Spot is a decent enough skill, both for seeing the "hey there's a trap!" warning, and for seeing stealthed (not invis) mobs if you use ranged attacks.
It is, however, costly to get and CAN be worked around with metagaming knowledge. Since the OP implied he already has past lives and gaming experience, Spot is less useful. Two skill points to spend on one rank of Spot on non-Rogue/non-Ranger levels is a rather expensive cost for what you get out of the skill.
I would think on a Cleric that spot would be semi-useful to put a few points into it. Not sure what level it needs to be though to sense the traps. Yes it is a cross class skill, but the Cleric should have a high wisdom giving a decent bonus to the skill for modest investment. Especially if the cleric is going to use the find trap spell to help with the search skill.
I wear Epic Goggles of Time Sensing on my main Cleric, and it has a +20 spot bonus. Combined with my WIS modifier, +2 luck slotted, and GH, I can see many of the traps in places like normal or hard Vale. I can't spot traps in places like Monastery, Sins, IQ, or epics.
With points spent, it could possibly be enough, but Cleric level points are much better spent on Concentration, Balance, and in some cases UMD. Even on a deep splashed levelling build.
The spot I do have is enough to see almost every stealthed mob I've come across. Only a few of the Drow in eOOB and the panthers (I can see the wolves, just not the panthers) in Epic Small Problem are ones I can't regularly see.
frankly if your just leveling and TRing towards completionist you'll do fine without trap skills at all. Sometimes you have to skip a particular quest if you dont have a trapmonkey but you can level to 20 easily without a trapper or lockpicker (if your a wiz/sorc, knock will do just fine in 99% of locks)
Not sure, haven't tried it, but doesn't the find traps spell functions as a sort of search?
Member of the Unrepentant guild of gamers.Originally Posted by Perceval
On a long string of TR's, trapping is an easy source of +10-15% experience, for only minor effort.
It gives you a stacking bonus to your Search skill. Since it's a self-only buff, it only is useful for trapping if you have a level of Rogue or Artificer.
At least while soloing I rarely find the extra time spent disabling traps to be worthwhile compared to just finishing the quest.
Find Traps will actually let you find high DC traps without a level of rogue but it doesn't help you to disable it. It would be plausible to disable traps in a duo team using this strategy.
Well I was thinking if this was Cleric/Rogue where you would actually take enough Intelligence to get more than 3 skill points.
16 Intelligence is enough for all the races save human you would need 14 to get 5 skill points. How much search is really needed though to find the traps with the trap spell? That would be a +9 that stacks with equipment right (assuming 18 cleric/2 rogue)?
i hate traps. so a lot of my characters are rogue splashes. i currently have a full 20th level rogue, a bard/barb/rogue, a wiz/rogue, a ranger/rogue, my current divine's past life was FvS/rogue, and i have in the past run a Tukaw build (paladin/sorcerer/rogue)...(i also have an arti, but that's another story....) it is entirely doable and possible to get all the traps with just one or two levels of rogue. more int makes it easier, both for the skill, and for the skill points. it can be a bit gear intensive, too, but you say you plan on completionist... as such you aren't a noob fresh out of the block with no gear or cash. you can afford to stock up on the best goodies.
items in my bag of tricks:
@ low levels:
- * indigo secretive hood +5 to search and spot, no ML (DDO Store)
* time sensing goggles +5 search and spot, +2 wis, 3 clicks haste, ML5 (Chronoscope)
* utility vest +3 leather armor, +5 disable and locks, +2 dex, ML4 (Phiarlan Carnival)
* foxes cunning clickies/wands/potions as appropriate
* heroism clickies/wands/potions as appropriate
* +5 picks
@ mid levels:
- * upgraded treasure hunter's spyglass. (varies from +7 search and spot to +15 search and spot, depending on ML and upgrades. came from Crystal Cove event)
* gloves of gnoll hide +10 disable and locks, ML11 (Fleshmakers lab. necro4 pack. NOT bound, so can find on AH)
* misc generic + skill gear
* a +6 int item to swap in to boost search/disable if having trouble with a particularly difficult trap.
* planar gird: greater heroism clickie. if you have ANY other way to get GH, don't hesitate to use it. way too useful.
* +5 picks (of course)
@ high levels:
- * upgraded spyglass (epic @ tier 2/3 gives +20 search and spot and exceptional int)
* tinker's goggles/gloves (combined, these two items give you +6 int +6 dex and +15 disable and open lock, but the disable and open lock are +10 competence +5 enhancement boosts, so if you have another item that boosts your skill by 15 (or even 20 in the case of epic utility vest) the extra +5 will stack with it. VERY handy. ML18. cannith quest pack)
* GH clickies/scrolls
* did i mention +5 picks ?
again, these are just the items in my own personal toolbox. i know there are other items about that can accomplish the same ends, but this should give you an idea where to look to build your skills and take care of those traps
Last edited by katz; 03-05-2012 at 03:52 PM.
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Another spot where traps are unusually high DCs is certain spots in Gianthold. Cabal for One is the most famous, but the optional leg of Foundation of Discord is a 60+ DC on elite as well, at level you can blow it up.
Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)
Speaking from a 1 rogue splash on a ranger/bard...Open Lock is easy..some say to invest only 4 skill points at character creation, but I've found somewhere around 9 to be the sweet spot...it just makes for easier leveling. Gear Gear Gear for it...Just recently had tot tweak ALOT of gear/buffs to unlock a DC60 chest in the new level 18 chain.
Disable Device is another issue entirely...As others have said Search is also a priority...Spot if you don't wanna "discover" trap locations with your face Max Search and Disable Device....as muh as you can afford in Spot.
Your OP specifies Elite...unless you are upgrading your gear constantly to have the highest ML items you can wear and have access to all the correct buffs, it does become difficult at times. If your higher level classes have access to "skill boost" take them, you'll need 'em. In the same Level 18 Chain mentioned above, Part 1 (on Elite) is chocked full of traps...running a gauntlet of 'em if you will. The same toon used for the DC60 chest, only enjoy's a 50% success rate...not enough for ingeneous debilitation bonus. She is well geared, but with ALOT of micro-management and tweaking, I'm sure she could hit them all. (running out of skill boosts is the main problem here)
The point is, although you CAN do traps in elite (and it's worth it, if that's what you enjoy)...be prepared to gear appropriately, and tweak constantly for elite. Vet's project an "ease" by listing all the available gear/buffs at ML, but reality is, sometimes you just won't have access to all of it when you need it.
Happy Trapping!
ShadowFlash
18Wiz/2Rog here and even epic level traps are no problem. Even with basic gear elite level shouldn't be a problem.
+15 from item (more if you have a guild slot)
+3 from +6 stat item
+7 from lockpicks (+5 picks actually give +7)
(+4 from GH?)
Max it out each level and you shouldn't have any issues with traps.
Two is more than enough. And by that, I mean if you know what you're doing you can easily achieve this with one level, ESPECIALLY on either high Int builds (like 6 levels of Wizard) or high skill builds (Rangers and bards).
But, you might as well take 2, since evasion is like, the coolest ability in the game.
So unless you're leveling at the same time as an evasion class, monk/ranger, you might as well take 2 rogue levels, and yes, more than enough to get all traps on elite. And monk/ranger builds should have enough skill points to make it work with just 1 rogue anyway.
My wife's 2 rogue/18 paladin can disable every trap on epic when fully buffed, and she has no AP invested in it, or epic gear, just run of the mill +15 gen loot and almost full skills in the necessary abilities.
Next Crystal Cove, will get her some epic gear and she won't even have to be fully buffed to get all traps. (As it is now, she can only hit traps on REALLY epic levels with Greater Heroism and a fox's cunning pot. She could get a +6 int item, which she doesn't even have lol, and some +20 gear, and it wouldn't even be an issue.)
Good trap guide by Hordo (which is unfortunately buried ambiguously in his sig)
http://forums.ddo.com/showthread.php?t=295525
Last edited by HalfORCastrator; 03-08-2012 at 09:08 AM.
Thank you all for the great info on this. I now have enough information to confidently create a good rogue splash build to be able to disable traps while leveling.
Having been going through quite a few posts on various builds I've come across different ways of leveling for completionist.
Personally I like being able to find/disable my own traps, that way I only have to worry about healing myself (hireling when I'm a non-healing class or bonus if I am a healing class)
FYI, my guilds ship has all +2 stat buffs which helps. I have access to high level crafting (my monk is 88/86/79) so I can craft anything I need so supply myself with, and I do have a lot of nice gear all ready for him for at least 1 or 2 more classes (and will continue to collect stuff for his planned future lives).
From the information in this thread 1 level of rogue would be enough, and depending on the PL class and race I chose, 12, 14, or 16 Int to make sure I have enough skill points to max out search/disable.
Thank you all for the info