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Old 07-28-2016, 02:16 PM
Bummey Bummey is offline
Fire Giant


Join Date: Oct 2014
Posts: 747
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Quote:
Originally Posted by Muggens [You must be logged in to view images. Log in or Register.]
At what level can a rogue Bind Wound to 70%hp(201+ skill points)?

What traps are there to disarm? Someone mentioned DN, those can be disarmed?

What is the best stuff to pick pocket on P99, what gives the most cred?
Bind Wound is capped at 200 skill until level 51, at which point you can raise it to 201 and beyond.

Traps:

Nagafen's Lair / Sol B - smashy trap on the way to royals/fire giants. It's practically harmless, like 80 damage, but it's the best place to skill up disarm traps. Find it and spam click that sucker, or center your screen on the trap and mash your U key.

There's another swinging axe trap somewhere else, but I forget where it is. It's equally harmless and great for skilling up disarm traps, like the smashy in Nagafen's Lair.

Velketor's Labyrinth - One dispel trap in lower dogs. From the drop off: straight up, right, left at the top of the ramp. There's another one deeper down near the stalag terrors, another in the tunnels behind upper dogs leading to the castle, and some more? inside the castle area. I know there's one under an archway leading to the castle. They'll wipe your buffs but they may or may not break hide. It's inconsistent. They also may or may not be disarmable due to line of sight issues, as below in DN.

Dragon Necropolis - Fuck these traps. Fuck everything about this zone. None of these traps can be disarmed due to line of sight errors. You can kind of find them with sense traps, but the detection range is pretty large and pinpointing their location difficult at best. I haven't been very deep into the tunnels since coming back, so I can only give some shallow, early tunnel information here.

There are two traps on the ramp leading down into the rat tunnels. One at the top of the ramp spawns beetles that will break hide and fuck you up. The beetles despawn after about a minute, regardless of aggro or combat, so you may be able to outrun them while the timer ticks down. There's another on the way down the ramp. More traps both to the left and right of the fork at the bottom of the ramp. One trap in or around the water leading to Vilefang. And a bunch more deeper in those tunnels. As above in Velks, they may or may not break hide. If you're fast, it's not a fear trap, and there aren't enemies immediately nearby (which there will be. those tunnels are lousy with pathing rats), you can rehide immediately after they land. The effects vary from root, dispel, fear, beetle spawns, and maybe a few more effects. The tunnels are nearly impossible to safely navigate because of all the traps.

If you need to drag corpses out of the tunnels, the best way to do so is to grab a few bags of Chipped Bone Rods from Thurgadin, stay on the upper floor with the phase spiders, and use the rods' Locate Corpse effect to pinpoint and z-axis drag them through the ground.

Also, the dragon bones spawn Dragon Constructs which will break hide and fuck you up. They do not reset to their spawn location, so a flopping monk/necro/SK won't just be able to run away, feign, and wait for them to path away. If someone trains them to the zone in (which people often do) they'll hang around there and ambush people zoning in. DN is not always safe to zone into.

I know there are more traps, but these are the most notable ones that I can recall at the moment.


Pick pocketing for cred? Are you asking about money or, like, bragging rights? Nothing, really. There honestly isn't a whole lot of use for pick pocket beyond the epic quest. There was a short time when rogues could pick pocket items from the Statue of Rallos Zek, but that didn't last long.
Last edited by Bummey; 07-28-2016 at 02:23 PM..