Axes/Shields on Ranger Trappers?

KitsunE81

Frost Gate Guardian

Join Date: Nov 2005

Netherlands, The

Bambis Dont Say [Meow]

Me/

Hello, I was just curious, I see alot of trappers in Tombs (like IWAY groups) use an axe and a shield, why do they use these? They are a R/Me so they can't have points in Tactics to actually USE the shield/axe.

Also, shields like Lengthens Bleeding/Crippling/Blinding duration on foes does that imply on Traps aswell?

Deathqueen

Lion's Arch Merchant

Join Date: Jan 2006

Probably a hp axe like the one I found that has +25Hps on it and you could add another +30 hps. And as for the shield there's some out there that lower the % time a condition remains on you. I found one yesterday that lowers deep wound duration by 33%. You don't have to have the shield requirements to get the bonus from them or any item for that matter only when it states so like w/enchanted or w/stance or w/hexed. Nor do you have to have the weapon requirements to get the bonuses like hit points unless it states w/enchanted or w/stance or w/hexed.

And of course there will be cries of nerf nerf NERF! when people find this out because this is just yet another advantage a person gets playing a PVE character up to PVP. So many things you can use from the PVE game that a pre-made or custom made cannot have. (smile)

Valerius

Valerius

Desert Nomad

Join Date: Apr 2005

Canada

R/

because their noobs... simply put

u want as much energy as possible without negative degen... hence why all trappers should weild staffs imo... i can see maybe switching to a bow for Oath Shot {E}... but other then that... nope

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

1. The axe is likely the Firey Flame Spitter located outside of Serenity Temple, which gives a 10% chance of a quicker recharge, which would be nice for trappers.

2. The shield may be the +5 energy shield available outside of Frontier Gate.

That combo would give them +5 energy and 10% chance of a quicker recharge, and give them a little armor to boot. I personally don't like that combo since other focuses/staves give better bonuses, but who knows...

KitsunE81

Frost Gate Guardian

Join Date: Nov 2005

Netherlands, The

Bambis Dont Say [Meow]

Me/

Quote:
Originally Posted by Valerius
because their noobs... simply put

u want as much energy as possible without negative degen... hence why all trappers should weild staffs imo... i can see maybe switching to a bow for Oath Shot {E}... but other then that... nope
I was actually referring to Your Math Teacher (top ranked Guild) and I'm pretty sure they know what they're doing.... they used to use staffs but they suddenly changed to this.


Quote:
Originally Posted by Jetdoc
1. The axe is likely the Firey Flame Spitter located outside of Serenity Temple, which gives a 10% chance of a quicker recharge, which would be nice for trappers.

2. The shield may be the +5 energy shield available outside of Frontier Gate.

That combo would give them +5 energy and 10% chance of a quicker recharge, and give them a little armor to boot. I personally don't like that combo since other focuses/staves give better bonuses, but who knows...
ah, wow, ty, this helps alot! Just the anwser I was looking for!


EDIT: I checked both places out, and couldn't find anything, are you sure your information is correct?

Pardoz

Academy Page

Join Date: Aug 2005

Quote:
Originally Posted by Jetdoc
1. The axe is likely the Firey Flame Spitter located outside of Serenity Temple, which gives a 10% chance of a quicker recharge, which would be nice for trappers.
...if the +x% recharge items worked on skills, anyway. Since they don't, I don't much see the point, myself.

KitsunE81

Frost Gate Guardian

Join Date: Nov 2005

Netherlands, The

Bambis Dont Say [Meow]

Me/

Quote:
Originally Posted by Pardoz
...if the +x% recharge items worked on skills, anyway. Since they don't, I don't much see the point, myself.
aahhh, well, he didn't say it was for spells, now did he.

cagan

Frost Gate Guardian

Join Date: Aug 2005

Me/Mo

I'm sure you mean to say 'he didn't say it was for skills', in which case .... so?, we are talking about a trapper here, the flame spitter really isn't liable to help them out much since the traps aren't ever being sped up.

E Power

E Power

Wilds Pathfinder

Join Date: Jun 2005

New York City

Wisdom of the Raven [MyM]

crippling axe hafts work with spike trap and barbed trap. for the shield, it must be something really good :P. Trappers do not need as much energy as you think, energy saves you a load.

Pardoz

Academy Page

Join Date: Aug 2005

Quote:
Originally Posted by KitsunE81
aahhh, well, he didn't say it was for spells, now did he.
No, he said it was for skills, specifically traps. Given that the +recharge items now explicitly state they only work on spells, instead of the old, misleading, wording about "skills", there's no point to using them for a trapper. Never was, but now it's obvious.

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

Quote:
Originally Posted by Pardoz
Given that the +recharge items now explicitly state they only work on spells, instead of the old, misleading, wording about "skills", there's no point to using them for a trapper.
Bingo - I was thinking that the axe still improved skill recharge, and didn't realize that it had been changed to specifically state it only works on spells.

There were many in this thread...

http://www.guildwarsguru.com/forum/s...ad.php?t=93087

....that were under the same impression.

Hockster

Hockster

Banned

Join Date: Jul 2005

NVM, already been stated.

tafy69

Wilds Pathfinder

Join Date: Sep 2005

N/Me

Check out their pve characters with their helms hidden

KitsunE81

Frost Gate Guardian

Join Date: Nov 2005

Netherlands, The

Bambis Dont Say [Meow]

Me/

So, if they changed the axe with the +x% recharge to make it for spells only it's useless for a Ranger Trapper, well, what do you reckon they use then? (Seeing as it never actually worked)

Also, I've heard if you have like a shield with armor 16 (req 9 Strength) and you don't have the requirements you still get SOME of the extra armor?

Seissor

Seissor

Jungle Guide

Join Date: Aug 2005

Squiggilyville. Population: Me.

[oRly] Hello Kitty Death Squad

R/Me

You get a tiny bonus. But all the mods you get full bonus.

Shield 16 armor req 9. strength +45 hp enchanted

with 0 strength u might get 3armor and u will definately get +45 hp enchanted

fiery

fiery

Banned

Join Date: Oct 2005

maryland

InYurFace Gaming [IYF]

R/

Quote:
Hello, I was just curious, I see alot of trappers in Tombs (like IWAY groups) use an axe and a shield, why do they use these? They are a R/Me so they can't have points in Tactics to actually USE the shield/axe.
its still retarted and very useless for a trap weilding an axe and shield.. even if it does duration compleltey useless..that second or more of crippling..once the condition hits it will be mend ailment by the monk.. trappers NEEDS staffs cant express that enough... i flamed a guy in my group claming to be rank 6 and blah blah...and yet he uses a fire wand..staffs only.. for the +10 energy and any other mods would be great maybe another r health or armor or recharge/casting mods.. others wont just do.

Hell Marauder

Krytan Explorer

Join Date: May 2005

Hmmm R/Me trappers using axe/shield, wonder if they have Illusion Weaponry on their skill bar......

mortalis doleo

mortalis doleo

Wilds Pathfinder

Join Date: Sep 2005

my house

The Cutting Edge [TCE]

N/

they might use it to get close to enemies easilly, but thatisnt tough with a ranged weapon...

KitsunE81

Frost Gate Guardian

Join Date: Nov 2005

Netherlands, The

Bambis Dont Say [Meow]

Me/

Quote:
Originally Posted by Hell Marauder
Hmmm R/Me trappers using axe/shield, wonder if they have Illusion Weaponry on their skill bar......
No, I'm pretty sure they used Spike Trap....

Cherno

Forge Runner

Join Date: Jan 2006

Stars of Destiny

E/

I've been progressing my ranger to start getting into trapper groups and have been looking for the ideal staff. I thought that Flint's Fleshcleaver or Gorell's Staff would probably be the best options. But now that I am looking at the new green staves, I think they are technically better are they not? Especially compared to fleshcleaver which was my decision over Gorells because of the energy boost.

It has the 15 Energy, 30 health and 10% global chance to improve casting and recharge.

If my understanding is correct, I am surprised the new green staves aren't going for a little more than they are because they seem to be the perfect staff fit for a trapper.

h22akord

Ascalonian Squire

Join Date: Oct 2005

Xtacy rizing

E/

Quote:
Originally Posted by fiery
its still retarted and very useless for a trap weilding an axe and shield.. even if it does duration compleltey useless..that second or more of crippling..once the condition hits it will be mend ailment by the monk.. trappers NEEDS staffs cant express that enough... i flamed a guy in my group claming to be rank 6 and blah blah...and yet he uses a fire wand..staffs only.. for the +10 energy and any other mods would be great maybe another r health or armor or recharge/casting mods.. others wont just do.
Actually a wand is better then a staff in my opinion. It's just not a versatile as a wand and focus. Im ranked 6 myself and often use a fire wand. What happens is that if your a r/me, you have put at least 9 points in inspiration for mantra of resolve as well as energy bonus requirment, you will get a total of 12 energy from the mesmer focus, I use specifically a green one that has req 9 in inspiration +12 energy
10/10 skill recharge, speed. As for the wand, I usually alternate between a green mesmer wand that also gives 10/10 skill recharge/ speed, and a fire wand that gives +5 energy;This in effect givis me either the option of a total 20/20 skill recharge/ speed and 12 energy OR 10/10 skill recharge, speed +17 energy.

KitsunE81

Frost Gate Guardian

Join Date: Nov 2005

Netherlands, The

Bambis Dont Say [Meow]

Me/

Ok, I just went in an IWAY group, and now I think I know why they are using axes/shields, the minute I started hitting people I saw that I was hitting for 10/12, and also gained 5/15 health, then it all made sense, with the spirits up (Winnowing and Predatory) and the Orders of the Order Necro you do +damage with Physical Damage, the staff doesn't do physical damage, but the axe does.

Also, when you have an Axe/Shield equiped you don't have much energy, you don't need much really, specially if you have Mantra of Resolve on you, and when Warriors melee you while you're trapping you lose LOADS of energy, (Same goes for Energy Denial) as soon as this happens you can relocate and equip a staff, so you get the +energy of the staff.

Valerius

Valerius

Desert Nomad

Join Date: Apr 2005

Canada

R/

Quote:
I've been progressing my ranger to start getting into trapper groups and have been looking for the ideal staff. I thought that Flint's Fleshcleaver or Gorell's Staff would probably be the best options. But now that I am looking at the new green staves, I think they are technically better are they not? Especially compared to fleshcleaver which was my decision over Gorells because of the energy boost.

It has the 15 Energy, 30 health and 10% global chance to improve casting and recharge.

If my understanding is correct, I am surprised the new green staves aren't going for a little more than they are because they seem to be the perfect staff fit for a trapper.
ermm... 10% global chance to improve casting and recharge is for spells only... not skills... which are wat traps are...

Quote:
Actually a wand is better then a staff in my opinion. It's just not a versatile as a wand and focus. Im ranked 6 myself and often use a fire wand. What happens is that if your a r/me, you have put at least 9 points in inspiration for mantra of resolve as well as energy bonus requirment, you will get a total of 12 energy from the mesmer focus, I use specifically a green one that has req 9 in inspiration +12 energy
10/10 skill recharge, speed. As for the wand, I usually alternate between a green mesmer wand that also gives 10/10 skill recharge/ speed, and a fire wand that gives +5 energy;This in effect givis me either the option of a total 20/20 skill recharge/ speed and 12 energy OR 10/10 skill recharge, speed +17 energy.
as i just said... 10% global chance to improve casting and recharge is for spells only... and btw... u only need 8 points into Inspiration for Mantra of Resolve... at 8 ur losing 4 energy and at 9 ur losing 4 energy...

KitsunE81

Frost Gate Guardian

Join Date: Nov 2005

Netherlands, The

Bambis Dont Say [Meow]

Me/

Quote:
Originally Posted by Valerius
ermm... 10% global chance to improve casting and recharge is for spells only... not skills... which are wat traps are...



as i just said... 10% global chance to improve casting and recharge is for spells only... and btw... u only need 8 points into Inspiration for Mantra of Resolve... at 8 ur losing 4 energy and at 9 ur losing 4 energy...
Yeah, but you won't have enough points to put an extra attribute in either Expertise or Wilderness Survival (Which should be max anyway), so you might aswell put it in inspiration for a longer Mantra of Resolve time, also he wants the extra +12 energy from his offhand that requires him to have 9 in inspiration.

jaibas17

Banned

Join Date: Jul 2005

Tampico, Mexico

Blood Eagle [BE]

W/Mo

well, ppl use staes becuse they dont need attributes to get the 15 energy from the pvp insightful staff, so thats te reason they prefer staves, as for sword/shield, I got no idea