Remove Trap

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ArteEtLabore14
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Remove Trap

Post by ArteEtLabore14 »

I can't get the thief or the tinker guildmasters to teach me remove trap. I've tried: <name> train remove trap, train trap removal, train trap, train remove, etc. They just give me dumb messages about training weapon skills. My DH is 70 and my lockpick is 90...

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ArteEtLabore14
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Re: Remove Trap

Post by ArteEtLabore14 »

Any ideas?

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Hans
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Re: Remove Trap

Post by Hans »

I don't know where to get it trained, but it is generally considered a wasted skill. You can just back up a tile and open the trapped chest with minimal damage, or stand way back and use telekinesis to trigger the trap safely.
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Rammar
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Re: Remove Trap

Post by Rammar »

Think it's "train disarm" or "train disarming".

Your question reminded me to post a small update to the remove trap guide as well. Probably worth a read if you plan on skilling it.
viewtopic.php?p=263764#p263764

McSchnurke
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Re: Remove Trap

Post by McSchnurke »

Make sure you have 50 detect hidden, too.

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MatronDeWinter
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Re: Remove Trap

Post by MatronDeWinter »

McSchnurke wrote:Make sure you have 50 detect hidden, too.
<thief gm name> teach remove

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ArteEtLabore14
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Re: Remove Trap

Post by ArteEtLabore14 »

If RT is not needed for a picker, what is the recommended template?

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Malaikat
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Re: Remove Trap

Post by Malaikat »

ArteEtLabore14 wrote:If RT is not needed for a picker, what is the recommended template?
Depends on what you want? T-hunter or dungeon chests only.

For dungeon chests you could take
Magery
Hiding
Stealth
L-ping
Detect

The rest don't really matter but med/wrestle/item id are some suggestions.

For a t-hunter you could ditch hiding and stealth and perhaps pick up music and provo. I've yet to make a true t-hunter, so someone else can give you more insight. The point is that it really depends on what you want the toon to accomplish because there are a handful of different templates that pick locks.
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Ronk
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Re: Remove Trap

Post by Ronk »

Ive been told with GM lockpicking you do not need detect. My treasure hunter is hiding, stealth, music, provoke, cartography, lockpicking, magery

Until I hit GM lockpicking, I can't tell you whether detect is needed or not
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ArteEtLabore14
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Re: Remove Trap

Post by ArteEtLabore14 »

Ronk wrote:Ive been told with GM lockpicking you do not need detect. My treasure hunter is hiding, stealth, music, provoke, cartography, lockpicking, magery

Until I hit GM lockpicking, I can't tell you whether detect is needed or not
Can anyone confirm or deny this?

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Hans
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Re: Remove Trap

Post by Hans »

I am almost certain that it is not a requirement. I recently macroed lockpicking to 95 on my new t-hunter, and i have zero detect hidden skill.
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ArteEtLabore14
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Re: Remove Trap

Post by ArteEtLabore14 »

Hans wrote:I am almost certain that it is not a requirement. I recently macroed lockpicking to 95 on my new t-hunter, and i have zero detect hidden skill.
And you got no problem opening chests? Treasure AND dungeon?

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Wonko the Sane
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Re: Remove Trap

Post by Wonko the Sane »

Once the lock is picked, telekinesis does the trick.

The only useful point Remove Trap has is that it does not reveal you when used, as opposed to any other method (casting telekinesis or otherwise just opening the chest by hand and setting off the trap).

I've considered making a lockpicker like this. Since we have 15 character slots I'm more game to try characters that are specialized in things most people consider useless.

Except Taste ID.
(Anyone out there with GM Taste ID?)

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Re: Remove Trap

Post by Sandro »

[14:17] <UOSAPlayer4056> cr3w guild is a joke. Ran by staff members, multi client pking, this shards a joke and a half.
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Jill Stihl
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Re: Remove Trap

Post by Jill Stihl »

Wonko the Sane wrote:Except Taste ID.
(Anyone out there with GM Taste ID?)
On one of my housebound mules. Used very occasionally for IDing bags of potion loots. It's a couple of nights of macroing on a fishsteak so I figured why not? :)

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