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Underworld Trapping

Discussion on Underworld Trapping within the Guild Wars forum part of the MMORPGs category.

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Lowfyr's Avatar
 
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Insti-death: The world of a trapper....

For a start here my basic Build for a trapper:

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Ranger/xxxxxx
Level: 20

Expertise: 13 (10+3)
Beast Mastery: 4
Wilderness Survival: 16 (12+4)

- Quickening Zephyr (Wilderness Survival)
Create a level 11 Spirit. For creatures within its range, all skills recharge twice as fast and cost 30% more Energy to cast. This Spirit dies after 47 seconds.
Energy:12 Cast:5 Recharge:60

- Serpent's Quickness (Wilderness Survival)
For 31 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%.
Energy:2.4 Cast:0 Recharge:45

- Dust Trap (Wilderness Survival)
When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 10 seconds and take 26 earth damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds.
Energy:12 Cast:2 Recharge:30

- Barbed Trap (Wilderness Survival)
When Barbed Trap is triggered, all nearby foes take 68 piercing damage, become Crippled, and begin Bleeding for 28 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:7.2 Cast:2 Recharge:20

- Flame Trap (Wilderness Survival)
When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 31 fire damage and set on fire for 3 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:4.8 Cast:2 Recharge:20

- Escape [Elite] (Expertise)
For 15 seconds, you move 25% faster than normal and have a 75% chance to evade attacks.
Energy:2.4 Cast:0 Recharge:30

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

- Healing Spring (Wilderness Survival)
For 10 seconds, all nearby allies are healed for 63 every 2 seconds. While activating this skill, you are easily interrupted.
Energy:4.8 Cast:2 Recharge:20

OPTIONAL (and recomended)

- Spike Trap [Elite] (Wilderness Survival)
When Spike Trap is triggered, all foes in the area take 72 piercing damage, become Crippled for 16 seconds and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Energy:4.8 Cast:2 Recharge:20

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The main thing to bring is at least 3 of the 4 available traps, 1 spirit and something to heal. I take escape for the extra fact that I do alot of luring and the dodging comes in VERY handy. Rez Sig another essential unless your a secondary monk then rebirth is called for.

Spirits:
Every trapping team needs at least Quickening Zephyr AND Energizing Wind. The optionals are spirits like Winnowing ect... Sometimes it's nice to have two people with Quickening Zephyr just to save on the recharge time.

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The next thing to think about is Weapons. As a trapper 99% of the time you should be trapping only, even when the traps have been set off accidentally the first thing on your mind is set another trap to cover my back.

Although with high expertise traps and with QZ and EW spirits up traps still cost energy and true to form you use it quicker than you get it back. Simple answer: start with more energy. I personally use 'The Yakslapper' for +15 energy putting my total to 47 but find the right combination and I?ve seen rangers with a heft 67 energy using a rod and off-hand combo.

By all means bring a bow with you just in case but not as your primary means of attack.

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Next stage is going to the UW (for those who have never been) Simple here, wait till we have favor and go to the Temple Of Ages, for a 3-4 man team of fellow trapping rangers. Important at this stage to organize who has what spirits as you done want to get to the UW and find you all have the same spirits. Also this is a good time to check everyone has maxed out Wilderness Survival for maximum damage.

Right got your team ready, go to the statue of Grenth and kneel before it. A spirit will appear offering you to make an offering of 1k. Pay him and off you go. You can either foot the cost yourself or split it evenly between the group members.

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UNDERWORLD



Welcome to the underworld...

Right so you?ve arrived and ready to go. I?m not going to go into huge detail from this point you kind of have to see it to believe it. First thing you should never do is talk to any of the ghosts as they give quests that often spawn more thinks to fight or most likely kill you.

Simple rules for trapping:
? All stand on one spot Cast all the spirits first then follow with Serpents Quickness
? Trap, Trap, Trap till you can?t trap no more. Don?t stop trapping till the group your aiming to kill has all died.
? Never Ever EVER run!!!! If you run you?ll lure away from where the traps have been set which is why you all set the traps on one spot in the first place.
? Watch you?re aggro circle and the theoretical agro circle of the spirits (yes they aggro too)
? Watch the spirits. Traps last 90 seconds so say you?ve got a 70 second EW when that dies you know you have 20 seconds before the first of that traps get set off. This is a good time to go lure
? ?IF? it all goes tits up run, if one person has died it?s not all bad when all the traps have been set off half the group is dead you have little or no energy left then its gone tits up. If you run at this point you can rez and re-trap/re-assess the situation.
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Old 05/04/2006, 19:39   #2
 
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Geht des vielleicht auch in Deutsch, danke im vorraus

MFG
Brandy
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