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Perfect Smite Run ranger trapping strategy : GW Submissions

Posted: July 12th, 2005
nickmade
Alright I had a group a while back and one of them did something really cool. We had 5 rangers and a monk (You get much more drops than if you had 8 players) and we each had 2 traps and some spirits. What we did was about 15 feet back from where we would trap, this guy would use quickening Zypher (However it's spelled) It makes skills take half the time to recharge, so it's a must for trappers (Traps go off after 130 sec). So, we put some more spirits by it and then started setting up our traps. When quickening zypher died (Dies after 30 sec) we set it back up and continued to trap. When it died again, 60 sec had gone up, so the person that was pulling set one more trap and pulled while the rest of us continued to trap. The smites usually got killed from the traps, but some times minotaurs get through, so we get behind the spirits that we made and attack them as the minotaurs or whatever we were facing attacks the spirits! Every once and a while they go after someone, so it's good to have a monk to res us. Fortunately, our monk was a Mo/R so he could trap too.

So heres the quick strategy:

Set a few spirits (Quickening Zypher and some others of your choice)
Trap until the spirit dies
Set Quickening Zypher again
Trap until it dies
have someone pull while the rest of you trap
When the puller gets back, all retreat behind spirits
Kill whatever is left

With this group, I FINISHED smite run with only 1 person dying who was quickly resed. This is THE best way to complete smite run. Also, on that run I got ecto, a max armor eternal shield, and a max dmg eternal bow. Not bad...
Posted: July 12th, 2005
tault_defjam101
lol, this may seem very good, but I've posted a 3man Smite Run Type thing, thats probably a lot easier to do than this...

I guess I could reccomend Premium on the grounds that its another option for guilds with less experience in the UW...

And oh yah, traps take 90 Seconds to go off, not 130
Posted: July 14th, 2005
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administrator
Total Posts:29918 Joined:2002
So what do you think def worth it or not?
Posted: July 14th, 2005
tault_defjam101
Kinda Depends, I would only reccomend this to PUG's, cus they generally have a tendency to suck...

If your going with guildies or have a TS/Vent Channel, then it's more sensible to go with 3 people...

I guess I could reccomend this for premium, but I wouldn't reccomend this to any guildies looking for some sweet drops.
Posted: July 14th, 2005
User avatar
administrator
Total Posts:29918 Joined:2002
Well sorta seems its not usefull then if you wouldnt even recommend it to anyone. Who would you recommend this to then haha.
Posted: July 14th, 2005
tault_defjam101
I just reread it and

The whole, quickening=Faster Recharge is common trapper knowledge...
And this is almost exactly like mine, but has 5 people, so no, I can't reccomend it :/
Posted: July 14th, 2005
syris_online
The best smite runs are 3 man groups, including 1 Fire/Nuker, 1 Healing Monk, and 1 Warrior/Tank.

A friend and myself tried a 2 man, but did not get very far, because of the healing factor on his warrior. With my Mo/E I could do some healing, but I had to make sure nuking was just right in order to kill aatxe so he didn't die. We got past them, but died at the coldfires, when they glitched. :P
Posted: July 14th, 2005
tault_defjam101
I still think the 3 Man Spirit walls are the best cuz they so easy, any grouop of moderately skilled people who havent even been into the UW, could do it, provided they know how to reach the smites :D
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