Scout Archive
Thread: Hmmm anyone tried this?
Okies.. I am at work and I have been wanting to do this but before I do, I just wanted some feedback. I am an up and coming Bounty Hunter and I was thinking of a way to nail some harder mabs. So How about this:
Making some Noise makers and some adhesive mesh traps. Nailing a yellow or red with the noisemaker (because it drops the resistance to status change)then with the adh mesh trap (movement slow)and kiting it around....
I think the theory sounds good. Not very original though and I figure I'm not the only one with the idea...
any thoughts on this??
Adhesive mesh has never been good to me. It roots, but it always breaks too fast.
If I'm not out to raise my trapping xp (ranger now, don't really know if I want to bother), I stick to the phenacine dart. This is the trap that slows them down.
I'm only a pistol specialist in the marksman tree (granted I have an amazing FWG5.. 1.2 speed!) and I have NO problem taking down red mobs on the starter planets (Humbabas for example)
I don't even (because my gun is fast) need to use specials. Just throw trap, stand still and fire, wait till I see -snare-, throw another trap. Great stuff.
As a BH, you'll make a killing with this....
Try using the glow juice trap as well with the p.dart.. In theory it lowers resistance to ranged attack (is this true, though? Anyone?)
I have had various effects with the Adhesive Mesh. I believe it's success relies on the success of it's crafting as well as the creature you are using it on? Sometimes it's roots certain creatures for awhile, while others break free of it sooner. I would suggest experimenting with your traps for best results.
Chekula
Hmm ... I think you got wrong traps there.
Noice Maker ... drains mind pooland stuns.
Adhasive Mesh ... drains action pool and roots.
I think you meant Stink Bomb (lowers status effect defence), and phepantine dart (or something-like-that ... slows creature down).
Never tried this ... actually I have never tried taking yellow or harder creatures down. So I can't say how well this would work. But then again it propably wouldn't work for me ... since I don't have any combat professions to back me up. So my damage output is really bad.
Guys,
In my experience Mesh works based on the level of the creature and your trapping skill.
B
I always start with a noise maker because it stuns them, allowing me to throw the Phecnacine trap, which slows them down, then I kite him, throwing various other traps and shooting him.
Generally, my order is noise maker, dart, glow trap, noise maker, glow mesh, dart, bone spur .. repeat as necessary.
the noise makers i love because it stuns them long enough for me to stop running and throw the next trap, so i can keep my distance.
Cornflower Monroe
I've noticed that the adhesive mesh breaks almost immideatly after hitting the creature with a damaging attack.
The best use is to start a bleed and then throw the mesh. Bleeding and using other traps does not cause it to break.
Egrim
Master Ranger/ Novice Pistoleer (Scylla)
From what experience I have from Adhesice Mesh and it's root ... I can say for sure that breaking the roothas nothing to do with hitting the creature (unless you mean wounding hit ... then I can't say for sure).
I've posted about this once before ... but it wont hurt posting about it again.
1) I throw Adhesive Mesh at rill (level 6, white con) ... I hit (remember you can miss your throw as well) and the trap successfully roots the rill ... yiihaa!
2) I begin shooting the rill with my CDEF Carbine while in prone position ... I hit rills health ... root holds ... I hit second time for rills health ... root still holds ... I hit it's mind ... root holding still ... I miss ... rill is still rooted ... I hit rills action ... rill dies. Sometimes the root holds really well for 15 - 20 secs depending how badly I'm shooting.
Here's another example.
1) I throw Adhesive Mesh at rill (level 6, white con) ... I hit (remember you can miss your throw as well) and the trap successfully roots the rill ... yiihaa!
2) I begin shooting the rill ... I miss ... root breaks and rills is speeding towards me ... #%"& ... I get to shoot it 1 more time ... hit to health ... change into standing and switch to survival knife ... hit to rills action ... rill is dead.
And these bothscenarioshas actually happened to me several times ... not to mention the numerous times when I miss my throw. For the root to break right away is so wrong ... it should last at least a bit longer ... 5 secs maybe.
In theory, assuming your using stink bomb and not noise maker, its sound I think. My only concern is one I haven't seen addressed since its original mention about two weeks ago. Currently there's a problem some scouts are getting where the final charge from any set of traps results in no response at all, no notification of failure or success. Just a flash and a blank screen. If you're using Adhesive Mesh, which I use alot, expect one in four charges to be a dud.
Otherwise, I'm getting great success when it hits I think one in eight is unsuccesful while two are duds... i.e five out of eight work and hold a root, even on big reds like Fambaas, at least long enough for me to pull off a mindshot1/headshot2 macro followed by a warning/intimidation (what's the next level of warning?) shot followed by rinse and repeat. I think I'm going to add smoke bomb now that you mention it though, its a good idea and a reason to throw another trap.
-WB
You can do great things with mixing/matching traps... for soloing reds and yellows I usually start with MindShot1 and then just before the MOB takes the first mind reduction hit I toss a Phen Dart. This slows them down. As they slowly charge me I toss Noise Makers, Bone Spurs, and a Glow Wire. If I'm looking to gain Trap XP I'll toss a Stink Bomb too. The Glow Wire makes rifle shots easier as the critter continues to slowly "charge" my way.
This works 90% of the time for me... but not so well with red aggros like nargalatches, tusk cats, or other fast predator types. Even slowed by Phen Dart they still close the distance too quickly.
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Darix Starcrosser
Novice Scout
Eye of the Rebellion
Tatooine
Maddo,
Generally, the best range is 30-40 meters. That's where you'll have the most success and the ability to get off more than one trap before getting aggroed.
The longest range is 64 meters. It is possible to throw and hit from this far away, too.
B