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Anyone know where to get this Godly (Trapper) staff?
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Originally Posted by Pardoz
It is, in fact, from Fires in the East from Capt. Arne, and it doesn't seem to vary by class - just got it with a W/N.
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Originally Posted by Valerius
no... i can't tell... it's my uber 1337 trapping build... i swore an oath to nevah evah tell... if they find out i told someone... they'll kill me! omgz... i've said too much already... i must go :P
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Originally Posted by 3lite
Ya well, Capt. Arne never offered that quest for my W/mo...he only offered "Barradins Advance" and "Vanguards Equipment"...I completed both quests and still didnt recieve "Fires in the East"....
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I don't think this staff is godly for trappers.
First of all, energy is not the main issue for trappers, the skill recharge is.
You can put attribute points in Expertise - reduce 4% of energy cost for each point - so 7 points is 28% lower energy, do the math:
Dust trap: 21 energy
Barbed trap: 11
flame: 7
there are staffs that gives +15 energy (Yakslapper for example).
even without full druid you can get to 40-42 energy poinsts which are more then enough to put all 3 trapps.
the main issue remain skill recharge.
my staff have +10% faster skill recharge (general), and i use Serpents Quickness, and party use QZ and EW.
With this setup, i can just spam them traps over and over and over.
And 1 more thing - my staff is necro staff (req 9 blood or death), and i have no points in any necro attributes, but still i get all 15 energy from it, because the req is for the dmg the staff do, not for the energy bonuses.
Take a situation when something goes wrong and you need cast traps fast, your Godly staff gives you energy when your health is over 80%, 60%...
Usualy it should not get to that, but incase it does, you are in a problem.
First of all, energy is not the main issue for trappers, the skill recharge is.
You can put attribute points in Expertise - reduce 4% of energy cost for each point - so 7 points is 28% lower energy, do the math:
Dust trap: 21 energy
Barbed trap: 11
flame: 7
there are staffs that gives +15 energy (Yakslapper for example).
even without full druid you can get to 40-42 energy poinsts which are more then enough to put all 3 trapps.
the main issue remain skill recharge.
my staff have +10% faster skill recharge (general), and i use Serpents Quickness, and party use QZ and EW.
With this setup, i can just spam them traps over and over and over.
And 1 more thing - my staff is necro staff (req 9 blood or death), and i have no points in any necro attributes, but still i get all 15 energy from it, because the req is for the dmg the staff do, not for the energy bonuses.
Take a situation when something goes wrong and you need cast traps fast, your Godly staff gives you energy when your health is over 80%, 60%...
Usualy it should not get to that, but incase it does, you are in a problem.
Quote:
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Originally Posted by 3lite
Ya well, Capt. Arne never offered that quest for my W/mo...he only offered "Barradins Advance" and "Vanguards Equipment"...I completed both quests and still didnt recieve "Fires in the East"....
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Originally Posted by morgothstark
even without full druid you can get to 40-42 energy poinsts which are more then enough to put all 3 trapps.
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the main issue remain skill recharge. my staff have +10% faster skill recharge (general) |
With SQ and QZ, my traps are recharging in under 10 seconds anyway, and since it takes me at least 8 seconds to drop them all, improved skill recharge isn't really a big deal; the extra 3 energy basically means I can get off an extra Spike Trap before I have to wait to recharge energy.
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Originally Posted by John Waffletord
For UW trapping, spike trap sucks.. If one of the monsters gets knocked down, he doesn't get hit by the rest of the traps.
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And FYI, having Fires north doesn't unlock east, nor does North wall; will post as soon as I pin it down, but I think Fort Ranik might do it as finishing that mission pops you close to the start point for the east quest.
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I'm not having any luck pinning down the pre-quest for east; at this point I'm begining to think my data is suspect and need to start off with a fresh character. It'll be some time before I probably feel up to spending the time to do that, but I'll be sure to post as soon as I've pinpointed the needed progression.
Its even funnier when one Ranger tries to convince the whole trapping group that, and then quits when we start because he sees that someone brought Spike Trap anyways...
Get a Morgriff's Staff, you lose the chance to make it +15 energy, but even the +10 helps. Just watch closely, a trapper should have enough Expertise that energy shouldn't matter much. If you count, you can see that most of the time, you will lay more traps down than the others.
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Originally Posted by Pardoz
Also a nice choice, although I don't really find a 10% chance of 20% faster recharge worth the time and/or hassle involved in trying to farm for/buy a 10% recharge chance/+10 energy staff when I can pick up a +13 energy staff for free early in the game.
With SQ and QZ, my traps are recharging in under 10 seconds anyway, and since it takes me at least 8 seconds to drop them all, improved skill recharge isn't really a big deal; the extra 3 energy basically means I can get off an extra Spike Trap before I have to wait to recharge energy. |

where a staff with skill recharge 10% and +15 energy might cost you some money unless your lucky killing monsters 