View Full Version : Velious Traps -- questions
nilbog
12-05-2013, 04:54 PM
Sense and Disarm Traps
In addition to rogues, bards, who always had the ability to disarm traps, have gained the ability to sense them as well. Since we are aware that some may have not bothered training sense or disarm traps due to them formerly being unimplemented, bards and rogues will have the ability to gain skill without training once they have reached the appropriate level and have crossed a zone boundary.
These skills now have use within Velious. There are traps, and they range from annoying to deadly throughout Velious. They are invisible and can only be detected and disarmed by rogues and bard.
Use “Sense Traps” to see if there are any traps in the vicinity. If so, you can then use “Disarm traps” to try and disarm the trap. Once disarmed, the trap will remain inactive for a short period of time (about a minute) while your group passes through the area.
If there are multiple traps within range, your attempt to disarm will be
directed towards the closest one. We need all the specifics on how these should work.
-Are there any traps which can't be disarmed? I recall hearing something about Sleeper's.
-Success/failure rates? Messages?
-All untrackable/invisible ?
-Any traps which after disarmed take longer than 60 seconds to reappear?
etc.
maximum
12-05-2013, 05:21 PM
Nilbog, it looks like you already posted this?
http://www.project1999.com/forums/showthread.php?t=73241
Edit: see my last reply before the thread closed.
Thulack
12-05-2013, 05:26 PM
He's overworked and underpaid :)
http://thedruidsgrove.org/archive/eq/t-3881.html
Dragon Necropolis guide on the Druid's Grove
Traps
-=-=-
You brought a rogue, right? You better have. This zone is literally FILLED with traps. And these aren't "you take 15 damage, ow" traps. These are "ha ha, I just spawned 10 2000HP biting beetles on your ass" traps. They also spawn Dragon Constructs ... which are fairly nasty monstrosities. They are worth a ton of XP, though, and drop some nice items. All of the piles of bones scattered around the level are traps. There are also many traps that are undetectable except by the Sense Traps skill of rogues and bards. This is usually followed by the Disarm Traps skill, and a quick run through by the party. Disarm Traps does not last very long (less than 30 seconds).
something to note. . .
dragon constructs and beetle swarms are not technically traps, so they cannot be disarmed or sensed by a rogue using those skills. . .think of them more like ambushes =)
Most of the traps are annoyances, debuffs, hit for a fair amount of damage ect. but 1 is a royal pain if not prepaired. It levitates 1 person and slowly kills them. We had people stuck for up to 5 minutes, until we finally thought of annul magic which took the affect off too.
http://www.angelfire.com/freak/eqjonze/guides/velious/dragonnec/dragonnecropolis.htm
Traps
Traps are one thing that makes this zone interesting, the only way to do CR here is with a rogue or a necro. Traps move and some places have multiple traps next to eachother. Traps can be dispell, damage (your eardrums explode), 10 level 50ish beetles (use either AE mez or AE stuns and point blank AE nukes - wizards or mages come in handy there). Stepping on bones can trigger a dragon construct, these see invis and are very nasty when CRing, good xp though and they drop scrolls which can be turned in at Kael for rewards. Make sure to fight these at their spawn point because if you pull them and they are low health they speed off with about 5 times sow speed to their bind point to regen. Anyways make sure your rogues and bards scan for traps continually, some things like the beetle and Dragon construct ambushes are undetectible (just dont step on the bones).
Yumyums Inmahtumtums
12-05-2013, 05:30 PM
Plenty of trap threads if you're willing look...
Swish
12-05-2013, 06:10 PM
Sorry I couldn't resist :p
http://www.myfacewhen.net/uploads/116-you-activated-my-trap-card.jpg
Atmas
12-06-2013, 12:13 PM
Using AE mez on 10 beetles, does that raise the question that it isn't working correctly with a 4 mob limit or it gets expanded? Why are some AE's limited and so forth, anyone have the explanation from the old live devs somewhere?
It's a quick quote, not a term paper, so reading it verbatim isn't the way to go. It doesn't necessarily imply that one targetable AoE mezz would take care of all the mobs.
FYI, the rule of thumb with AoEs is generally, targetable AoEs hit up to 4 mobs. Point blank AoEs hit unlimited. (There a few exceptions like the Al'Kabors line but that is just a mess). That's why quad kitting is a thing, 4 mobs are kitted because that is the max number of mobs you can hit with a casted AoE from a significant range (targeted). AoE groups use point blank AoEs (PBAoEs) to hit as many mobs as they can lockdown with AoE stuns. Theoretically that number is unlimited but of course you have to account for things like damage taken to casters if too many mobs resist, or a case where there are too many mobs for environmental specifications.
Knowing this you can pretty easily figure out the intent without asking the old devs: Give casters the ability to benefit up to a point from AoE abilities. Give bigger benefits to groups. If targeted AoEs were unlimited you could have one person AoE a whole zone with near no chance of death because they could do all the damage from a distance.
baramur
12-06-2013, 01:05 PM
I thought ench had their ae mez max target up'd in velious to 8 targets.
And traps in Necro were so easy to to bypass, as all you had to do was levi a bit above them. I do remember there was one static trap at the entrance to tunnels leading down to zland
Metallikus
12-07-2013, 03:30 PM
It's a quick quote, not a term paper, so reading it verbatim isn't the way to go. It doesn't necessarily imply that one targetable AoE mezz would take care of all the mobs.
FYI, the rule of thumb with AoEs is generally, targetable AoEs hit up to 4 mobs. Point blank AoEs hit unlimited. (There a few exceptions like the Al'Kabors line but that is just a mess). That's why quad kitting is a thing, 4 mobs are kitted because that is the max number of mobs you can hit with a casted AoE from a significant range (targeted). AoE groups use point blank AoEs (PBAoEs) to hit as many mobs as they can lockdown with AoE stuns. Theoretically that number is unlimited but of course you have to account for things like damage taken to casters if too many mobs resist, or a case where there are too many mobs for environmental specifications.
Knowing this you can pretty easily figure out the intent without asking the old devs: Give casters the ability to benefit up to a point from AoE abilities. Give bigger benefits to groups. If targeted AoEs were unlimited you could have one person AoE a whole zone with near no chance of death because they could do all the damage from a distance.
This is the FATAL FLAW of rational thinking that all targeted AEs were limited to 4 targets. Simply not true on live in classic/kunark. The only ones limited to 4 targets were the wizard damage line of targeted AEs (pillars, columns, al'kabor). AE tash, mez, snare might of been limited at some point in later expansions, but they definitely hit everything in range in classic kunark.
maximum
12-21-2013, 07:57 PM
We need all the specifics on how these should work.
-Are there any traps which can't be disarmed? I recall hearing something about Sleeper's.
-Success/failure rates? Messages?
-All untrackable/invisible ?
-Any traps which after disarmed take longer than 60 seconds to reappear?
etc.
Bump.
Aeolwind
12-22-2013, 10:59 AM
From my memory:
-They were actually invisible NPC's, even after triggered, that used proximity to trigger effects.
-Many of the effects were 'target' effects, so using 1 person to activate the trap and the others run passed while it was recycling didn't work. As each entered the radius, they'd get their own joy buzzer.
-When you pressed locate traps it spun you to point at the trap
-When you hit disarm, it affected a radius around you, fairly small
-Disarm 'killed' the NPC and it would despawn.
-Respawn time was not consistent. Some were 6 second respawns, some 1 minute.
-Some traps when triggered you could see the name of the NPC: 'Dispel Trap', 'Insect Trap', etc a brief moment before they despawned or activated again.
-They were immune to AE's from players, but could be hit by other traps AE's activating them.
-They did not always show on track. Some did, like animal or insect ambushes.
I do not remember their interaction with Sneak/Hide.
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