Axes/Shields on Ranger Trappers?

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K
KitsunE81
Frost Gate Guardian
#1
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?
D
Deathqueen
Lion's Arch Merchant
#2
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
#3
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
#4
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...
K
KitsunE81
Frost Gate Guardian
#5
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?
P
Pardoz
Academy Page
#6
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.
K
KitsunE81
Frost Gate Guardian
#7
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.
c
cagan
Frost Gate Guardian
#8
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
#9
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.
P
Pardoz
Academy Page
#10
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
#11
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
#12
NVM, already been stated.
t
tafy69
Wilds Pathfinder
#13
Check out their pve characters with their helms hidden
K
KitsunE81
Frost Gate Guardian
#14
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
#15
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
#16
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.
H
Hell Marauder
Krytan Explorer
#17
Hmmm R/Me trappers using axe/shield, wonder if they have Illusion Weaponry on their skill bar......
mortalis doleo
mortalis doleo
Wilds Pathfinder
#18
they might use it to get close to enemies easilly, but thatisnt tough with a ranged weapon...
K
KitsunE81
Frost Gate Guardian
#19
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....
C
Cherno
Forge Runner
#20
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.