merchant

Join Date: Jan 2007

The frozen north

Ambassadors Of Enlightenment [Sage]

A/

for trapping.. i use radient armor a +30hp shield and a +5 energy +30hp axe, and i switch to a +15 energy staff if i need the extra energy, i usualy don't. but then i trap in pvp, never trapped in pve.