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Traps in PvM

Going the route of the trapper takes a large time/resource investment to run to 120 tinker/detect hidden and placing the traps runs a high cost as well. For every iron explosion trap you need to use 2 iron ingots for the trap wire, 9 regs, and 1 bottle for the greater explosion pot. In return, you get to place a trap with a 2 radius that does roughly 300dmg. Now, you can place 7 traps per 3 minutes which would be 2100dmg in total for the cost of 14 iron ingots, 7 bottles, and 56 regs. Now I get that these are AOE and have the potential to do much more damage vs many mobs, but with the current mechanics and the low radius on the lower tier traps it makes it unlikely to apply the damage to more than 2 mobs at a time, and even then, you need to wait for another 3 minutes to place your next 7 traps. The other issue is the very low availability of the gold and platinum trap wires making it even more difficult to realize the maximum potential of the trapper.

My suggestion for improvement would be to reduce the timer to 2 minutes at 120 tinker/detect hidden and make it so that we are able to craft the bronze, silver, and gold wires.

Trapper build is extremely niche by nature and few people run it as it is more viable to run any other template that has a higher dmg output over time for lower-cost investment. These changes may allow it to become more than just a novelty in the game that has very limited applications in mini/boss/shrine fights.

Anyone else have thoughts on how to improve the trapper's viability? Please share.


Edit: I also forgot the large number of materials you need to carry with you while playing a trapper. Many heavy potions and trap wire are needed to be able to sustain yourself in the field which lowers your overall haul per time entering the dungeon.
 
I think it would be better if trap wire just had 0 weight. This would negate the PvP consequences of potion bottles being lowered in weight. I do agree with you on everything else though.

MTGA!
 
each potion counts as 1 item, you can easily get to 125 items having to carry supplies for traps, and having potions, trap pouches and other essentials..
 
each potion counts as 1 item, you can easily get to 125 items having to carry supplies for traps, and having potions, trap pouches and other essentials..

How many potions do you take down at a time? Maybe im doing it wrong but I go in get my gold and get out..And do it again.
 
I carry 10 refresh, 10 cures, 15 heals, 6 str, 6 mr, 15 trap pouches <-- that's 60 items there - depending on if your mage, or dexxer, bandages/adenturers rope, or regs. I almost always run out of heal pots, and often feel I'm light. I don't have a trapper though, so not sure how many trap wires / explo pots they need to carry etc.
 
Wires and Explosion pots come out to 1 item each = 2 items per trap. You stated you are sitting at 60 items base for a dungeon crawl. Mage build adds 8 items in regs so you are at 68/125 leaving 57 slots which equates to 28 traps (1 explo/1 wire) which means you can be on the field/in a dungeon for 12 minutes @ 7 traps per 3 minutes before you have no more traps (assuming you are placing 7 traps per 3 minutes).

What would be awesome is if we were able to craft our traps before heading into a dungeon and they had a significantly lower weight and item count (maybe one stack of 5 = 1 item count). This would allow you to make your traps, stack them, and if they were kind, have a significantly reduced weight and item count to the bag.
 
I carry 10 refresh, 10 cures, 15 heals, 6 str, 6 mr, 15 trap pouches <-- that's 60 items there - depending on if your mage, or dexxer, bandages/adenturers rope, or regs. I almost always run out of heal pots, and often feel I'm light. I don't have a trapper though, so not sure how many trap wires / explo pots they need to carry etc.

Holy Shit you when you go down to hunt your moving in down there? Why in the world do you need 15 trapped pouchs?
 
Holy Shit you when you go down to hunt your moving in down there? Why in the world do you need 15 trapped pouchs?

Because if you've ever been accosted by duo or triple mage PK's, they sometimes like to paragank if they realize they can't drop you with a quick combo.. I'm not farming for there sake, I don't like to die when I can survive on a simple load out.. I also tend to fight the PK's if the odds aren't heavily stacked against me.

In terms of the heal potions, on my summoner I'll use those over wasting mana to heal - I'm sure many PvM'rs carry 5 of each, and just take their licks when they come...
 
20 Copper Wire
5 Silver Wire
1 Trap Detonator

18 Explode Pot
15 Heal Pot
10 Cure Pot
5 Refresh Pot
7 Strength Pot
5 Magic Resist Pot

60 Black Pearl
60 Bloodmoss
90 Mandrake Root
90 Garlic
90 Ginseng
90 Spider Silk
60 Nightshade
60 Sulfurous Ash

30 Greater Heal Scroll
20 Heal Scroll
6 Bless Scroll

40 Mind Blast Scroll
6 Energy Bolt Scroll
6 Harm Scroll
6 Magic Arrow Scroll
6 Fireball Scroll

5 Trap Pouch
2 Trap Boxes
3 Rune Tomes
2 Delectable Food
1 Adventurer's Rope
1 Magical Wizard Hat
1 Extra Pair of Shoes
1 Shepard's Crook
1 Skinning Knife
1 Tinker Tool
1 Scissors
1 Spell Book
1 Token Mount
1 Juggling Balls
1 Firebreathing Oil

I think that's 100 items right there out the gate.

And half that is junk and not needed..When you go to the store to shop do you say I am going to take all this worthless stuff? No so your wasting so much space on unneeded junk.
 
To be fair, the only thing he doesn't really need is the extra pair of shoes :) But who doesn't want to carry their jester shoes with them?

2 Trap Boxes
3 Rune Tomes
2 Delectable Food
1 Adventurer's Rope
1 Magical Wizard Hat
1 Extra Pair of Shoes
1 Scissors
1 Spell Book
1 Token Mount
1 Juggling Balls
1 Firebreathing Oil

He does not need any of these.