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Does anyone in the universe actually use traps ?


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#26
Taiko Roshi

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Fourth Tier Stealth, Traps, Poison Rogue. Having much fun with them and flask/trap combo owns.

#27
Taiko Roshi

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Mythgaard wrote...

I do, the problem with Traps is the inventory crunch, so I generally craft them as I use them. Well that and pathing, the enemy doesn't always take the most logical routes through a room.

But stealthing up and dropping traps all over a room is pretty funny, pop off an arrow and break stealth, Chaaaaaarg-*boom*-gurglegaspdie.

Also, even with the highest level of Stealth I randomly get busted by white mobs, not sure what that's all about, so I just run away screaming.


If you have the Warden Keep DLC get the blood magic skill for rogues, it has a great passive stealth skill that makes you all but undetectable, plus it removes the movement limitations.

#28
Half_john

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Question about traps:



I have leliane with lvl 1 stealth and trapmaking. Everytime she's setting a trap, stealth wears off and all the mobs run after her. If I update to stealth 2, does she stop getting out of stealth after setting a single trap?

#29
Taiko Roshi

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I think so, tier two stealth allows you to deactivate or set-up a trap without being seen. Tool-tip says carry an item so I guess thats how it works.

#30
montana_boy

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ModTerrik wrote...

 Yep.. use them quite often.  Level 2 in sneak and level 2 in traps.

With level 2 sneak on normal mode you can walk through pretty much anywhere without being seen.  Walk in front of the mob, throw down two or three large claw traps right in front of them.  Head back to your party which is in hold out of  agro range and move in.  Traps go off (a level 2 claw trap will knock a white mob down to about half health) and then quickly mop up whats left.

Now, I'm only through mage circle, elf town and the two DLC's but this strategy has worked without fail.  The only thing which pulled me out of sneak mode was the dragon in the elf ruins.


Have never used them and did not plan to until I read this... now I think I'll give it a try.

#31
LGWu

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no

#32
Krathax

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In situations where I can scout ahead with my rogue, get the lay of the land and then pull mobs though my traps. I think large claw traps are particularly effective. I have spec'd my mages for crowd control, not nuking, so use of traps plays into how I prefer to play the tactical portion of the game: traps/bombs/poison, crowd control and melee. I use mages for healing and crowd control and melee handle the killing. I even gave Alistair a rank in Posion so he can use poisons and mobs. Fights are usually tight and fun this way.

#33
Sakiradesu

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I think since most people have 1-2 mages in their group, they don't use as man traps, as traps are more troublesome to use and are generally not as effective.



In parties with 0-1 casters, I'm sure traps and grenades are used much more often. I just wish crafting them didn't cost so much.

#34
DLC On The Disc

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No, and I probably never will.



I used Alistair (with a 3 in traps) to set a trap...which he then tripped



I used him to set another trap...which the attacking darkspawn ran right through



they seem really unreliable unless they're being used against you.

#35
Oliver Sudden

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I tried them once or twice, but usually forget about them. I guess they're okay, but my rogue likes tossing bombs instead.



...gotta remember to give traps a chance.

#36
Are el

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I did a "proof of concept" character for my first playthrough, a Rogue that wasn't based on dual wield DPS or archery. You know, a classic, sneaky rogue like from the old days of D&D, where they're really only good for locks, traps, and sub-par damage in combat. I took only talents from the Rogue school, and my two specialties.

Needless to say, this is a weak-as-hell character. I got by, but the other party members had to pick up the slack.

That is, until I started investing in Trap-Making. Sneaking in to lay down some traps right at the enemies' feet, getting out, and then pulling them in. It's amazing how much easier a fight can be when you incapacitate half the mobs before it even starts. Some of the very specifically staged battles, where the devs set it up for them to have better numbers and field advantage, become a cakewalk with some well placed traps.

Poison-Making is probably better in the long run, and it's certainly more immediate. But I wouldn't write off traps. It's all about playstyle.

#37
Jackalen

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Beertastic wrote...

I used 1 trap for the achievement. That's it. I suppose on the harder difficulties I might find myself using them more (along with paying more attention to keeping my weapons coated with poison and utilizing other craftable items). Other then that, no, thus far I don't care to spend the time to utilize them.


What achievement are you guys talking about?:o

#38
Steel Majere343

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actually the ones with AoE iv found the most usefull. contrary to Zibon i found most of my encounters do not usually have one baddie in the front. Most of the time they all charge, and cluster together making the AoE traps huge in my game.



i use them all the time. caltrops, grease traps all of em. they arnt very usefull if you dont get the jump on the enemy and you do need a strategy. But you do not need sneak or really anything to successfully use traps (although sneak and survival help). All you need to do is be in a place you know has enemies (a dungeon of some sort), tell your party to wait, set the traps. Send out a member, be it a warrior or someone with a bow (bows are recomended in open hostile areas where you arnt spotted and warriors are better to lure things into traps in castles or inside places) and they will walk right through all of your traps, they go in a straight line to follow your character so it shouldnt be too hard to get them to step in your traps.

#39
Slaign

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One big trick is the double bottleneck. Set up your trap rogue with good stealth and trap skills, send him forward with the party holding two bottlenecks back. At the bottleneck closest to the enemy, lay down grease, caltrops, or claw traps. This slows the frontrunners down so they all end up grouped together. At the second, lay down a nice helping of shrapnel traps. The group will wander into these and get destroyed. If needed, a line of claw traps can be placed after the shrapnel to either finish or CC any particularly lucky or resilient enemies who make it through. Set your party up out of line of site of the traps (So the enemy range fighters don't stop) and prep them to pepper the survivors with arrows and if needed, bombs.



Now, that's a setup that will take a very challenging encounter down to child's play. Many encounters don't need traps, and most only call for one or two.



Remember, you can recover any unexploded traps from the field after the battle (Or during it.) so overkill is an option. If any of your traps don't go off, just pick them up and reuse them.

#40
Silensfurtim

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traps are fun. i used them in my first playthrough.

#41
Schyzm

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the fact that they're consumable, and not that awesome and bagspace is limited pretty much means most people won't want to bother with them.

#42
Jay Kidd

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Setting a caltrop trap will force you out of stealth, you got hurt by the pointy thingys, right?

setting aoe traps near an enemy sometimes trigger it, also forces you out of stealth. What I didn't get is the animations both for setting and deactivate traps, my character just won't finish their animation, even after the XP gain scrolling text have long gone.

#43
Walina

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- Archangel - wrote...

I know it's a rogue thing...but seems incredibly pointless.  So does anyone use them (beyond getting the achievement, or that one quest in Lothering)?

no :bandit:

#44
MartinJHolm

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I can definitely see a use for it in situations where I "corner-pull" ranged enemies but I never actually used it... maybe I should.

I also never use any of the resistance stuff or other consumables (aside form health/mana pots), I sell all that stuff so it doesn't fill up my inventory.

Since I play on normal it's not a problem, but I guess on harder difficulties those things are useful.

#45
Guest_Johohoho.Ehehehe_*

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Very good point. All I do with traps is that I'm disabling them.

#46
Errel

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Mage glyphs count as traps. So yeah. I use them all the time ;-)

#47
Matthew Young CT

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Traps are one of those things that convert effort into an easier battle. If you don't need them, then you don't use them.

#48
NetBeansAndJava

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I agree w/ a previous poster that I'd rather have mages for mass crowd control and aoe than traps. Traps, after all, require a lot of bag space and money for mats. When I'm pinching every penny to get all those darn skill/talent/spell books, I can't afford to spend on a luxury that I don't need :P

#49
Ieldra

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IMO, there are several problems with traps:



(1) Most battles where I would really like them are started by scripted encounters where you have no chance to prepare anything in advance.

(2) They're also useless for the next most dangerous type of encounter - those where you're ambushed.

(3) Your own party triggers the traps as well.



That limits their usefulness so much that often I'll forget about them altogether. I'm playing more careful this time since I'm aiming for the "never fallen" achievements, and I'm playing a rogue, so they may get more use the second time through.

#50
MarloMarlo

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The benefit of traps is too trivial for me to bother with them. Same with salves and whatnot. I don't know why BioWare thinks anyone would or should want to bother with them and the other stuff that gives even less of a benefit than the salves do.