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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 11 posts ] 
Murex
 
PostPosted: Mon, Jan 10 2011, 2:53 AM 

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I'm now playing a character who can set traps and such, but I've noticed that the DC for recovering traps is 0, leading me to wonder if this is so for all traps set.

I'm really wondering about the DC for each skill in reguards to such skills (like craft trap, set trap, recover trap, and disarm trap), and how many ranks I should allocate for each skill. It seems a waste of ranks if I never need a some skills to have more than 1 rank. I want my character to be good at all these skills, but I don't want to find out that I had wasted skill points.

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Lord-Jyssev
 
PostPosted: Mon, Jan 10 2011, 3:02 AM 

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The reason the DC is 0 is because you're recovering your own traps. When you recover an area trap (for example, the trap on the orc key chest) the DC is actually 10 higher than it is to disarm the trap. This information is all found by reading the description of the disable trap skill. Recover trap and disarm trap are the same skill.


 
      
Wolfking6116
 
PostPosted: Mon, Jan 10 2011, 3:17 AM 

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There are only 3 trap skills. Craft, Set, Disable.

As said about, Recover Trap = Disable Trap DC +10.

The DC for recovering your own traps (The green ones) will always be 0, because you know how it was set up so you can take it down. For someone else I think the DC is based on what trap (Minor, Average, etc), and your 'Set Trap' skill. Could be wrong on the last part.

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Dark Immolation
 
PostPosted: Mon, Jan 10 2011, 3:29 AM 

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This is really something for the Build Topic I figure, but I'll say it anyway in the hopes that this may move it there.

Disable Trap is certainly not a waste. Mo' rank, mo' bedda. Because if you wanna set traps up into the epic levels, you want to be able to recover them too, and not have to buy them forever. Self-sufficiency. That, and it makes a lot more sense for a character to know both IC. Imagine a mechanic that knows how to build cars, but can't take them apart. The skill also helps your party traverse certain dungeons without going through Heal potions like they were Aquafina.


 
      
Blackdragon12121
 
PostPosted: Tue, Jan 11 2011, 15:35 PM 

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Well in all honesty, set trap and disable trap should have been just two facets of one skill insteadof two individual skills but meh.


 
      
Wolfking6116
 
PostPosted: Tue, Jan 11 2011, 19:16 PM 

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I think they're two separate skills in normal PnP, if not... Blame Bioware.

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Murex
 
PostPosted: Tue, Jan 11 2011, 21:21 PM 

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Yes, I know now! Geez. Not everyone has to point that out now.

Lock this.

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IronAngel
 
PostPosted: Tue, Jan 11 2011, 21:32 PM 

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But before this is locked, you should know that Recover Trap is not a seperate skill so you needn't worry about that.

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Murex
 
PostPosted: Tue, Jan 11 2011, 21:41 PM 

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IronAngel wrote:
But before this is locked, you should know that Recover Trap is not a seperate skill so you needn't worry about that.


Wha??? :shock:

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TormakSaber
 
PostPosted: Tue, Jan 11 2011, 23:31 PM 

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IronAngel wrote:
But before this is locked, you should know that Recover Trap is not a seperate skill so you needn't worry about that.


Um. Disable Trap.

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IronAngel
 
PostPosted: Tue, Jan 11 2011, 23:50 PM 

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Murex wrote:
Yes, I know now! Geez. Not everyone has to point that out now.


Maybe I wasn't very funny. Murex's reply was, though. :wink:

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