View Full Version : KT Trapper - R/Mo
Here's an offensive version of the trapper build that KT uses a lot.
Ranger/Monk 12(+1) Wilderness, 10 Marksmanship, 10 Expertise
1. Troll Unguent
2. Incendiary Arrows
3. Apply Poison
4. Flame Trap
5. Barbed Trap
6. Dust Trap
7. Whirling Defense
8. Restore Life
snipes
04-22-2005, 03:35 AM
I've never found trappers to be very effective just annoying. I usually just walk through the trap without caring.
Jesse
04-22-2005, 03:46 AM
Over the last BWE we were having good success in having a trapper stay back with the healers and use traps so that when a monk would get warrior attention he could run around the trapper and not get hit/interrupted very much. If the monk were to go down, the trappers right there to rez. Was working well.
snipes
04-22-2005, 03:51 AM
so you used 3 monks and were using a trapper to rez them? couldnt you just use 4 monks? Idk. i can see the application of having a trapper but i would think having a nice damage dealer would be more effective. Why not just have a Ranger damage dealer? he could rez whenever someone died and otherwise deal off a nice amount of damage.
Jesse
04-22-2005, 04:01 AM
Eh let me try and explain it better.
Normally the set up was
2 wars for healer shut down
3 damage dealers for focus fire (air air and ice was working well)
2 monks
1 trapper
The trapper was sticking back near the monks and keeping traps set up in the area at the initial fight, that way if either monk got a warrior or 3 on him he could run around the trapper. Because of being kd'd set on fire and or blinded by traps plus a monks self protection spells it was basically negating the warriors from the picture. If the opposing team is very light on warriors this doesn't work out, but most of the guilds we were fighting had at least 2 warrs. Provided a monk did die for whatever reason the trapper would rez. Beyond the first skirmish though the trapper would just add to the focus fire and trap areas where needed to slow advance. On the catapult map typically the trapper would man the cat until the team advanced far enough to not warrant it. Thats about it, worked well.
snipes
04-22-2005, 06:19 AM
Why not add a 3rd monk? You can use ward against melee or make them rangers sub class and use defensive stances or maybe just healing seed or healing hands. I can see that crippling and blinding an opponent with traps to prevent them from damaging a monk, but wouldnt be more effect if that monk could just stand there and not get hurt b/c there are 2 more monks healing the team and him. 1 more monk means you can cast more healing prayer enchantments that help to minimize or stop damage all together.
Jesse
04-22-2005, 07:30 AM
Sure you could add a 3rd monk, many ways to do things as we all know.
We kinda liked it with the trapper adding to the safety of the monks at first because once we had the upper hand the trapper could switch over to offense with incendiary or apply poison + tigers fury. The only protection type spells I was carrying on my monk were earthen armor, ward against melee or foes(switched those two in and out over the weekend) and of course RoF.
I guess the goal we had in mind snipes was to make it so the monk with the war train on him could live and not have to expend lots of energy of his own and his fellow monk's trying to survive while at the same time hindering and damaging the enemy who were out of range of thier own healers so as soon as their healers/casters were taken down or made to retreat to their GL by our own wars/casters we could surround them and kill their wars before they could retreat.
We just didn't have many people playing monks so we used that strategy to allow people to play what they want, but still keep our monks alive. I'd say it worked as effectively, or in some cases better than having a third monk.
Andromeda
04-22-2005, 08:56 AM
With the trapper build, having healing spring equipped can make a huge difference. For instance, during king-of-the-hill battles, a trapper can use healing spring to help counter some of the AoE damage on the Priest/Ghostly hero.
As a trapper build, I also find myself using Healing Spring to give the monks a boost. During run-the-relic missions, a trapper ranger can make a huge difference in the battle.
Your trapper looks pretty good. Personally, I prefer the elite skill poisen arrow. An amazing skill that if you cast on multiple people in a team keeps taht teams monks very busy. If used right can make a large difference in a fight.
Mercenary
04-22-2005, 04:32 PM
Ya just like that time in tombs. (i dont think you were there mark). But we were against a team with 4 henchies and 4 rangers. All the rangers were casting poison arrow. We had an extremely tough time with them. But we managed to pull it off. Also you wouldnt need 4 poison arrows. 1 ranger with it would do just fine.
Nice build tho.
for an offensive trapper sometimes i would chain spike trap/flame trap/barbed trap to kd/interupt,burn,cripple,and bleed the target then id use choking gas and distracting shot to interupt spells and heals. it works well in damaging/conditioning multiple characters then shutting down one specific target. if concentrating more on warriors i would bring apply poison. with both spike trap and barbed trap you can be very effective in covering a large area with cripple traps slowing the majority of the opposing team. which can be very helpful when retreating or pushing forward and when placing the traps in key areas where a runner with a flag/relic will likely cross to impede his process. sometimes stacking for more dmg is good but generally spreading them out across the terrain and in layers work best.
Mcjjashik[cK]
04-25-2005, 07:55 PM
trappers=gay
only 1 usefull thing..
knockdown in spike trap, but i just find that annoying=.=
trappers=shitty damage ,ty guildwars update,
best u can do is just set up al your traps at 1 area, (especially with spike trap) slow them down once they get to your traps, and they get like 100-150 damage at most),... and u get interupted very ez..
Exiled Child
04-25-2005, 09:17 PM
4 monks are a hard team, but the other 4 players go down, FAST.
Monks are not good damage dealers.
Add a trapper in place of a monk to protect them, instead of wasting a whole build.
4 monks are a hard team, but the other 4 players go down, FAST.
Monks are not good damage dealers.
Add a trapper in place of a monk to protect them, instead of wasting a whole build.
monks are not good dmg dealers?
no offence but i disagree entirely =)
Mr. Funnyshoes
05-02-2005, 09:49 AM
Ya just like that time in tombs. (i dont think you were there mark). But we were against a team with 4 henchies and 4 rangers. All the rangers were casting poison arrow. We had an extremely tough time with them. But we managed to pull it off. Also you wouldnt need 4 poison arrows. 1 ranger with it would do just fine.
Nice build tho. If thats your purpose i would strongly suggest using apply poison and alternate targets with every shot, also frees your eliteslot for better skills.
I used AP on a trapper ranger, and pretty much managed to keep the whole other team poisoned down this way, and place some convenient traps. Personally I didnt find this char to interesting to play though, due to low dmg output. But definitely have its uses though, as KT has stated earlier...
Melandrus arrows seems to me to have become quite overpowering btw..
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