Variations on the IVEX Trapper
Stell Pol
This is the build I recently came up with for my PVE ranger but I ran it in the arena and it actually worked quite well so I'm gonna see what you guys think of it.
It's Ran/Mo with attributes:
Expertise: 11+2+1
Marksmanship 10+1
Wilderness Survival 10+1
I run Druid's armor with best vigor rune i can get my hands on.
Skills are:
Choking Gas - Just typical castor hate.
Barbed Trap
Flame Trap
Throw Dirt
Troll Unguent
Pin Down - Previous 5 are typical trapper build.
Oath Shot
Vengence - This is where it's neat. You use Vengence to res people and use
Oath Shot so you can spam it at least every 20 seconds.
Not only does Oath Shot work well with Vengence but just having all your skills back at once is very helpful to a trapper build.
I use a longbow because I like them and they're good with Pin Down but a short bow would be better with Choking Gas.
What do you guys think?
It's Ran/Mo with attributes:
Expertise: 11+2+1
Marksmanship 10+1
Wilderness Survival 10+1
I run Druid's armor with best vigor rune i can get my hands on.
Skills are:
Choking Gas - Just typical castor hate.
Barbed Trap
Flame Trap
Throw Dirt
Troll Unguent
Pin Down - Previous 5 are typical trapper build.
Oath Shot
Vengence - This is where it's neat. You use Vengence to res people and use
Oath Shot so you can spam it at least every 20 seconds.
Not only does Oath Shot work well with Vengence but just having all your skills back at once is very helpful to a trapper build.
I use a longbow because I like them and they're good with Pin Down but a short bow would be better with Choking Gas.
What do you guys think?
BBoy_Manchild
horrible, you have no way of keeping them from hitting you, your traps are easily interupted because they can hit you whenever they want, put in whirling or dryders
MSecorsky
I'd find a spot for serpents quickness in there personally. But that's just me.
Also a goodpoint on the need for defense... After I cap Oath Shot tonight I'm going to test it out with Lightning Reflexes. That's a great skill overlooked because of recharge time... but teamed up with SQ and Oath... hmm...
Also a goodpoint on the need for defense... After I cap Oath Shot tonight I'm going to test it out with Lightning Reflexes. That's a great skill overlooked because of recharge time... but teamed up with SQ and Oath... hmm...
Darc.Syde
i use whirling defense, becuase it will recharge with oath shot. try making it a 20 duration whirling.
Glasswalker
Quote:
Originally Posted by MSecorsky
I'd find a spot for serpents quickness in there personally. But that's just me.
Also a goodpoint on the need for defense... After I cap Oath Shot tonight I'm going to test it out with Lightning Reflexes. That's a great skill overlooked because of recharge time... but teamed up with SQ and Oath... hmm... If you have Oath Shot, you won't need Serpent's Quickness.
OP: As stated above, defense! Dryders works for me because it's in the Wilderness Survival line. I like the basic idea though. No one else should really need to bring a res, since yours is fast, reusable, and you are the last target on the field. That means they all have 8 useful skill slots. That's awefully nice.
Dump the Unguent for Dryders or WD. You shouldn't need the self-heal until it's too late to use it.
Also a goodpoint on the need for defense... After I cap Oath Shot tonight I'm going to test it out with Lightning Reflexes. That's a great skill overlooked because of recharge time... but teamed up with SQ and Oath... hmm... If you have Oath Shot, you won't need Serpent's Quickness.
OP: As stated above, defense! Dryders works for me because it's in the Wilderness Survival line. I like the basic idea though. No one else should really need to bring a res, since yours is fast, reusable, and you are the last target on the field. That means they all have 8 useful skill slots. That's awefully nice.
Dump the Unguent for Dryders or WD. You shouldn't need the self-heal until it's too late to use it.
Stell Pol
Yeah, whirling defense would be better than troll unguent. I will do that but honestly, i dont' much of a problem of my traps being interrupted. I only get one person at a time on me I'd just throw dirt and if it's a warrior, throw down a barbed trap and get out of there.
If you run rangers the right way, throw dirt is all you need to get the traps down, most of the time.
The only problem with that is other rangers, which whirling would be great against.
If you run rangers the right way, throw dirt is all you need to get the traps down, most of the time.
The only problem with that is other rangers, which whirling would be great against.
ElderAtronach
Combat trapping is not a lost art, apparently. As long as you have whirling and oath shot, you'll be fine. You shouldn't run choking gas without tiger's fury, IMO - monks will still get their heals off between your shots. Bring distracting shot, it's much better and can be fired in sequence with oath shot, so you can interrupt 2 things in the span of 3-4 seconds, or whenever you need the distracting again. Distracting -> oath -> distracting, and you won't even need to bring frozen soil :P
Glasswalker
[QUOTE=Stell Pol]I only get one person at a time on me I'd just throw dirt and if it's a warrior, throw down a barbed trap and get out of there.[QUOTE]
Since Traps are easily interupted, this means ANY successful attack will kill it. Since Traps only affect anyone who gets within range, I would agree that Warriors should be your focus. You have to rely on the rest of your team at some point.
However, when playing my W/R and using Antidote Signet, I can remove your blind faster than you can lay that trap (and I'm watching for a Ranger to Throw Dirt as I charge him) -- So you might want to run instead. If you have the only res, you are too valuable to the team to go down. Now, if you can interupt my cast, that will hurt. But for non-Ranger secondaries, it will probably be someone else that removes the blind, and that won't be so easy to fix. Your best defense will be to self-heal to survive his attack, or run, and pin down will help more than TD in that case...
[EDIT]Of course, since you agreed to bring whirling defense, this is pretty moot. Even without the blind on me, I'm not likely to hit you... And the Barbed Trap will do the work of Pin Down...[/EDIT]
Since Traps are easily interupted, this means ANY successful attack will kill it. Since Traps only affect anyone who gets within range, I would agree that Warriors should be your focus. You have to rely on the rest of your team at some point.
However, when playing my W/R and using Antidote Signet, I can remove your blind faster than you can lay that trap (and I'm watching for a Ranger to Throw Dirt as I charge him) -- So you might want to run instead. If you have the only res, you are too valuable to the team to go down. Now, if you can interupt my cast, that will hurt. But for non-Ranger secondaries, it will probably be someone else that removes the blind, and that won't be so easy to fix. Your best defense will be to self-heal to survive his attack, or run, and pin down will help more than TD in that case...
[EDIT]Of course, since you agreed to bring whirling defense, this is pretty moot. Even without the blind on me, I'm not likely to hit you... And the Barbed Trap will do the work of Pin Down...[/EDIT]
Enigmatics
Quote:
Stell Pol
Yes, Distracting Shot would be much better. Would anybody recommend dust trap over flame trap? I didn't use it cause it's approx 5 (?) more mana with 14 expertise and i already have throw dirt. I believe it knocks people down though. Hmmm.
Just to update, the new skill list is.
Whirling Defense
Vengence
Oath Shot
Throw Dirt
Distracting Shot
Flame Trap
Barbed Trap
Pin Down
Thanks everyone.
Just to update, the new skill list is.
Whirling Defense
Vengence
Oath Shot
Throw Dirt
Distracting Shot
Flame Trap
Barbed Trap
Pin Down
Thanks everyone.
Rufus_Telum
With my trapper builds I like having Mesmur as my secondary so I can take advantage of Mantra of Resolve (For 30-78 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7-3 Energy or Mantra of Resolve ends.) I'm pretty sure that this is an almost nessacry skill for a trapper.
Stell Pol
Mantra of Resolve is a very nice skill to have on a trapper, one of the best I suppose but the point of this build is to use vengence repeatedly and I can't do that if I'm R/Me.
Hey, I tried that whirling defense, I found out at 14 Expertise, it lasts 19 seconds. Almost perpetual whirling defense . . . *drool*
Hey, I tried that whirling defense, I found out at 14 Expertise, it lasts 19 seconds. Almost perpetual whirling defense . . . *drool*