User:Llorf

This build is designed to farm the Underworld as a solo ranger trapper. The build uses the skill recharge bonus and energy given by the Nature Rituals and Serpent's Quickness to spam as many Dust Traps as much as possible.

Equipment

 * Full Druid's Armor or equivalent in function
 * Two Runes of Attunement
 * The best Rune of Vigor you can afford (but at least a major)
 * Any staff with 15 or 20 energy bonus with + 7 armor against physical damage
 * For extra protection when pulling you could take a replacement armor piece for one of those with a superior rune in it and a staff with +60hp. This will allow you to survive two hits from a Bladed Aatxe.

Usage
This build is for experienced trappers who want more challenge and get all the loot for themselves. It is hard at first but with practice, becomes pretty easy to handle. The idea of the build is to keep the mobs on the Dust Traps for their full activation time. This is difficult as AoE damage causes the enemy mobs to flee.
 * First, choose your trapping spot near an angle or any small confined space (e.g. in the Chamber, just under the stairs, close to the walls). You will want the mobs to be blocked by the walls when they try to flee the AoE damages. Once you've got the trapping spot, put down Energizing Wind and Quickening Zephyr just around the corner/angle, not too close to the wall (about the distance of activation of a trap).
 * Start Arcane Echo and during its activation use Serpent's Quickness so that you have the stance before the casting of Arcane Echo finishes. Then use Echo, Dust Trap, Echo (copied with Arcane Echo), Dust Trap (copied with Echo), and Dust Trap (copied with Echo copied with Arcane Echo).
 * Walk backwards a couple of steps, keeping clear from the wall(always about the distance of activation of a trap) and put down Barbed Trap. As soon as the Dust Traps have recharged, lay them down and keep SQ up (usually wears off at the end of the 5th Dust Trap, so recast) and spam Barbed Trap when possible.
 * After the 7th Dust Trap, the spirits will end. Wait a couple of seconds for EW to recharge, put down EW and renew SQ. Then use Echo, Dust Trap, and the echoed Dust Trap. Keep the Barbed Trap that has recharged unused for your own safety.
 * Now you can go pull the mobs. Hit Whirling Defense during aggro and run towards the spirit and stay put behind it. Usually Aaxtes will focus on it instead of you. Meanwhile they will take all the damage waves from the 9 Dust Traps as they try to flee through the walls.
 * The usage of the build can be summed up with the following sequences (skills numbered from 1 to 8 from left to right):
 * Laying down the spirits, the 3 Dust Traps and 1 Barbed Trap: 1, 2, 7, 4 + 3, 5, 6, 4, 5, 4 (3 is to be cast during activation time of 4)
 * Laying down 4 other Dust Traps and 2 Barbed Traps: 7, 6, 5, 4 + 3, 7, 6 (with good timing you can renew SQ when 4 starts)
 * Laying down a spirit and 2 Dust Traps and Barbed before pulling: 1 + 3, 7, 5, 6, 5

Counters

 * The main flaw of the build is lack of self healing. Surviving in emergency situations and during pulling is possible with Whirling Defense, Barbed Trap, and clever movement.
 * Whirling Defense will prevent most of the hits from foes. However Aatxes hit hard, so don't try to pull them from too far away or you'll have a greater risk to get hit and the traps set might start to go off on their own.
 * When the enemy mob survives the initial traps, run away, put down Barbed Trap, lure the surviving enemies into it, and run far away from them. They should lose aggro.
 * When Smites or Coldfire Nights survive, just run away from them until they break aggro.
 * Coldfire Nights are the hardest mob to kill with this build. Avoiding them is the best tactic. If you can't, lay down your spirits far behind the trapping spot, and trap in multiple spots. 3 Dust Traps, step back a bit, Barbed Trap, step back, Dust Traps, etc... This is to ensure that when the Coldfires run after you they will activate all the traps on the way. To keep them in the traps, you can hit Whirling Defense and come into aggro distance so that the survivors focus on you and stay in the traps.

Variants

 * You could replace Serpent's Quickness with Trapper's Speed. However, it seems that the benefit of SQ is much better as it can also be maintained during the whole trapping process.
 * Replacing Whirling Defense with Flame Trap allows for quicker takedowns, and results in health degeneration on the Aatxes. The only drawback is its harder to pull, so use this variant at your own risk.

Templates
Originally based off of the W/R Melandru's Resilience Totem Axe Farmer, the Melandru's Jungle runner was first devised so I could run the Totem Axe farming route (with variations for fighting). It eventually evolved into a way to map all around the Maguuma Jungle effectively for me. Later, with even more variations, I started running the Sanctum Cay/ToA route from LA for greater profit. Eventually I was able to run most places (except for the Beacon's/Drok's route) quickly and easily.

Equipment

 * Armor - Druid's armor, for the extra energy.
 * Weapons - A Stalwart Carapace Shield from Yorik Warblade and a Axe or Sword with +5 Energy, and +30 Health.

Usage

 * Cycle through Dodge and Zojun's Haste as speed boosts. Storm Chaser is a cover stance, for the gap in stance time.
 * When approaching areas heavily guarded by enemies with Hexes and/or Conditions, switch into Dodge or Zojun's Haste. Use "I Will Survive!" as a cover shout for now, so you do not cancel out the effects of the running stance for Melandru's Resilience.
 * Once Dodge, Zojun's Haste, and "I Will Survive!" have both expired, switch into Storm Chaser.
 * If your health starts to drop below 50%hp, abandon your running stance for Melandru's Resilience.
 * If "I Will Survive!" has recharged, use it.
 * Typically, Your health will return to a safer amount.
 * If this does not work, stop briefly, use "Shields Up!", Dodge, Zojun's Haste, (only if Melandru's Resilience has expired), and Troll Unguent for a heal. If you feel safe enough, use Healing Signet.
 * Continue in this way to a secluded spot, regenerate health, and start out good as new again.

Counters

 * Massive degeneration.
 * Slowed movement such as Crippled.
 * Body blocking by mobs in narrow passages.

Variants

 * I usually do not feel the need for Healing Signet since I have Troll Unguent, But it is fully up to the user.
 * Sprint instead of Storm Chaser. Storm Chaser is statistically better though. It costs 5 more Energy, but your attribute level in Expertise pretty much neutralizes it. Plus, It gives you energy upon Elemental damage.
 * "Watch Yourself!" instead of "Shields Up!" or Healing Signet.

Attributes and Skills

 * Optional: Sprint for Storm's Embrace.