Ranger Archive
Thread: to those telling traps are usefull
Im a Master Rifleman Ranger
Actually, in the main traps are pooey for me, but I use the Phecnacine Dart a heck of a lot. If a nasty critter is coming after me, it allows me to slow it down so I can maintain my distance.
I'm a big fan of that particular trap.
it's not useful to you for reason a) they agro.
A good reason, so valid it will never cease to be the winning argument.. for your profession template and your style of play. To a rifleman who relies on concealshot, agro is simply a destroyer of that playstyle.
I'm a Ranger - Pikeman, I ALWAYS get the agro already, so reason a is not applicable. Reason b is also not applicable because I can't do damage from 50m out to begin with. Rather than run to the animal and beating it over the head with my stick, I can stand still, inflict 3 state effects and THEN beat it over the head with my stick, since it has already come running.
Not to mention asa Pikeman, I have Stun1 and 2, but no means lof dizzying orblinding an opponent, traps are my only way of getting that done, and are very reliable for that.
So yes, traps are useful, but we can't teach you how to use them because the two arguments you mention are simply too strong to be countered by the 'free' state effect bonusses. If you want traps to work for you, your playstyle simply isn't the way to go (not to say it's an evil playstyle
)
GTOfire wrote:Not to mention as a Pikeman, I have Stun1 and 2, but no means lof dizzying or blinding an opponent
polearmarea2 does make targets dizzy. Thing is, it's pointless on creatures as we know (they get up immidiatly after a kd no matter if dizzy or not).
Then there is blind. The creature's hit:miss ratio is as far as I can tell not overly affected by this, *if* there is an effect, it's very minor and as many others not worth bothering.
DND_Cas wrote:
As a Master Fencer & Master Ranger I use the stun traps alot as its a status effect that I can't land otherwise.
So basically you make a target easier to hit (stun lowers defense) that you hardly miss in the first place as a master fencer?
Traps, as they are currently implemented, are not useful to ranged professions. Same thing for /rescue. It was a tad usefull as a newbie, slow-firing rifleman when I was leveling. As a master it will slow you down and stealth is better (if you can get it... best not break it by throwing a trap). Your range is better then the trap anyway, might as well not mess that up.
Last time I threw a trap was for giggles.... in Feb. was it? If you really want to draw aggro, throw a Ranger trap ![]()
Message Edited by Kiryoku on 06-07-2004 07:20 AM
DND_Cas wrote:
It also lowers their damage potential slightly. That and indimidate pretty much keep me alive while tanking some of the larger critters unarmoured.
As I played around a bit with fencer too...
While centered I hardly did get hit, at that point while I tried fencer (and didn't like it because of the weapons - I am no Tusken so a gaderiffi just doesn't look right) I didn't use armor at all ... no need for intimidating or lowering damage with stun for creature hunting besides real high end stuff where traps 'stick' very, very rarely anyway.
The 'bandwith' of creatures where this might be of any help actually (those hitting you besides your high melee def and dodge that still can be affected on a 'reliable' base by a trap) is very, very small (given that you are constantly centered which most melee players are).