Trapper for the Original Underworld

From Black Country Role Playing Society

Ranger/Monk (20th level, +30 Attribute Points)

  • Beast Mastery 8(9 with Minor Rune)
  • Expertise 10(11 with Minor Rune)
  • Wilderness Survival 12(16 with Minor Rune and Headgear)

Equipment

Personally I Use:

  • Traveler's Mask of Superior Wilderness Survival
  • Drakescale Vest of Major Vigor (15K version)
  • Drakescale Gloves of Minor Wilderness Survival (15K version)
  • Drakescale Leggings of Minor Beast Mastery (15K version)
  • Drakescale Boots of Minor Marksmanship (15K version)

all of which are dyed violet (15K version) I wield Gorrel's Staff for +60 HPs


However many of the choices I made as based on the fact that I mainly use this character for PvE, as a bow user, and (to date) haven't built a second set for armour. If I were to build a second set of armour I would choose:

  • Traveler's Mask of Superior Wilderness Survival
  • Druid's Vest of Major Vigor (Superior if I could find it)
  • Druid's Gloves of Minor Expertise
  • Druid's Leggings of Minor Beast Mastery
  • Druid's Boots (maybe add a Minor Marksmanship rune, For Versatility)

I would also wield an Insightful +5 Staff of Fortitude +30 (or a green equivalent such as Illyana's Staff)


Skills

  • Spike Trap {Elite}
  • Barbed Trap
  • Flame Trap
  • Dust Trap
  • Energizing Wind
  • Quickening Zephyr
  • Serpent's Quickness or Troll Unguent
  • Rebirth (Vital)


Teamwork

In a team I would recommend that 3 people have the above build, while another member of the team brings Winnowing, instead of Energizing Wind (as it adds a minor amount of damage to the spike & barbed traps). The person that lures should definitely be advised to have Troll Unguent and use it just prior to the lure. The Lurer should also consider replacing Energising Wind with Dodge, and possibility Quickening Zephyr with Storm Chaser. All four Trappers stand together in a diamond formation (Some people prefer to have the spirits behind the group, some within it) activate energizing wind and Quicken Zephyr, and each person should do 2 full loops of the 4 traps, then 1 further loops Barbed Trap, Flame Trap and Dust Trap; then one member (the lurer) should go fetch some monsters, while the other keeps traping (activate winnowing, if you have it). For the Bladed Aatxe/Grasping Darkness, simple move into detect range and hit storm chaser and run like hell back to the trapping group (some people prefer to run around and lure larger groups of Bladed Aatxe, if you are confident you can pull off, it saves times, however its not without risk), when the monsters are almost at the group, everyone should hit the spiked trap they have been saving, this will knock the monsters down a second time and get maximum damage from the dust and flame traps. For the Smite crawlers, you will want to let them attack you for a few seconds (with dodge on so they miss a lot) so as to get as many in the traps when you final do run back to the group.

When things go wrong...(and they will)

It's a fact of underworld life, that sooner or later someone will screw up or something will go wrong, when it does, don't be afraid to retreat (I'm looking at you Doug !), remember if the party is killed...it's game over and you have lost 1k, the best thing to do is run off and if you have time, lay a barbed and/or spike trap and retreat to an empty area until the monsters stop chasing you (in the case of the smite crawlers, this can be quite some time/distance), don't worry about death penalty you very quickly pay it off. Sometimes running isn't possible or desirable (like if one monster escapes or there is nowhere to run to) in either case retreat a little way and hit dust trap and spike trap, then trap like mad and hope for the best.