Trapper Character

Mad Trapper

Ascalonian Squire

Join Date: Jun 2005

I posted this in the ranger thread... not sure if that thread gets alot of attn so I thought I would put it here too... Please don't get mad if I did something wrong heh.

"
Hello!

I have been reading a few days about GW on these forums. And, I was ecstatic to know that the ranger can lay traps down That is what I do for a living (not to catch Charr of course hehe ), so..I thought it was quite awesome they had it in the game. Laying traps is pretty nifty, if yah ask me. My question is this:

What's a good build I could use to take the most advantage of using traps? I wanna be..the Mad Trapper hehe. What a good secondary profession? Sorry, I'm a noob at this game and I got questions I tried asking ingame...I got alot of "haha's" and "hoho's" heh. "Don't waste your time" was a common response I recieved as well. So..if someone could help me come up with a design I could work with , while using traps, I would be appreciative!

Oh, one last important question, if you lay a trap down, and one of your party members runs over it, will they be effected by it dmg wise? I.E, could I use a party member (or myself) as Bait, and get some mobs to run over it, without ourselves taking damage?

And this is mainly for PvE. (Carebears stare!). However, I would like to use it in PvP too from time to time!

Any help is *GREATLY* appreciated and I will gladly ..do something ..in return !
"

Typhoon

Academy Page

Join Date: Apr 2005

Traps skills don't have many combinations with other class skills that I can think of.. they are pretty much dependant solely on the attributes and skills of the ranger class.

That being said, traps can blanket many nearby enemies with multiple conditions, so you could try picking a warrior secondary and using the skill "Victory is Mine!"

Quote:
Oh, one last important question, if you lay a trap down, and one of your party members runs over it, will they be effected by it dmg wise? I.E, could I use a party member (or myself) as Bait, and get some mobs to run over it, without ourselves taking damage? Traps will never damage yourself or other friendly players.

Mad Trapper

Ascalonian Squire

Join Date: Jun 2005

This one seems pretty decent:


Class: Mesmer / Ranger

Attributes: (cost) '+' indicates Rune attributes
Illusion Magic: 9+3 (48)
Inspiration Magic: 9+1 (48)
Wilderness Survival: 12 (97)

Total attribute points used: 193/200

Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Fragility [Illusion Magic] (15,1,15) Hex: For 18 seconds, target foe takes 28 damage each time that foe suffers or recovers from a new condition.[Master Scout Kiera: Henge of Denravi]

2) Phantom Pain [Illusion Magic] (10,2,15) Hex: For 10 seconds, target foe suffers health degeneration of 3. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 17 seconds.[Ringcrafter: Ascalon City, Captain Osric: Yak's Bend, First Watch Sergio: Lion's Arch, Captain Greywind: North Kryta Province]

3) Energy Tap [Inspiration Magic] (5,3,20) Spell: Steal 12 energy from target foe.[Ringcrafter: Ascalon City, Captain Osric: Yak's Bend, First Watch Sergio: Lion's Arch]

4) Power Drain [Inspiration Magic] (5,0,25) Spell: If target foe is casting a spell, the spell is interrupted and you gain 21 energy.[Druid's Overlook, Quarrel Falls, Ventari's Refuge, Maguuma Stade]

5) Barbed Trap [Wilderness Survival] (15,2,20) Trap: When Barbed Trap is triggered, all foes in the area take 74 piercing damage, become crippled, and begin bleeding for 21 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.[]

6) Dust Trap [Wilderness Survival] (25,2,30) Trap: When Dust Trap is triggered, all foes in the area are Blinded for 9 seconds and take 56 earth damage. While activating this skill you are easily interrupted. Dust Trap ends after 90 seconds.[]

7) Flame Trap [Wilderness Survival] (10,2,20) Trap: When Flame Trap is triggered, for 3 seconds all foes in the area are struck for 42 fire damage and set on fire for 3 seconds. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted.[Druid's Overlook, Quarrel Falls, Ventari's Refuge, Maguuma Stade]

8) Mantra of Resolve [Inspiration Magic] (10,0,20) Stance: For 70 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 4 energy or Mantra of Resolve ends.[] this is an elite skill
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fragillity+traps = the damage
manra of resolve = not interupted
power drain+energy tap = to keep energy up


However...this one did as well...


Ranger/Necromancer

Expertise 11, +3 Rune
Wilderness Survival 11, +1 Rune, +1 Hat
Marksmanship 8, +1 Rune
Curses 3

Oath Shot
Distracting Shot
Barbed Trap
Flame Trap
Healing Spring
Whirling Defense
Throw Dirt
Shadow of Fear





I do like the thought of using a bow as well. However, using nothing but traps would be kinda interesting.

Which do you think would allow a better Trapper character?

Again, sorry for pestering you guys with these questions I just wanna play something I'd be happy with and have fun doing!

shady_knife

shady_knife

Frost Gate Guardian

Join Date: Apr 2005

Australia, Victoria

R/E

lol @ appologizing, its no problem.

the me/r seems alright, but why all the energy stealing? if drop more than a few points into expertise you'll never need to worry bout mana agian, expertise = every point, attacks, preperations, and that (think traps) costs 4% less mana, 10 points = 40% less mana, so 5 becomes 3, 10 becomes 6... /cheap. just my ideas/thoughts