A staff for injured trappers?
Francis Crawford
I was just wandering through Pockmark Flats or some adjacent zone, with Footman Tate tagging along (who I encountered on the way to finishing the Replacement Healers quest), when I ran into a collector with a name like Rymen Ellsworth. He wanted three Stormy Eyes, and offered a staff that was Energy +4, with a further +10 when health < 50%.
I've never played a trapper, so I don't know whether this would be an interesting companion staff to the Fires in the East one. Nor do I know whether it has been much discussed. But I wanted to throw the idea out there, just in case.
I've never played a trapper, so I don't know whether this would be an interesting companion staff to the Fires in the East one. Nor do I know whether it has been much discussed. But I wanted to throw the idea out there, just in case.
Francis Crawford
Lifted from the neoseeker.com FAQ, it would be this guy in the Eastern Frontier:
Raymon Elsworth
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Location: Canyon leading to the exit to Pockmark Flats
Collects: 3 Stormy Eyes
Last Updated: 9/7/05
* Jeweled Staff, Energy +4, Chaos Dmg: 4-7 (req. 3 Illusion Magic)
Damage +10% (vs. hexed foes)
Armor +5 (while hexed)
* Cruel Staff, Energy +4, Dark Dmg: 4-7 (req. 3 Blood Magic)
Energy +10 (while Health is below 50%)
* Frost Artifact, Energy +6 (req. 5 Water Magic)
Water Magic +1 (20% chance while using skills)
Health +30
* Healing Ankh, Energy +6 (req. 5 Healing Prayers)
Energy +15, Energy Regeneration -1
Health +30
* War Hammer of Fortitude, Blunt Dmg: 13-20 (req. 3 Hammer Mastery)
Health +20
Damage +25% (vs. Charr)
* Earth Wand, Earth Dmg: 4-7 (req. 5 Earth Magic)
Raymon Elsworth
---------------
Location: Canyon leading to the exit to Pockmark Flats
Collects: 3 Stormy Eyes
Last Updated: 9/7/05
* Jeweled Staff, Energy +4, Chaos Dmg: 4-7 (req. 3 Illusion Magic)
Damage +10% (vs. hexed foes)
Armor +5 (while hexed)
* Cruel Staff, Energy +4, Dark Dmg: 4-7 (req. 3 Blood Magic)
Energy +10 (while Health is below 50%)
* Frost Artifact, Energy +6 (req. 5 Water Magic)
Water Magic +1 (20% chance while using skills)
Health +30
* Healing Ankh, Energy +6 (req. 5 Healing Prayers)
Energy +15, Energy Regeneration -1
Health +30
* War Hammer of Fortitude, Blunt Dmg: 13-20 (req. 3 Hammer Mastery)
Health +20
Damage +25% (vs. Charr)
* Earth Wand, Earth Dmg: 4-7 (req. 5 Earth Magic)
Tigers Anger
Not much point in that staff since most trappers use an Insightful Staff or a Green staff with +5 energy and get +15 energy all the time anyway.
Caelus The Fallen
I think its worth while, The Fires in teh East staff will give you +18 energy at high health, this will give you +19 at low health. Definately useful if you are trapping mid-battle.
led-zep
if you are less 50 and trapping either you should be using your self heal or running away?
Dazzen
Hum, what's really the point of <50 mods anyway ? Their bonus ain't good enought so that you can have a use of it. Pretty useless stuff, unless they have a buff...
LifeInfusion
wow 1 whole energy. Caleus, I think most teams will keep your HP above 50% unless your teamates are dying badly
VGJustice
yeah, generally Dust Trap and Whirling Defense will keep your health above half almost all the time. So, that staff could be an alternative if you feel like taking a risk.
As for myself, I'll keep my +15 Green. They're cheap and pretty easy to get, and there's less risk envolved.
As for myself, I'll keep my +15 Green. They're cheap and pretty easy to get, and there's less risk envolved.
lama_lord36
I just use flint's fleshweaver ,a cheao and very good trapping staff.
Francis Crawford
I can think of one use for a +19 when injured staff -- desperation self-heal. 
In other news, rangers can get up to +30 energy easily and probably +36 on -2/regeneration weapon sets for utter emergencies.
In other news, rangers can get up to +30 energy easily and probably +36 on -2/regeneration weapon sets for utter emergencies.
Alcazanar
usless for trappers since trappers
are made for trapping and then
running away
are made for trapping and then
running away
Chaos Eryx
Besides there's a +5 energy fire wand at the collector outside of Nolani and using that with a +25 energy prot icon (+10 req 9) +15 always +30 health. I end up with 58 energy on my trapper. While it does have a -1 energy degen, I lay enough traps to do the job. Anyone ever take a BiP necro trapping with you in UW? You can trap 4 ever!
ghostlyranger
cool this stuff is good combo for fire in the east staff.
Caelus The Fallen
Quote:
Originally Posted by LifeInfusion
wow 1 whole energy. Caleus, I think most teams will keep your HP above 50% unless your teamates are dying badly
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