Difference between revisions of "Trap Throw (Ability)"
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Revision as of 04:18, 1 September 2007
Ability - Throw Trap
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Description/throwtrap: This command is what you use to throw traps at creatures. It's easier to simply hotkey the inventory item when using traps, however.
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Related Tags
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Ability Breakdown & Details
Trapping is a special ability which allows you to debuff enemies. There are a number of different traps available and your chance to succeed with the trap varies with your ability. Traps cannot kill, they can only help reduce the capacity of the enemy to fight. They also only work on creatures, not human or alien types. Traps always hit the target however their effect may not apply to the target due to the cl of the target vs the players trapping skill level. A higher CL mob will be resistant to most low trap level attacks. Using traps costs action pool points. Each trap can be used at one level lower than the skill level its schematic is available, meaning like camping, a scout/ranger may use a trap without actually being able to make the item so long as it is one trapping level lower than the schematic. Note: Perhaps its a range set for each profession as whether or not the player may qualify to use the item. Example: for scouts it may be so long as the player is within +5 of the next trap schematic, for ranger it may be the player has to be within +10.
On Trapping Exp, There is about a 6 second timer for the status effects effects caused from each trap to wear off. So if you through a bone spur trap and it affects a creature, you can not get exp from another Bone Spur trap for approximately 6 secs. However, if you through another type of trap, say a Noise Maker, you can get exp immediately for this trap. Traps do not stack the same effect upon itself. Meaning,you cannot use one trap repeatedly to keep the same state applied to a mob. The effect must wear off first then the player can apply another trap to cause a status effect. Trapping experience gained is a fixed amount depending on the CL of the target if a trap is successfully applied, meaning every mob of a certain CL will give the same amount of experience when hit by a trap.
WORKINGS OF INDIVIDUAL TRAPS
WIRE MESH
Wire Mesh: Lowers melee defense
effect is "melee defense down"
Stacks with Glow wire trap effect
Lecepanine Dart
Lecepanine dart. Causes dizzy state and damages action.
Glow Juice
Glow Juice Trap: lowers ranged defense
Can be stacked with Glow Wire trap effect
Sharp Bone Spur
Sharp Bone Spur: Causes blind state and damages mind pool
Quote: the bone spur makes the creature blind, decreasing his chances to hit me. Not being hit is a good thing.
Noise maker
Causes Stun state and damages mind pool
Stink Bomb
Lowers state defense on creature so that states may be more easily applied.
Glow wire
Glow-Wire: lowers ranged and melee defense both by a greater amount than glow juice and wire mesh
Stacks with wire mesh and glow juice
Phecnacine Dart
Slows creature movement
ADHESIVE MESH: roots an enemy for up to15 seconds. Seems to depend on the CL of the mob vs the players trapping skill to determine the duration of the root and whether or not the effect sticks.
Flash Bomb
Causes an Area Effect Blind effect
Sonic Pulse traps
Causes an Area Effect Stun and Dizzy effect
Ability Flow
System MessagesSUI PromptCombat Chat SpamFly TextFormula(s)
Source References
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Ability HAM Costs
Ability Multipliers
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