This build was archived 20:35, 25 February 2009 (UTC), for the following reason:
This build had been designed for the following use: This build was in the category Great before being archived. |
This Trap build uses Smoke Trap as their Elite trap. This can be used in HA as a defensive or offensive position, defensively blinding or offensively dazing.
Attributes and Skills[]
12 + 1 + 1 12 + 1 The energy cost of attack skills, rituals, touch skills and all Ranger skills is reduced by 52%. |
- Plenty of skills to consider, depending on the scenario:
- Most Smoke Trappers in HA will bring spirits; NR, QZ (be sure the spirits fit with the team build, placing NR in an enchantment-heavy build can be devastating for your team).
- Song of Concentration
- Ward Against Foes
- Siphon Speed
Equipment[]
- Use Radiant insignias for the energy bonus.
- A Staff with +5 energy, such as Kole's Torment or Staff of the Forgotten.
Usage[]
- Trap early. The trap will last 90 seconds; best to set it early and flee than to wait too long and get interrupted.
- Trap choke points. If you know the enemy has to run over/through a certain spot, trap it.
- Trap offensively by standing next to an attacking warrior (one not attacking you), activate Natural Stride, and lay down Dust Trap or Smoke Trap. Snare/Tripwire is a good combo for offensive trapping, as the KD can turn the tide of battle.
- Trap defensively by setting a trap as your party flees/kites away; the enemies, in pursuit, will often run straight into your traps in an attempt to keep applying pressure.
- And most importantly, don't try to trap while under pressure. Waiting the few extra seconds until you can successfully trap is better than jumping the gun and having traps interrupted.
Counters[]
- Major Energy denial.
- Constant physical damage (even simple wanding, if done often enough, can be the bane of a trapper).