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Remove Trap
Posted: Sat Jun 11, 2011 10:11 pm
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...
Re: Remove Trap
Posted: Sat Jun 11, 2011 11:21 pm
by ArteEtLabore14
Any ideas?
Re: Remove Trap
Posted: Sun Jun 12, 2011 1:28 am
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.
Re: Remove Trap
Posted: Sun Jun 12, 2011 2:07 am
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
Re: Remove Trap
Posted: Sun Jun 12, 2011 1:23 pm
by McSchnurke
Make sure you have 50 detect hidden, too.
Re: Remove Trap
Posted: Sun Jun 12, 2011 4:36 pm
by MatronDeWinter
McSchnurke wrote:Make sure you have 50 detect hidden, too.
<thief gm name> teach remove
Re: Remove Trap
Posted: Mon Jun 13, 2011 9:29 am
by ArteEtLabore14
If RT is not needed for a picker, what is the recommended template?
Re: Remove Trap
Posted: Mon Jun 13, 2011 9:34 am
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.
Re: Remove Trap
Posted: Wed Jun 15, 2011 10:52 am
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
Re: Remove Trap
Posted: Wed Jun 15, 2011 8:51 pm
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?
Re: Remove Trap
Posted: Wed Jun 15, 2011 9:59 pm
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.
Re: Remove Trap
Posted: Wed Jun 15, 2011 10:17 pm
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?
Re: Remove Trap
Posted: Fri Jun 17, 2011 3:05 am
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?)
Re: Remove Trap
Posted: Fri Jun 17, 2011 3:07 am
by Sandro
Re: Remove Trap
Posted: Fri Jun 17, 2011 8:18 am
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?
