Ranger Archive
Thread: to those telling traps are usefull
Traps are useful up to a certain point, sometimes I face a target which I toss about 10 traps at them and none of them land otherwise I find tossing a dizzy state trap and using chargeshot1 to knockdown my opponment to either gain distance or do high damage shots on them.
Lets not get into the buffed unbuffed things! I myself love traps and use them! Almost all of them!! Not all of the time but they have there moments!!
1) IN BIG HUNTING PARTIES! MAN the right trap combo makes the creature go down quick!
A wire mesh really helps MELEE attackers, glow juice improves ranged attacks, followed with a pheparcine well most the time they are dead.
FLASH and SONIC work great for affecting a large aggro group....yes it affects all in the general area!!
2)By yourself well thats up to you, I carry Pheparcine, glow juice, adhesive mesh, flash and sonic! Knowing when is the right moment is the key. Experiment. Dont take my word or anyone elses.
I dont buff(unless Im going to YAVIN) lol....and I do take BRANDY and CANAPES. I often solo due to the higher yield of harvesting! TRAPS WORK TFOR ME! Yes, they do aggro sometimes, but I deal with it!!
Traps are great.
As a ranged profession - Pistoleer - I use them probably 80% of the time. Sorry Fred and other riflepeoples, traps weren't made for y'all using conceal shot.
For Pistoleers and Melee people, traps are great. Especially for pistols. My basic tactic -
maskscent - healthshot 2, hs1, stopping shot - peace. The creature starts to bleed, but does not aggro me. I can get 5 shots in there, no aggro (stopping shot is 3 rounds). Healthshot 1 and 2 were changed, most of the damage is done in the initial shot now - better for me. Ok, the bleed starts - and the creature aggros. As I am at 65+ meters out, 90% of the time I get a solo aggro. At 64m I use a special, at 60m I toss a Pdart. It should stick at 20-30m. Ooops, slow creature. A special and a glow wire - drops his combat resistance. Back off, while firing. Or - more than likely - don't move as creature is down to 10% - take it down and harvest.
When I do get a double aggro - I Pdart creature 1 - shift targets, bleed #2, then Pdart it. Move and shift to #1, drop it - you get the idea.
Last nite, in a short experiment - I can do a standard tortur lair on Talus, a bull, a tortur and a meager - 3 waves of same - and the lair, with my droid, in under 5 minutes. I had used brandy and an action food buff, and had my pistol powered up. I did two lairs, one mission set, in 13 minutes, but I ran between lairs and did a short target of opportunity on the way (silly silly pirates). That gave me 1k plus of hide, 12k credits, and I dunno how much xp, as I am all maxed again.
But - because I was using traps, mainly the pdarts, I NEVER GOT HIT. Not even once. No creature was alive and close enough to hit me. Yeah, riflepeople can use conceal shot all day. And that is how long it takes, all day. My method is fast, mean, and gets the job done and the money in my pocket. Even with travel, and no droid, I can get 5 missions, 2 complete sets and a single, in my food buff time limits. 30k creds, 5-6 k of hides, and eggs if I find any. Not a bad 30 minutes work.
Now, rifleman. What do ya do if conceal or maskscent breaks? Run like lil screaming schoolgirls is not an option. Pdart and move to a better range. Use glowwire to drop any resistance. One dead critter, you never get touched.
JB
As a Melee Profession I can tell you I use traps all the time, but when I hunt with my Ranger/Rifleman buddy I can see why most people don't use them.
Maybe its time we start asking for the simple request for the trap range to be increased to 64m like everything else (barring Cm's) to make them more useful to ranged professions.
JBMat wrote:
Now, rifleman. What do ya do if conceal or maskscent breaks? Run like lil screaming schoolgirls is not an option.
*IF* you don't do kamikaze hunting, but use appropriate rifletactics you are around 60m range usually. It takes a whopping 5 seconds to reapply maskscent/camo (when wearing bioclothing at the +25 cap to camo/maskscent or other means to enhance it like foods or camo-tapes/plates). No danger there.
And your constant repetetive mentioning of 'concealshot'.
Sorry that this might sound harsh but I'm getting quite tired of this very, very wrong idea about hunting tactics of many/most rifleman
Get a clue. Only a really small minority of *master* riflemen actually uses concealshot. Maskscented and prone nothing that a ranger hunts for its ressources will notice you before it's dead no matter which special you use ('concealment chance' of a rifleman does apply to *all* specials). For the sneaky type it's headshot3 while maskscented and prone and *not* concealshot (takes too long, low damage, hits random pools... it has no real advantage over headshot2/3). And if the target is tough enough to not fall before it notices you, it's a cl100+ creature anyway and we all know that traps aren't overly successful on high-end creatures.
darmokVtS wrote:
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?
Berserk: Increases attack modifiers and increases unarmed damage.
Blind: Lowers attack and defense modifiers.
Center of Being: Adds to the chance that block, dodge or counter-attack will go off.
Conceal: Allows a rifleman to attack a creature without it attacking them. A higher skill modifier improves this chance.
Dizzy: Adds the chance for the character to fall back down when attempting to stand.
Intimidate: Greatly lowers damage potential and slightly lowers defense modifiers.
Rally: Increases attack and defense modifiers.
Stun: Lowers attack modifier and slightly reduces damage potential.
Take Cover: provides a bonus to defense.
Tumbling: Increases defense modifiers.
Warcry: Adds a delay to the targets action queue.
Im pretty sure that stun will also stop things from using secondary defenses, ie block/dodge/counterattack. Seems to happen for me anyway
So you see, stun traps are usefull.. they dont just make things easier to hit.
Due to the def-stacking templates based on fencer (eating aircake and all of a sudden seem to be Neo reborn as they dodge everything) people started trying to figure out how to break dodge (and counter the stacked def mods).
Outcome was: Once intimidated the fencer nearly completly stopped dodging, but the misses were still there due to the melee def stacked to the +125 cap. Once stunned, those dropped rapidly too.
darmokVtS wrote:
Problem with that list is... this seems to be what the states are supposed to do, when testing them extensively in duels with other players the outcome looked ermm ... partly different.
Aye things in reality are a bit different... this list was taken from a dev post somewhere around... I did some testing last night and its not quite correct... ./sigh