REMOVE TRAP should be made more reliable at 100.0 skill
To my opinion, Remove Trap really is unreliable, even at GM 100.0 skill level... way too many fails.
Not saying that it should succeed 100% of times but at least 9 out of 10 times, that yes....
@Kyronix , is it possible to beef up Remove Trap at high skill levels and make it succeed way more times as what it currently is ?
As it is, lot of people use telekinesis rather then Remove Trap because the failure rate, even at 100.0 GM skill level, is a waste of skill points.
Thank you.
Comments
I'm not even sure what you're agreeing to.
Edit: try to hurt the tamer by rewarding the sneaky build.
Edit2: just to make sure.. a mini-game combine with stealth!
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make it a 6 combo step within 10 seconds to the kill switch for your old hand
PS: take it as a timed puzzle.
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As is, my thief just runs magery with FC/FCR because I can telekinesis three times AND rehide myself in ~4 seconds. Depending on lag, I never get agro, even from mobs standing ~3-4 tiles from me.
Its silly that a lvl 3rd lvl magery skill is more reliable than 100 skill in an otherwise completely useless skill.
Definitely agree Remove Trap needs looked over. Please just actually improve Remove Trap, instead of taking the lame way out and making telekinesis worse somehow, while leaving Remove Trap in its terrible state.
I've thought this, and glad people have fed it back and said, I was just playing through it.
Khaldun had 3 levels of Remove Trap difficulty (big chest easy, middle sized box 50/50, small box mostly fail), and you could tell the hardest style by the shape of the small box. I felt Khaldun nailed it for difficulty, and Remove Trap success.
The Town Invasions, every single chest is set at the hardest level of Khaldun chests - which is basically a fail every time, and you have to use telekinesis or eat lethal poison. But at least in Khaldun, you can tell which ones it is, and you can make a choice how to play it. Here there is pretty much no choice, unless you are built to eat lethal poison - and survive mass mobs.
You should test 85 stealth.. the difference from 120 to 85 stealth is.. i'm gonna be detected ~20% of the time in bedlam vs ~15%
my thief also is my cartographer and more:
I need to remove 10 more stealth (cuz of the new totem) he's at 95 stealth boosted.
Edit: just in case.. the ring is nothing crazy.. pretty basic.. it's a start:
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I've finally smashed the 1,000 skills target
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I have a separate gargoyle mystic Treasure Hunter with cartography (and remove trap/lockpicking etc). Being gargoyle allows for casting a rising colossus while flying.
I have a separate pvp Scout Rogue, with tracking, detect hide, and necromancy based - to get the benefit of stealth wraith-form so players can walk over me without realising.
You should use your bot to speak on forum.. u doing a poor job.. contradicting yourself in the same sentence.
"I'M 100% NOT! except when I do"
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110 Animal Lore
110 Animal Taming
100 Detecting hidden
100 Hiding
60 Magery
95 Lockpick
80 Stealing
65 Stealth
Then i have jewelry that adds 20 Stealth and 30 Stealing in reserve (only swop on if find stealable) (rares dont need 120) and carry a spellbook that i can swop on to bump magery up higher if needed
Takes a few goes sometimes to pick the locks and detect where the chest is but there are hardly hundreds of them anyhow so doesnt overly matter
Pet provides the protection whilst removing trap with telekenesis. Using Ursine so can mount and run away and hide if get into trouble. Works really well, rarely die except from my own stupidity or a bot train pulling a paragon onto me
Exactly, from what do u stay hidden? *waving*
When I was stealing powerscroll i was NOT fighting anyone.. this is PvP.. mobs with 85 stealth u good, specially with ninja. against PLAYERS.. it's different and the same goes with VvV stuff.
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90 Stealing/120 Modified (+30 from Burglar's Bandana and Shadow Dancer Legs)
80 Magery/100 Modified with Codex of Shadow
100 hiding
100 lockpick
100 detect hidden
100 remove trap
Total: 655
65 Points left over for whatever - 50 Ninjitsu if you want.
My resists are currently 70/66/54/70/70 with the LRC armor I'm using but my thief isn't meant to get into fights. Positioning is critical for when using telekinesis. I also don't actually run Remove Trap on the character atm, because its useless so you could just go 100 ninjitsu for shapeshifts and smoke bombs. I don't seem to have issues using telekinesis in most places and then rehiding before something aggros AND attacks me. The few times they have, I just run around the corner and chug a invis pot. I have a macro in EC to free my hands.
Also none of the current skills are on my jewelry, so arguably I could do +60 more skill points on jewelry if I really wanted to invest in a character I just sneak around on now and then.
Magery could also easily be lower since all I really need is telekinesis and recall, maybe invis and heal.
Oh and I just logged in and I guess he's also not wearing gloves, cloak, belt, sash, earings or feet.
Edit: I see others posted some real builds! lol Mine is just a haphazard piecemeal rogue, but seems to work fine. I think I threw him together a decade or more ago when SA came out and the puzzle boxes would give you pinks. Not sure if they still do.
I feel you tho.. not a big fan of using skill on items myself.. except when it come to the thief.. it's almost mandatory.
edit: one thing for sure.. there is a risk of using shadow jump.. the risk of getting addicted!
But yeah, u should totally consider 50 ninja for smoke bomb with 85 total stealth.
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