One quick note......Trappers may have a place in GvG and PvP. I have been reading about spamming spirits. Spirits have approx. 600 health and 15 armor (recalling from something I have read). Spam enuf of them around your Monk and the bad guys cant fight their way thru fast enuf. Food for thought anyway.
Now for trapping. The most fun I have had in this game is in the UW with a trap team. The first time you go and see the bulls hit the traps it is an awesome sight. Kinda like a fireworks show on the 4th of July.
My Ranger (Halonic Mjolner) has finished the game and will probably be used exclusively on trap teams from here on out.
Quick quips on trapping (trying to anticipate questions):
How many and makeup of trap team? Usually 5 guys...all trappers, not even a Monk. Some like to go with 4 guys so the loot wont be shared so many ways. My experience with these teams is that you spend more time running than trapping. I prefer six. Most dont like to split the loot that many ways but I prefer seeing the bad guys dead than having to run and regroup. Also, trap runs are usually long duration runs. One almost always drops out before its over.
Experience? Quests? Spider? Forget all three of these on a trap run. You will take the first quest at some point just to open the doors to the chamber but you will never finish it. The only XP will be from killing the baddies. The spider (I have him with my Monk) is at the end of a quest. Trappers dont do this quest and dont even go in that area.
What are smites? What bad guys will I fight? You will start by trapping the Aatxes (bulls). Grasping Darknesses are the easiest mosters to trap/kill. Once you get outside the building there are only two types of monsters left. Coldfire Nights are jet black versions of the Sand/Lightning drakes. You can trap them and/or kill them with bows. Smites are the main target. They look like ghost scarabs. They drop good items.
Attribute points? Currently I have 9 Expertise, 15 Wilderness Survival, 9 Marksmanship, and 7 Healing Prayers (Monk Secondary). I have all minor runes except two......a major wilderness survival and a superior vigor. My health is 503.
Offhand item or staff? This may seem a curious question for a Ranger but it is a necessity on a trap run. Traps cost energy to set. the focus item or staff gives you more energy. You don't need a bow in your hand when you are setting traps. I have a Healing Ankh +12 energy that requires 7 Healing Prayers (now you know why I have 7 attribute points there).
Weapon Sets? I have all 4 activated. #1 Sundering Ascalon Bow of Fortitude (10/10 string that I bought for 150 gold....eat your hearts out) #2 Poisoners Ascalon Bow of Fortitude #3 Poisoners Longbow of Marksmanship (for long range pulling) #4 Healing Ankh +12 energy req. 7 healing prayers.
Spirits? EW (Energizing Winds) and QZ (Quickening Zephyr) are necessities on a trap team. By themselves neither is any good. Together they make your skills recharge faster and your traps cost less energy to set. QZ requires beast mastery to last awhile so I never take it. Other spirits that help are favorable Winds and Winnowing.
I have heard that Greater Conflagration (turns all damage to fire damage) is good because the smites dont like fire. Never been on a team yet that used it. cant equip it and spike trap together cause both are elites. A good team will communicate which spirits to take before beginning the run.
Skills? This is what I take, but the combinations are many depending on your preferences. Spike Trap, Dust Trap, Flame Trap, Throw Dirt, Lightning Reflexes, Orioson of Healing, Rebirth, A Spirit of some kind depending on team need. It is essential that you take a rez skill of some sort, even if its just the signet. Remember...no Monk.
One last tip: when the smites break thru the traps without all of them dying - keep trapping, dont shoot em. They usually have shield of judgement on them and it just knocks you down every time you shoot. They also get healed when you shoot them. Keep trapping....or running.
We'll go soon...its great fun. I'm sure I left questions unanswered....post em here and I will do my best.
Guild Wars Names:
Halonic Mjolner R/Mo20 (ascended, infused) trapper build
Halonic Healer Mo/R20 (ascended, infused) healer with 9 points in protection (and 1.2 million XP)
Star Slobberknocker W/E20 (ascended, infused) stance warrior with firestorm
Angelina County N/R20 (unascended) Blood Necro w/blood ritual for energy