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Thread: Trapmaking

  1. #61
    Community Member Seventh's Avatar
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    Quote Originally Posted by Razcar View Post
    Yeah, we will see more of them in AH, a little way for Wizards to make some extra cash maybe. Almost like scribing scrolls/preparing potions for sale.
    My sorcerer likes the sound of that. Looks like I'll be farming eles pretty soon.

    Quote Originally Posted by Coldin View Post
    Tried them in the Arena battles, didn't work there either.


    There does seem to be some debuff traps, but those are the magical traps. You can use any level 1-3 scroll that's a debuff spell (like web, grease, glitterdust), and make a trap.

    Of course, can't test that yet since I don't know where to find magical trap parts.
    Hmm. That allows Hold Person traps. But is the levels 1-3 bit a hard limit or is it just that the recipies for higher level spells haven't been found yet?

    Quote Originally Posted by rimble View Post
    Yeah, Glitterdust, in particular, is the big one for me. We'll have Mechanics with decent Glitterdust saves, a Greataxe, and Cleave/Great Cleave...Sneak Attacks on EVERYONE!
    So trap DC's scale somehow? Level/DD skill or something?


    Alright, can I get a State of the Rogue address here? I've got folks telling me the twf nerf has RUINED rogues FOREVER, but these traps look pretty promising... decent damage, debuff opportunites, and with a high level caster toon those higher level ingredients shouldn't be too hard to put together. I had actually been thinking of rolling a rogue on thel before the nerf news caused the forums to explode.

    Edit: Didn't rogues get a new capstone?

    Bonus random trap question: do the traps continue damaging enemies after they go off (making it possible to kite enmies through) or are they one-shot?
    Last edited by Seventh; 06-03-2010 at 12:54 PM.

  2. #62
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    The mines are one shot. Though, you could set up a few of them, and kite the enemies through all of them.

    The recipe guide I read (you buy them from the Free Agent vendor) said you could only use 1-3 spells. But if the DC increases, and they act like mass spells, then it doesn't matter a whole lot.

    I'm thinking it's the grenades that most trap making rogues will be investing in. But hard to say until we can see what a high level trap/grenade does.
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  3. #63
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    Quote Originally Posted by sapman2 View Post
    Donna know... this is looking like more trouble than it will be worth unless the damage is pretty high. Even than...

    So are we gonna need Trap Part Bags now? I smell a few new DDO store items....
    Haven't seen it mentioned yet... I got two parts from a box I disarmed last night and the parts tucked away neatly into my Med. Ingrediants bag. I don't know if they fit in the other bags as my Small had no free slots.

    Also, anyone notice that ietm "Base Value" is now expressed as plat, not gold?
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  4. #64
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    Quote Originally Posted by Seventh View Post
    So trap DC's scale somehow? Level/DD skill or something?
    The instructions say that the trap's power is based on your Disable total at the time you create the trap.

  5. #65
    Community Member The_Phenx's Avatar
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    Gems will be easy to acquire.. and itll create an entirely new in game economy...
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  6. #66
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    Quote Originally Posted by Angelus_dead View Post
    The instructions say that the trap's power is based on your Disable total at the time you create the trap.
    The release notes clarify it further.

    Placed Trap DC's are based on your Disable Device skill (1/3, 1/2, or 2/3 based on No Mechanic, Mechanic I, or Mechanic II). Thrown grenades currently have static DC's that increase as the objects are made better.

    So...my current rogue (who by no means has an excellent disable device compared to true trap monkeys) has a DD of 53 with +15 goggles.

    So, that's a 17 DC just being a rogue. 26 DC for being mechanic I. And a 35 DC for being Mechanic II. Not too shabby really.

    Looks like flasks didn't get the same treatment though. No idea what the saves on those are right now.

    Btw, the flasks have a class required: Rogue. I found that amusing.
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  7. #67
    Community Member Seventh's Avatar
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    Ah. Seems like you pretty much need to be a mechanic if you want anything to fail its save against your traps. That makes this more difficult. I guess I won't really know till I try it though.

  8. #68
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    Just means that non-mechanics will probably spend more time making flasks.
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  9. #69
    Community Member Valindria's Avatar
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    Does anyone have Screen Shots of what the traps look like?

    How are they placed (assuming it's like a clickly spell)?

    What is the range on them?

    Thanks.

  10. #70

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    Are the trap components bound?
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  11. #71
    Community Member Valindria's Avatar
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    Forgive me if this is already available, but I have a suggestion.

    Make Trap the Soul Scrolls available for purchase at a scroll vendor. That way a rogue could in theory UMD the scroll to get trap stones for grenades. Does anyone see a problem with this? I am a little hazy on how TTS works anyway but I think rogues (espically mechanics) should be able to gater all parts needed for traps.

  12. #72
    Community Member Hendrik's Avatar
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    Quote Originally Posted by Coldin View Post
    You can't make poison traps?


    Btw, you find any magical trap parts? I'm not even sure where to go looking for those.
    IQ comes to mind...

    Those pesky Mord. Disjunction traps....

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  13. #73
    2015 DDO Players Council Seikojin's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    Suggestion for devs:
    Cannith Dragonmarks improve damage+DC of traps you set
    I agree!

    You should put that in the suggestions thread.

  14. #74
    Community Member Jay203's Avatar
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    i've found some poison trap parts, just haven't gotten enough to try making poison traps
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
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  15. #75
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    This doesn't bode well for higher level traps.

    Average Fire trap deals 20d6 fire damage. I don't think there's any way to increase the potency of these, but you never know.

    So, that's been an extra 5d6 per tier, starting at 10d6. I guess that means the last tier will be 30d6 (Using 100 parts of elemental and mechanical, and a large soul gem)?

    I think the numbers are a bit low. Should it be increasing returns for each level? Otherwise I could just make ten 15d6 fire traps for less than it takes to make five 20d6 traps. Just set up 2 traps at the same time and you're dealing more damage too.
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  16. #76
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    Here's the average alchemist fire and average fire traps.



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  17. #77

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    Quote Originally Posted by Shyver View Post
    I remember him pulling something like 15-20 from one quest. The problem with it on a repeater is that they fall where the mob dies. Ninja looters everywhere man, they're everywhere.
    Worksthe same way with the spell, no just the greensteel weapons.
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