Scout Archive

Thread: Trap advice needed.

HigginsBotham
Mon Nov 03, 2003 9:45 am
#1

Hello, all. I am a melee fighter (just got Two-handed 4, on my way to Novice Swordsman) and I love using traps. I usually use a 2-trap combo on creatures from 40+ meters and then let them come to me. What would be the best 1-2 punch with traps for a melee fighter?


I just made Trapping 3 and I usually use Noisemaker followed by Wire Mesh, but I'm wondering if I should switch to the poison dard (Lecaphine, or something like that) which slows creatures. That seems like it would work best with ranged weapons, though, unless it slows their attacks as well as movement.


Any suggestions would be greatly appreciate.


Thanks.

Darniaq
Mon Nov 03, 2003 10:00 am
#2

At Trapping III, I'd suggest both the Phecnanine Dart for the Slow/Snare (it slows both movement and attack speed) and the Glow-Wire Trap (which makes it more vulnerable to both melee and ranged). You could open with start with the Phec Dart to snare it, run back a bit and follow with a Glow-Wire to debuff, run back a bit and probably have time to get out a Sharp Bone Spur for damage before starting wtih melee Specials when the mob is on top of you.You could use Noise Makers during combat for the stun.


However, I really don't know anything about Melee combat. All of the Traps to Trapping III and beyond would help you greatly, but I don't know how reliant you are on Special moves. As you know, throwing traps is part of the same combat queue as goes special moves, and if you need every last special once a mob is right on top of you, there may not be time for another trap.


As a Carbineer, I'm still finding the best trap combos for myself, though Glow-Wire and Adhesive Mesh (better snare at Trapping IV) are definites. The problem is that if I have to start running while shooting (kiting), I can't really afford to use Traps, which make you stand still for a combat round while you throw them.




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DeltaXi65
Mon Nov 03, 2003 11:57 am
#3

I would change that just a tad, and say Glow-Wire and Bone Spur.


The main reasoning here is that the slow/snare on a phen dart or a mesh isn't going to help a meleer (just like me - I'm a two hand swordsman myself) - we need the critter to close the range so we can smack him. The bone spur will hit his mind pool, giving you a bit of a head start, especially if you're going to use two-hand head hit or if you're a swordsman, mind hit.


Other than that, Darn's reasoning is solid.


B




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Darniaq
Mon Nov 03, 2003 12:00 pm
#4

Ah. What I know about brawlers in this game can fit in the head of a pin, with enough Lot space for 15 fusions left over.


But I had a question:


I recommended he open with a snare so that would give him a few extra combat rounds to toss one or two more traps before the mob got there, and assuming he kept at 40m range. Does that work in practice?




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DeltaXi65
Mon Nov 03, 2003 6:28 pm
#5

Darn,


Sort of. Depends on the critter.


I think a blend of our advice would be pretty good.


B




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HigginsBotham
Tue Nov 04, 2003 6:18 am
#6

Thanks for the good advice, guys. The special moves on my sword have such a high HAM cost that I rarely use special moves like head shot, so would you still suggest I go with something like the bone spur, or would I be better served using a trap that causes dizzy or stunned?


I think you both agreed that glow-wire should be part of any combo, and I've been using that with great success. I think the idea about opening with the Phecnanine and then squeezing in 2 more traps before the creature closes to melee range would be good for the higher level creatures. For the level 9-10 missions I'm getting now with white cons I can easily get away with using only 2 traps.

Centurion
Tue Nov 04, 2003 7:43 am
#7

These are all good answers for Trapping III but I would say try to get IV and the Adhesive Mesh trap. That will slow it's approach and allow you to throw some of the others people have recommended, hopefully before it gets to you and then smash it.


I'm a CH pistoleer and I always use the glow wire traps so that it's more vulnerable to my shots and my pets attacks. Combined with bodyshot it makes more non-armored pets go down quickly enough.




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