Guide to trapping

From Guild Wars Wiki

Jump to: navigation, search
Merge It has been suggested that this article or section be merged with Trapper. (discuss)

A trapper is usually a Ranger primary who relies primarily on traps to defeat foes. A skilled group of trappers can often kill groups of foes without putting themselves at risk.

Contents

[edit] Equipment & Attributes

Most trappers should max wilderness survival (12+1+3 recommended) and have high expertise to reduce costs of traps. They should use items and runes that augment their energy, as life or armor runes are not as useful given that they often do not put themselves at risk.

[edit] Skills

[edit] Offensive traps

Icon Name Description Energy Activation time Recharge time Attribute
Image:Barbed Trap.jpg Barbed Trap Trap. When Barbed Trap is triggered, all nearby foes are struck for 7...20...23 piercing damage, become Crippled, and begin Bleeding for 3...21...25 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. 0 15 Energy 2 Activation time 20 Recharge time Quest reward Wilderness SurvivalZ
Image:Dust Trap.jpg Dust Trap Trap. When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 3...7...8 seconds and take 10...22...25 damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds. 0 25 Energy 2 Activation time 30 Recharge time Quest reward Wilderness SurvivalZ
Image:Flame Trap.jpg Flame Trap Trap. When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 5...17...20 fire damage and set on fire for 1...3...3 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted. 0 10 Energy 2 Activation time 20 Recharge time Quest reward Wilderness SurvivalZ
Image:Piercing Trap.jpg Piercing Trap Trap. When Piercing Trap is triggered, all nearby foes are struck for 5...41...50 piercing damage. Any foes with Cracked Armor are struck for an additional 15...51...60 damage. Piercing Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. 0 10 Energy 2 Activation time 30 Recharge time Wilderness SurvivalZ
Image:Spike Trap.jpg Spike Trap Elite Trap. When Spike Trap is triggered, all nearby foes are struck for 10...34...40 piercing damage, become Crippled for 3...21...25 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted. 0 10 Energy 2 Activation time 20 Recharge time Wilderness SurvivalZ
Image:Tripwire.jpg Tripwire Trap. When Tripwire is triggered, all nearby foes are struck for 5...17...20 piercing damage. Any Crippled foes are knocked down. Tripwire ends after 90 seconds. While activating this Skill, you are easily interrupted. 0 10 Energy 2 Activation time 30 Recharge time Wilderness SurvivalZ
Image:Viper's Nest.jpg Viper's Nest Trap. Create a Viper's Nest. When it is triggered, all nearby foes are struck for 5...29...35 piercing damage and become Poisoned for 5...17...20 seconds. Viper's Nest expires after 90 seconds. This Trap is easily interrupted. 0 10 Energy 2 Activation time 20 Recharge time Beast MasteryZ

[edit] Defensive traps

Icon Name Description Energy Activation time Recharge time Attribute
Image:Healing Spring.jpg Healing Spring Trap. For 10 seconds, all adjacent allies are healed for 15...51...60 every 2 seconds. While activating this skill, you are easily interrupted. 0 10 Energy 2 Activation time 20 Recharge time Wilderness SurvivalZ
Image:Smoke Trap.jpg Smoke Trap Elite Trap. When Smoke Trap is triggered, nearby foes are Blinded and Dazed for 5...9...10 seconds. Smoke Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. 0 10 Energy 2 Activation time 20 Recharge time Wilderness SurvivalZ
Image:Snare.jpg Snare Trap. When Snare is triggered, all nearby foes become Crippled for 3...13...15 seconds. Snare ends after 90 seconds. While activating this skill, you are easily interrupted. 0 5 Energy 2 Activation time 20 Recharge time Wilderness SurvivalZ

[edit] Non-ranger traps (PvE only)

Icon Name Description Energy Activation time Recharge time Attribute
Image:Black Powder Mine.jpg Black Powder Mine Trap. When Black Powder Mine is triggered, all nearby foes are struck for 10...30 damage, become Blinded, and begin Bleeding for 5...10 seconds. Black Powder Mine ends after 90 seconds. While activating this Skill, you are easily interrupted. 0 10 Energy 2 Activation time 20 Recharge time Deldrimor rankZ
Image:Weakness Trap.jpg Weakness Trap Trap. When Weakness Trap is triggered, all nearby foes are Weakened for 5...20 seconds and take 5...50 lightning damage. All Charr are knocked down. Weakness Trap ends after 90 seconds. While activating this skill, you are easily interrupted. 0 10 Energy 2 Activation time 30 Recharge time Ebon Vanguard rankZ

[edit] Nature Rituals

Icon Name Description Energy Activation time Recharge time Attribute
Image:Brambles.jpg Brambles Nature Ritual. Create a level 1...8...10 Spirit. Non-Spirit creatures that are knocked down in its range take 5 damage and begin Bleeding for 5...17...20 seconds. This Spirit dies after 30...126...150 seconds. 0 10 Energy 5 Activation time 60 Recharge time Wilderness SurvivalZ
Image:Edge of Extinction.jpg Edge of Extinction Nature Ritual. Create a level 1...8...10 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 14...43...50 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 30...126...150 seconds. 0 5 Energy 5 Activation time 60 Recharge time Quest reward Beast MasteryZ
Image:Energizing Wind.jpg Energizing Wind Nature Ritual. Create a level 1...5...6 Spirit. For non-Spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This Spirit dies after 1...25...31 seconds. 0 15 Energy 5 Activation time 60 Recharge time Beast MasteryZ
Image:Quickening Zephyr.jpg Quickening Zephyr Nature Ritual. Create a level 1...8...10 Spirit. For non-Spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This Spirit dies after 15...39...45 seconds. 0 25 Energy 5 Activation time 60 Recharge time Quest reward Wilderness SurvivalZ
Image:Winnowing.jpg Winnowing Nature Ritual. Create a level 1...8...10 Spirit. Non-Spirit creatures within range take 4 additional damage whenever they take physical damage. This Spirit dies after 30...126...150 seconds. 0 5 Energy 5 Activation time 60 Recharge time Quest reward Wilderness SurvivalZ

[edit] Trapping speed, interruption prevention, and recharge

Icon Name Description Energy Activation time Recharge time Attribute
Image:Mantra of Resolve.jpg Mantra of Resolve Stance. For 30...78...90 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 10...5...4 Energy or Mantra of Resolve ends. 0 10 Energy 0 20 Recharge time Inspiration MagicZ
Image:Oath Shot.jpg Oath Shot Elite Bow Attack. If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% miss chance with Expertise 7 or less.) 0 10 Energy 0 25 Recharge time ExpertiseZ
Image:Serpent's Quickness.jpg Serpent's Quickness Stance. For 15...27...30 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. 0 5 Energy 0 45 Recharge time Quest reward Wilderness SurvivalZ
Image:Trapper's Focus.jpg Trapper's Focus Elite Preparation. For 5...17...20 seconds, your trap skills are not easily interruptible. 0 5 Energy 2 Activation time 20 Recharge time ExpertiseZ
Image:Trapper's Speed.jpg Trapper's Speed Stance. For 5...25...30 seconds, your Traps recharge 25% faster and activate 25% faster. This Stance ends if you successfully hit with an attack. 0 5 Energy 0 20 Recharge time ExpertiseZ

[edit] Pulling and protection

Icon Name Description Energy Activation time Recharge time Attribute
Image:Lightning Reflexes.jpg Lightning Reflexes Stance. For 5...10...11 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster. 0 10 Energy 0 30 Recharge time Quest reward ExpertiseZ
Image:Throw Dirt.jpg Throw Dirt Skill. Target touched foe and foes adjacent to your target become Blinded for 3...13...15 seconds. 0 5 Energy 1 Activation time 30 Recharge time Quest reward ExpertiseZ
Image:Troll Unguent.jpg Troll Unguent Skill. For 13 seconds, you gain +3...9...10 Health regeneration. 0 5 Energy 3 Activation time 10 Recharge time Quest reward Wilderness SurvivalZ
Image:Whirling Defense.jpg Whirling Defense Stance. For 8...18...20 seconds, you have 75% chance to block attacks. Whenever you block a projectile in this way, adjacent foes take 5...10...11 damage. 0 10 Energy 0 60 Recharge time Quest reward ExpertiseZ

[edit] Strategies

  • Against melee: set your traps with 1-2 rituals on them. Nature rituals work well, but binding rituals can be used too. Lure the melee'ers onto the traps, where they will attack the rituals and suffer the full damage of the traps.
  • Against ranged: set your traps, aggro the mobs, and move back keeping the traps between you and the mobs. Rituals, if needed, should be kept out of the way.
  • Against patrols: find out where the patrols go through, and trap there when they leave.
  • With H&H: keep the heroes & henchmen slightly further than 1 radius of the aggro bubble, especially if your group contains MM's. If they are too close, they may engage the foes before they reach the traps, thus wasting your efforts.
  • In HM, it is possible to kill foes using 1 trapper alone. This can be useful if your party has been wiped and your DP is high: kill a few small groups with careful trapping to reduce your DP, then get yourself killed to rez your party.
Personal tools