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#1 Oct 15 2007 at 9:17 AM Rating: Decent
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I had a very good pug run last night.

{{Stop a moment to marvel at the idea}}

Anyway, one glitch I kept running into was this: I was practicing chain trapping in an instance for the first time, but the mage's pig kept wandering over my waiting trap and getting frozen. We were trying to keep all the cc'd mobs in a single area, so no one would have to worry about accidentally hitting them, but I couldn't keep my traps safe.

Is it better to spread the cc'd mobs out so they don't interfere with each other, or is this just something you learn to deal with?
#2 Oct 15 2007 at 9:25 AM Rating: Decent
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There's one important thing to note about hunter CC: it's not targetable. So if you have a mage, warlock with succy out, and a rogue, you can sap, polymorph, and seduce the targets all in the same area. However, with a hunter, you have to draw the target into the trap (hence the name: trap) and it requires slightly more finess. So CC in general can be kept in one place, however if you are trapping it's best to bring them to your own little corner.

Also, it's important to note that you should keep your traps out of the pull line in most group situations. That way you control which mob gets trapped, not the tank (if the tank is pulling). And it's also a good idea to seperate hunter traps if there's multiple hunters, although usually each trapping the other's target isn't too big of an issue (unless one hunter is way ahead of the other, in which case he will get beat on).

Last note, a time when we broke this rule was in ramps, when we had like 3 hunters in our group. We'd all drop a trap into the pull line, and the tank would pick up the mob that made it through. Worked pretty well, and we only had to target one mob at a time.
#3 Oct 15 2007 at 9:26 AM Rating: Good
Laecy wrote:
Is it better to spread the cc'd mobs out so they don't interfere with each other, or is this just something you learn to deal with?


For me personally, I find it's much better to trap the mobs away from the rest of the mobs/party. Whenever possible, I'll actually trap the mobs behind the party so that the other people in the group don't pull other mobs through my trap. Since we attack from range anyways, I'm not worried about having to run back to the tank mob after I trap my mob before I can resume dps. I stay in the back near my trap so that I can put another trap down when ready. Also, if something goes awry (like the mob breaking out of the trap early), I'm close enough to deal with it before the situation gets out of hand.
#4 Oct 15 2007 at 9:31 AM Rating: Good
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Quote:
Anyway, one glitch I kept running into was this: I was practicing chain trapping in an instance for the first time, but the mage's pig kept wandering over my waiting trap and getting frozen. We were trying to keep all the cc'd mobs in a single area, so no one would have to worry about accidentally hitting them, but I couldn't keep my traps safe.


I like the idea of keeping the CC mobs in one place out of the main combat area but you have to remember that a Mage can't control what his polymorphed mob does while wandering so if possible, keep the traps well away from the sheep (or pig or whatever) as you have more control over where you lay your traps than the Mage has over where his CC mob wanders.
#5 Oct 15 2007 at 10:51 AM Rating: Decent
I always drag my CC mobs away from the party for the following reasons:

1) Less chance of my CC getting "Accidentally" broken
2) I have room to Kite the mob if resisted.
3) Time to notify the rest of the party if I get resisted and pwn'd.
4) Less chance of someone else's mob hitting my trap.

I have never had a tank complain he has to walk a few more feet to get to my mob, but I have heard complaints if your mobs busts loose in the middle of the fray.

Edited, Oct 15th 2007 2:52pm by dbernor
#6 Oct 15 2007 at 3:52 PM Rating: Good
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830 posts
I trap as far away from the fight zone as the area will let me. I also stay near my primary trapped target for chain trapping. If need be a I can pet pull an additional mob to me for another trapped target or to keep a second target out of combat (and on the pet).

The drawback to this is sometimes a wandering fight will get me too far from the priests or healers in case both targets get out of trap or cc too soon and decide to have hunter for lunch. Then I have to have the pet pull one off me and either FD, disengage or retrap before I am lunch. Normally in 5mans I can keep two targets indefinitely occupied if my traps are working well, at least until the group is ready to take them on. That's usually good enough. Our healer is nice enough to toss me a heal when I'm way too low, but that's cause I save his tush often enough.

If they ask me to handle 3, it gets tougher. I'm not surv, or bm spec so the pet can't handle high end damage from 2 targets and my cooldowns aren't fast enough for chain trapping two targets... and I suck at kiting, no matter how much I practice it. I always ***** up something. One of the many drawbacks of MM spec and my skills I guess.

The advantages to keeping the targets away from the fray are:
- AOE tends to become a valid tool in the caster ******** they don't break the hunter traps.
- Tanks can use group strike (AOE) talents and not be afraid of breaking CC.
- Clears lines of sight and lessens confusion over targets.
- Give the tank and casters freedom to move about a bit if need be.
- Makes it a much longer run in case CC'd targets break loose and head for healer or caster. Gives you or pet time to grab them back and aggro/retrap them.
- and my favorite. You look really cool keeping two targets busy near you and dumping a garbage truck of dps on the tanks main target even as you do so.

When the Hunter does their job right, people might never notice why the fights go so easily.
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