User:Dark-Angelus/buildarchive/Build:R/any Solo Desert Trapper

The R/any Solo Desert Trapper can be used to farm slowly but surely in the Crystal Desert. Its main purpose is to gather collectable drops, which can often be traded for decent weapons. Of course, a fair amount of keys, gold, and gold items can be found as well.

Equipment

 * Druid's Armor.
 * A Flatbow or Longbow.
 * A Recurve Bow or Composite Bow.
 * Poisonous bow strings work very well.

Usage
See General Guidelines.

General Guidelines

 * Use the Flatbow or Longbow to lure your enemies onto the traps and use the Recurve Bow or Composite Bow when firing Poison Arrow.
 * Always activate Serpent's Quickness before laying traps. Lay them in this order: Dust Trap, Barbed Trap, Flame Trap. You should be able to lay down two sets of traps just as Serpent's Quickness ends. It's safe to lay a third set afterwards, as well, but any more and you run the risk of letting some traps self-detonate before any enemies reach them.
 * Dust Trap causes Blindness, allowing you to set more traps right under the enemy if needed.
 * Lay down a Spirit of Toxicity somewhere in the area but far enough away that it won't get attacked. In times of trouble, you can always run past it and let the enemies kill it instead of attacking you. Make sure Serpent's Quickness is up first; the recharge time is quite long.
 * You can out-regen the damage of most but not all monsters with Troll Unguent - it's usually safe to cast it before activating Storm Chaser and running away.

The following can be farmed in Diviner's Ascent, leave from Elona Reach:


 * Sand Drakes (Topaz Crest) - Approach these and stop just short of aggro range. Activate Serpent's Quickness and lay double sets of traps. Now, shoot off a Poison Arrow to each Drake and back up - let the Drakes run over your traps. They should be dead, if not, the degen will soon kill them. Sometimes Drakes are linked in aggro but are spread far apart - watch the radar carefully for any incoming Drakes. It can mess up your trapping badly if one or two don't hit the traps at the same time as the others. In this case it is best to pull a retreat or out-regen them with Troll Unguent and Poison Arrow.


 * Rockshot Devourers (Bleached Carapace) - These are annoying, because they are also trappers and they carry Distracting Shot, but mostly because they tend to pop up at the most inopportunate moments. Follow a similar procedure as with Drakes, but keep a farther distance between you and the Devourers so as to avoid accidentally aggroing them prematurely. Once your traps are set, hit them with Poison Arrow and run slowly back to your traps. Devourers are less pull-friendly than Drakes so you'll have to give them more time. Do not try to set any more traps unless you are sure the Devourers are blind. It often takes two or more rounds of traps to kill Devourers, so you may wish to simply pick them off with hit-and-run Poison Arrows. A good counter-tactic to Distracting Shot is to start activating Troll Unguent and immediately cancel it by moving - the Devourers will use Distracting Shot and waste it. With a 10 second recharge, you have plenty of time to cast Troll Unguent in peace.

The following can be farmed in Skyward Reach, leave from Augury Rock:


 * Hydra (Dessicated Hydra Claw) - They are very dangerous to farm with this build, but it can still be done. Lay traps safely away from them and then use Poison Arrow. They will always use Meteor or Fireball, so immediately use Storm Chaser and run away. They should still follow. Lead them over the traps - this will cause Crippled. Now it's just a matter of waiting for degen and dodging Fireballs. Don't try to take on more than two at once.


 * Storm Kin (Shriveled Eye) - More dangerous than most but safer than Hydras. Follow the usual procedures, and you should be fine. Counter Conjure Phantasm with Troll Unguent.

The following can be farmed in The Scar, leave from Thirsty River:


 * Dune Burrower (Dune Burrower Jaw) - These are stationary, so with the Flatbow or Longbow you can sometimes take them out without any opposition (try to get a height advantage). Otherwise, just hit them with Poison Arrow and move outside their range. They will try to counter with Healing Spring, just shoot them to disrupt it. There will always be Jade Scarab and/or Rock-Eater Scarab buried nearby, so it may be wise to take them out first.


 * Jade Scarab and Rock-Eater Scarab (Jade Mandible) - These are more fragile than the other monsters and are often killed with the first sets of traps, so treat them like Sand Drakes. Remember that Jade Scarab carry Plague Touch, so try to not let them get within melee range. If they do, though, use Troll Unguent to counter the degeneration.


 * Sand Giant (Massive Jawbone) - These have Plague Touch and are more sturdy than Jade Scarab, so they are a bit tough. They also knockdown with Giant Stomp occasionally. However they are fairly slow so you can generally use hit-and-run tactics after the first wave of traps. They also rely on self-caused Conditions and Plague Touch to transfer them - Crippled from Barbed Trap is very potent against them.

The following can be farmed in Prophet's Path, leave from Augury Rock:


 * Desert Griffon (Iridescent Griffon Wing)- Requires a lot of patience, they use "I Will Survive!" to counter your Conditions. They are often more trouble than they are worth, but if you really need those Griffon Wings this build is a surefire way to get them...eventually. There are of course much more effective Tanking builds that have been made for Griffons especially, but this build can still do them.


 * Minotaur (Minotaur Horn) - These are easy. Follow the same procedure as Drakes, but remember that Minotaurs often run in a patrol route rather than lazing around in one spot.


 * Marrow Scarab and Scarab Nest Builder - for some reason neither of these drop any Collectible Drop, don't bother trying to kill them if you don't have to. They are hard to kill, anyways...Marrow Scarab will use Plague Touch and Virulence to devastating effect, and Scarab Nest Builder have Distracting Shot ready to interrupt Troll Unguent, as well as being Trappers themselves. In the event that comflict is unavoidable, lay down three or even four sets of traps to eliminate the Marrow Scarabs in one go. But stay out of Touch range!


 * Salving Cactus (Spiny Seed) - While it can be hard to find them, they are very easy to farm. They don't move much and always cast Holy Wrath first - so start off with Dust Trap to blind them. After that you can finish them off any way you choose. Note, there are always one or two of these outside Heroes' Audience, beware the Sand Elementals though.

Notes on other creatures:


 * Sand Wurm (Bleached Shell) - Good luck finding one, and good luck soloing it. Not recommended, but it could be done.


 * Enchanted (Forgotten Seal) - They are immune to Poison and Bleeding and can't be farmed with this build.


 * Sand Elemental (Encrusted Lodestone) - Like Enchanted, these are immune to Poison and Bleeding and thus can't be farmed. Besides that, they are very dangerous.

Counters

 * Blind to some extent, though with Antidote Signet or another remedy (see Variants) this is no problem.
 * Crippled, though no monsters in the Desert inflict this condition except the Barbed Traps of Scarab Nest Builders.
 * Sudden spike damage, such as what occurs when facing Sand Elementals. Always use Storm Chaser and run away when in danger!

Variants

 * Oath Shot, Spike Trap, or Trapper's Focus could be used instead of Poison Arrow for a purely Trapping build, though it plays a bit differently from the Posion Arrow one.
 * For farming Minotaurs, Throw Dirt can be a viable skill to replace Toxicity. It will let you set more traps instead of having to run away.
 * Antidote Signet, Mending Touch (R/Mo), and Remedy Signet (R/P) are also excellent skills to consider bringing along. In the event you step on a Dust Trap or Barbed Trap, these will let you counter them effectively. However, this is not too common an occurance, and generally bringing Toxicity will yield a better net effectiveness.
 * Natural Stride is a viable alternative running skill to Storm Chaser if you're not facing enemies that use Hexes.
 * Trapper's Speed is a good skill to consider bringing instead of Toxicity. Activate it just before Serpent's Quickness expires.