Calling all Trappers!

Wh1te Out

New Member
I know of three trapper builds we have in the guild/immediate family. Myself, Star Slobberknocker's Ranger and astrod00d's Ranger. Does anyone else have an ascended trapping Ranger that would be interested in a trapper group visit to the UW sometime this week (probably Thursday)? I also need to know for PvP reasons. I've got to figure out some way to make this build useful in our battles.
 
Talori has done traps in other areas, yet to do it in UW... yet to fight in UW! Only been in Fissure of Woe that one night (well we did make a short appearance in UW so I did get to see a glimpse of it). If I am on and feel that I can play uninterupted for more than an hour, I will join in (As a mom I get interupted so much it makes it hard to play sometimes! And it most likely will get worse once school starts again).
 
Actually, my ranger is not quite ready to go trapping. He's level 19 right now and only as far as Riverside Province. I still have a way to go with him before he's ascended. I would love to go trapping once he's ready though. I've been on a trapping run before with my Nuker/Healer and the 4 rangers that were trapping took all the glory because as soon as the bulls hit the traps I didn't even have enough time to get a shot off before they were dead. It was awesome and a lot of fun.
 
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
 
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I'm ready to make another trapper run to the Underworld. This time I would like to take a 3 man team. If all 3 have 16 wilderness survival this is doable IMO. I have been on teams where members left and only three remained. Not perfect but doable. I'd like to give it a try just for the chances of ectos. I sold 4 yesterday for 32k.

A new note on spirits........QZ has been nerfed. I used to take QZ and it lasted for 150 seconds. Now it lasts only 47 seconds and costs 25 energy instead of the 10 previously. What this means is that for a 3 man team...one has to take EW and the other 2 have to take QZ. When one QZ starts blinking the other needs to be deployed.

The person with EW needs to have just enough points in beast mastery for EW to last for 78 seconds. The traps last for 90 seconds before expiring. Start trapping the second that EW is enabled. When EW dies the puller has 12 seconds to pull the bad guys to the traps before they start expiring. Timing is critical to maximize AOE.

One last note.....try to set ALL traps in the same wad. That means all three (or however many on the team) sets their traps in the SAME PLACE. Don't move here and set a few and then there and set a few. Trust me guys.

One other last note....energy. I finally broke down and bought the Druid's armor from Droknar's. The energy boost now has Halonic Mjolner's energy up to 44 (with my healing ankh focus item). 47 looks like tops but I cant justify 20k more for an insightful +5 staff head when it will only give me 3 more energy than I now have. The female Druid's armor is stunningly cool. It better be.....I expert salavaged my old armor piece with the superior vigor in it and got 27 wood planks. Another 38k bit the dirt to replace it.

Looking forward to a run soon. If more than three are available that is perfectly all right. I am not being greedy for drops, just anxious to see how a 3 man team works.
 
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