From Guild Wars Wiki
 |
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.
[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
|
|
|
|
|
| Attribute
|
| 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
| 2
| 20
|
| Wilderness SurvivalZ
|
| 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
| 2
| 30
|
| Wilderness SurvivalZ
|
| 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
| 2
| 20
|
| Wilderness SurvivalZ
|
| 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
| 2
| 30
|
| Wilderness SurvivalZ
|
| 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
| 2
| 20
|
| Wilderness SurvivalZ
|
| 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
| 2
| 30
|
| Wilderness SurvivalZ
|
| 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
| 2
| 20
|
| Beast MasteryZ
|
[edit] Defensive traps
[edit] Non-ranger traps (PvE only)
| Icon
| Name
| Description
|
|
|
|
|
| Attribute
|
| 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
| 2
| 20
|
| Deldrimor rankZ
|
| 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
| 2
| 30
|
| Ebon Vanguard rankZ
|
[edit] Nature Rituals
[edit] Trapping speed, interruption prevention, and recharge
[edit] Pulling and protection
[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.