Trap Ranger

Coal

Pre-Searing Cadet

Join Date: Mar 2005

im going renger/monk and is going pure traps with ranger and healing spells with monk a good idea?

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by Coal
im going renger/monk and is going pure traps with ranger and healing spells with monk a good idea? Hard to say without seeing a build and attribute placement. But you may have energy problems if you don't have proper skills to manage yourself. Keep that in mind when you design a build.

Coal

Pre-Searing Cadet

Join Date: Mar 2005

hmm well this is my build

i maxed out wilderness survival and healing prayers


Dust Trap - 25, 2, 30 - 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.

Healing Spring - 10, 2, 20 - For 10 seconds, all allies in the area are healed for 51 health each second. This action is easily interrupted.

Barbed Trap - 15, 2, 30 - 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.

Flame Trap - 10, 2, 20 - 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.

Spike Trap - 10, 2, 20 - When Spike Trap is triggered, all foes in the area take 56 piercing damage are crippled for 13 seconds and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted. This is an elite skill.

Heal Party - 15, 2, 0 - Heal entire party for 67 health.

Resurrect - 10, 8, 0 - Resurrect target party member.

Heal Other - 10, .7, 3 - Heal target other ally for 151 health.

im mainly going to be pvp and also if i did the build wrong please tell me

Davion

Davion

Krytan Explorer

Join Date: Feb 2005

wherever the winds take me

R/Mo

You are running with absolutely no ranger bow attacks , utilizing only those traps there. Unless you are thinking of diverting attention away from you by having ranger showing as your primary when someone thinks about targeting you..or using the ranger's armor to help boost your defense you might be better off reversing professions.. Monk/Ranger. If you are going to max out wilderness and healing...that will give you a level 3 attribute somewhere else you can use. I would say try reversing and use that level 3 attribute in your divine favor to boost your heals a little. The other thing being you will have a higher energy level to help you cast your spells here if you are a monk primary.

Only other option I could think of is to maybe switch to 3 attributes..say..11,10,10 and make one of those 10's be expertise to lower the trap energy cost for you.

Ranger/Monk :

Wilderness 11 (I put the 11 here because they seem to be the focus of you)
Expertise - 10
Healing - 10

You will still utilize the same basic build you have there; still have the "i'm not a monk primary so I am not 1st on your kill list diversion": and you will still be able to use the better defense ranger armors. (not to mention you could use a wilderness and/or expertise runes to boost your stats a little more as well)

Playing safely.. +1 each..or put a +2 on one(probably the expertise to get it to level 12 for a little more cost reduction)

Scaphism

Scaphism

Elite Guru

Join Date: Jan 2005

Idiot Savants [iQ]

The first thing every ranger needs is expertise.

Expertise reduces the energy cost of just about everything a ranger does by 4% per rank. Check out teh uber chart here.
It reduces energy costs on TRAPS, attack skills, stances, pet attacks, and nature rituals.
Once you realize how powerful expertise is, you'll never want to be without it again.
Suddenly that 15 energy barbed trap becomes a 7 or 8 plaything.
Expertise is the sort of thing you want as high as you can possibly get. 9 is about the bare minimum I'd take, 13 is what I aim for on most builds (5 energy skills go from 3 to 2 energy, 15 energy skills go from 8 to 7 energy.) If you can swing it, and you know there are a lot of 10 energy skills you plan to use, then 14 is rather sweet as well, as the 10 energy skills drop from 5 energy to 4 energy.

Important Note: Expertise does not work on spells.


As for the traps themselves:
You'll realize this shortly after trying out the character: Almost every attack will disrupt you while you're attempting to lay down traps. Try bringing a stance along that gives you a chance to block or evade attacks- that should give you the time you need to set them down without being interrupted. Whirling Defense, already in Expertise, should give you an excellent way to do that. At least, hopefully, a 75% chance to evade is better than 0.

Next, forget Heal Party. It's far too energy-hungry. I'd say the same is true of Heal Other.
As a secondary monk you'll have a hard time healing anyone with anywhere near the effectiveness a monk has. You might consider Infuse Health- if you make sure to stand in your own Healing Spring you can sacrifice your own health to give a big boost to anyone who is really hurting.

Finally, never ever bring Ressurrect when you can bring Restore Life. Restore Life is superior in just about every way- it brings them back with some health and energy, while ressurect brings them back next to dead- one or two more hits and they'll be dead again, with another 15% death penalty. That's not why you brought them back, unless you're practicing your torture skills.

One last thing: It really helps to have a goal in mind when designing builds. You seem to be trying to create a healer that is not a monk primary, which can be very difficult. You'll never match the healing effectiveness of a pure monk, so you need to find other ways to accomplish your goal. That might be in protection, or maybe you could bring along Hex and Condition removal skills to make yourself useful as a "medic" but not a traditional healer. But for now, try and define what the focus of this build is, before you throw any more skills at it.

Coal

Pre-Searing Cadet

Join Date: Mar 2005

Quote:
Originally Posted by Scaphism
. You seem to be trying to create a healer that is not a monk primary, which can be very difficult. You'll never match the healing effectiveness of a pure monk. i never wanted to match the healing of a pure monk i just thought if i brought along some healing spells that i could like be a backup healer or somthing. While im leveling up because i didnt think a trap ranger would get into to many partys with just pure traps.....would they?

netniwk

netniwk

Desert Nomad

Join Date: Mar 2005

Bellgium

W/E

mantra of resolve is awesome for trapper but you will have to drop the monk spells

here is a mes/rang pure trapper i made



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
--------------------------------------------------------------------------
fragillity+traps = the damage
manra of resolve = not interupted
power drain+energy tap = to keep energy up

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by Coal
i never wanted to match the healing of a pure monk i just thought if i brought along some healing spells that i could like be a backup healer or somthing. While im leveling up because i didnt think a trap ranger would get into to many partys with just pure traps.....would they? (Based on if the team knew you were just a trapper.)
PvE groups? No.
PvP groups? Yes.

From playing a trap ranger for my guild, I think Spike Trap is A. the worst trap there is, and B. a waste of an elite spot. And as stated before, you will most likely need some kind of stance to help you out and your monk skills are questionable in their usefulness.

Possible build to experiment/alter:
10 Expertise
11 Wilderness
10 Healing

Flame Trap
Barbed Trap
Dust Trap
Lightning Reflexes
Healing Spring
Vigorous Spirit
Restore Life
For Elite: Word of Healing, Oath Shot, or Marksman's Wager

Coal

Pre-Searing Cadet

Join Date: Mar 2005

ok so now i got

Dust Trap
Healing Spring
Barbed Trap
Whirling Defence
Oath Shot
Word of Healing
Restore Life
Vigorous Spirit

11 Wilderness Survival
10 Expertise
10 Healing prayers

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by Coal
ok so now i got

Dust Trap
Healing Spring
Barbed Trap
Whirling Defence
Oath Shot
Word of Healing
Restore Life
Vigorous Spirit

11 Wilderness Survival
10 Expertise
10 Healing prayers You can only have one elite. I suggest replacing Oath Shot or Word of Healing with Flame Trap. Oath Shot is to help you use your traps quicker (though it is more risky) while Word of Healing saves energy with a powerful heal.

Scaphism

Scaphism

Elite Guru

Join Date: Jan 2005

Idiot Savants [iQ]

Oath Shot is what makes the trapper work.
It makes ALL of your skills recharge instantly.
That means anything with a 60s recharge timer (like Whirling Defense) goes to a 20s recharge timer, because Oath Shot recharges in 20s.

So you really have to decide where you want to go with your character- if your main goal is to use traps, then stick with whirling defense, oath shot, flame trap, barbed trap- that is the core of every trap build I make.

If you want to heal and use a few traps, you could probably get by with Word of Healing, but again, a primary monk is always going to do a better job of healing than you can manage. You're contributing a lot with your Healing Spring and traps, my advice is to focus on trapping and protect your monks that way, let them worry about healing.

Coal

Pre-Searing Cadet

Join Date: Mar 2005

ok i replaced word of healing with flame trap so now it is

Dust Trap
Healing Spring
Barbed Trap
Whirling Defence
Oath Shot
Flame Trap
Restore Life
Vigorous Spirit