For me, the best thing about this upgrade is that it finally got me up and out of the game. RL is liking this upgrade, as are the grandkids...
Mystics rule - wondering why you cast a reaper first instead of RC?If anyone is interested I made a short vid of doing a trove map in malas with 100 RT.
RC will engage one of the spawn. Reaper with its area spells will engage them all, giving me a much better survival chance.Mystics rule - wondering why you cast a reaper first instead of RC?
If you want to start working on it now, since the new publish isn't released yet, you'll have to do it the grindy, icky way.Well time to train RT getting ready for upcoming stuff I guess. Any recommendations for this? TYVM in advance. And I mean without the need for thieving skill etc, just RT.
Nice write up! Thanks!If you want to start working on it now, since the new publish isn't released yet, you'll have to do it the grindy, icky way.
Remove Trap isn't available as a starting skill and I don't believe it's available on one of the advanced character/mythic tokens either. The only way I know of to get a jump on training it is to buy it from an npc thief guildmaster. However, you must first have 50 detect hidden skill and 50 lockpicking skill. (Those requirements seem to be gone on TC, so hopefully that carries through to everywhere else after the publish.) So, get your 50 detect hidden and 50 lockpicking and then go buy Remove Trap training, which should get you anywhere from 31 to 33 points of Remove Trap skill.
You will need to have a character that is training tinkering skill available to you while you train remove trap. The tinker's skill needs to stay right around what the trap remover's RT skill is, or a bit more, but not so high that you never get to disarm any traps. So figure out which character you're going to train tinkering on and start it at about 30 tinkering so you have the minimum needed to place traps. Slap a tinkering talisman on the tinker so you don't go nuts with all the trap placement failures at first. Your tinker will gain from placing traps pretty consistently, but slower and slower, until around 70-75 tinkering skill. You will have to periodically have the tinker trainee make other things to bump up their tinkering skill, e.g., tinker tools, lockpicks, jewelry. So you will end up needing more ingots than bolts in the long run.
Make 21 boxes or crates. Small crates require 10 carpentry skill, so a human char with no carpentry skill can make them. (You can't use ones purchased from an NPC because you can't place traps on them.) Toss the key from one of the boxes and then place the other 20 boxes inside it. Put a keyring in the first box and put the keys from all 20 of the interior boxes on it. Don't lock the boxes. (If you are going to do tinkering on a different character, I strongly suggest you make up 4 sets of 20 trapped boxes each, or more if you have the storage. Secure them to the floor and set security so the tinker and the trap remover characters can get into them.)
Now have your tinker dart trap all 20 of the interior boxes. You'll need one bolt and one ingot per trap. If you're on Siege or Mugen, make sure the tinker has on high physical resist because trap placement failure causes a bunch of damage.
Before your trap remover begins his/her delicate work, check out their suit and remove the gloves. You won't want to wear them while training remove trap; if you decide to ignore this advice, keep a keen eye on them and pull them off before they poof on you. (Gorgets seem to take some extra damage too from removing traps.) Next check your character's physical resist and make sure it is as high as possible. The trap remover is going to take a lot of damage, more as he advances and starts disarming tougher traps, so he/she needs to have a method of healing. If it will be magery, make sure the suit has enough LRC to not get "you need reagents" messages all the time. You might also want to make sure there's a healer nearby because you will surely get distracted at some point along the way and the trap remover will die from trap damage.
So if you're all set with both the tinker and the trap remover, just start removing the traps one at a time. There's about an 8 second delay between attempts and you will fail a lot. Some failures cause no damage and some do, so keep a close eye on things and keep the trap remover alive. I don't know if dying from a trap will cause skill loss if you are using a VvV character. It used to when you were in factions and made training remove trap even more precarious.
I strongly suggest that if you can do it, you do the training on a character with no other skills besides detect, lock picking, remove trap, magery or healing, and tinkering if you're using the same character. Keep total skills as low as you possibly can to take advantage of the guaranteed gain system. Keep tinkering as close to the same level as the remove trap skill. Get a crystal ball of knowledge if you want to try to train in the Optimal range. If you decide not to train tinkering all the way to GM, you can probably stop at 90 and let the GM tinker you probably already have trap the boxes from that point on. GM-tinker trapped boxes become optimal to use when Remove Trap skill hits 95.1.
Once the publish goes in, you will notice that you'll get nice gains (i.e., sometimes more than .1 per chest, possibly up to around 3.4) from removing traps on treasure chests. You can also get those nice gains, up to a point (not sure exactly what it is) from solving the puzzle training kits. If you want to see those now, there are three stones just next to the scribe shop on the Britain commons where you can get them. You're also supposed to get RT gains from using it on dungeon and town chests, but I am not sure if those gains will be as "accelerated" as the ones from the puzzles or actual treasure chests. Kyronix has indicated the best RT gains will come from using the skill on treasure chests.
Nothing has been announced about eliminating the delay between uses of the remove trap skill, so I think it's still going to be there.
ADDED: If you play on Baja, Origin, or Izumo, you might want to get started on the remove trap training now. I would pull my hair out if I was training remove trap on one of those shards after the publish and there was a revert.
And you won't need lockpicking either, on the character training RT. (You'll still need it on your treasure hunter.)Nice write up! Thanks!
So, after this hits production, we will be able to to train RT without detect hidden? Ty for info.
yep its ismythic tokens either
Remove trap is on the mythic tokens? Do you have to put on 50 detect hidden and 50 lockpicking as well?yep its is
That's my plan... already bought the 10 points in pinks so those are waiting for the publish.nope, I picked blacksmith, no advance character picks, then I used the token and picked mine five skills I wanted, Remove trap was one of them, I stone all the skills off and next Saturday I will delete that char.
Yes, but your treasure hunter will have to survive killing a series of "ancient chest guardians" without running more than 16 tiles from the chest or dying. You'll dig up the chest same as usual, unlock it (and hope for no failure to cause a grubber to steal something), and then use remove trap skill (no matter what level it is) and then they will spawn one after another, a few seconds apart, until you either mess up and run too far or die or the chest becomes untrapped. No items are destroyed if you fail the remove trap process multiple times. The "ancient chest guardians" are the same kind of monsters you get in the initial spawn except that they cause a massive burst of fire damage when they spawn, seem to be intensely focused on the treasure hunter, are a dark blue in color, carry no loot/leave no corpse. How many you get of the guardians depends on your remove trap skill. Even at GM skill, they sometimes spawn, especially on the higher level chests.Any chances to open t-chest with zero RT skill?
Everyone setting 100 RT.There is a lot of good info in this thread on the official forum:
Be sure to watch Petra's video above of doing a trove map in Malas with a single character. She had 100 RT and still had two of the ancient chest guardians spawn. The part of the video showing the trap removal process starts at about 7:29 and runs through about 9:13. I imagine with a similar character build, you could easily pull off a cache map singlehandedly. But without any RT skill, you would get a succession of the ancient chest guardians, I'm guessing maybe 5 to 7 of them. I do not know if they ever spawn near-simultaneously, or if they only spawn after the previous one has been killed.Everyone setting 100 RT.
Well, more specific question - is Cache level maps doable with single char without RT skill?
What did you think of the loot?Horde at Malas is doable solo with zero RT.
1st use of skill - one guardian did animate dead on corpses and failed attempt because run far away for life.
2nd attempt - two guardians, defeated close to chest.
3rd attempt - zero guardians and success on removing trap.
Horde was artisan, had 4 blues and 4 antique arties.What did you think of the loot?
Great summary, but d***, what a major bother!If you want to start working on it now, since the new publish isn't released yet, you'll have to do it the grindy, icky way. ....
Ya I tried the two characters when I went to do a level 4 chest on TC, you can see mine posting above about that. I feel this is totally wrong that only one character has to do everything.From what I understand only the t-hunter can use the chest.
Probably not too bored if they need to dispose of some really really hard guardians just maybe..It makes no sense if Kyronix thinks a 'group' is needed but the 'group' cannot actually do anything other than kill monsters. All I can say is that they must not be easily bored.
Assuming nothing changes from this point on with the publish, you will need Cartography to find the chest and Lockpicking to open it. The same character that dug up the chest has to unlock it.Does it look that it is finalized then about the TH necessary skills? Just Carto and RT? NO Lockpick?
Or are they going back and forth on this?
If your character can also squeeze in cartography and lockpicking (GM of each if you want to do the higher level chests) and you don't mind killing extra stuff that carries no loot. The power scrolls are only 105s and 110s and only have a chance to show up on Horde and Trove chests dug up in Fel (those are the former Ingeniously Drawn and Diabolically Drawn maps). You may also need to swap out your headgear for legendary cartography glasses while you actually dig up the chest in order to make sure it's not a rusty chest.Wait, I've been away a while. Can someone explain this to me? based on Tina's charts? If I make my Sword and board paladin I can run treasure chests now and get power scrolls?
This part caught my eye. If I can remove Mining from my skillset I'll have room to train Remove Trap. But can anyone who tried the TC changes tell me how digging up the chest works without GM Mining? Do you still get a digging bonus being in the vicinity of the chest? Do you have to find the exact spot?And don't forget you no longer need any mining skill. Also, there is no longer a requirement to have detect hidden skill (or lockpicking) to use the remove trap skill. (You still need lockpicking to open the chest, however.)
Mining that you needed before is now rolled into Cartography so if you have that on your character you'll be fine it'll work just as well as now with Mining only you won't need the mining...This part caught my eye. If I can remove Mining from my skillset I'll have room to train Remove Trap. But can anyone who tried the TC changes tell me how digging up the chest works without GM Mining? Do you still get a digging bonus being in the vicinity of the chest? Do you have to find the exact spot?
Cartography now provides the digging range bonus previously provided by Mining. So if you have GM+ Cartography when digging, you can dig up the chest from a few tiles away.This part caught my eye. If I can remove Mining from my skillset I'll have room to train Remove Trap. But can anyone who tried the TC changes tell me how digging up the chest works without GM Mining? Do you still get a digging bonus being in the vicinity of the chest? Do you have to find the exact spot?
I think you can in principle, but in practice Cartography now also affects the quality of the chest (rusty/standard/golden), so you need to keep Cartography while digging to find golden chests with the best loot.You can soulstone off Cart though right? After deciphering the map?
As Sir Bolo said above, you need cartography to find the chest and you will probably want to do supply-level chests until you get a pair of the legendary mapmaker's glasses to wear during the digging process. (The cartography bonus on them will range from +1 to +5 and I think there's a gargoyle version, probably from supply chests in Ter Mur.)You can soulstone off Cart though right? After deciphering the map? And Lockpicking too maybe after unlocking?
This is cool because I can use the 100 points of mining that I have now for adding another skill. ThanksMining that you needed before is now rolled into Cartography so if you have that on your character you'll be fine it'll work just as well as now with Mining only you won't need the mining...
Ok, now i've understood . So i can not to change my template because I can remove my 100 mining and add remove traps. Thanks!So there you have it: Must have cartography and lockpicking and remove trap is optional if you don't mind killing extra mobs who carry no loot and you usually don't have to run far from the chest to survive.
You may want to try the levels of maps you like to do on TC without having any remove trap skill. See if you don't mind killing the lootless monsters that spawn when you start the trap disarm process. If you don't mind killing the "ancient chest guardians," then you don't need to train remove trap skill, or maybe can get by with less remove trap skill.Ok, now i've understood . So i can not to change my template because I can remove my 100 mining and add remove traps. Thanks!
No, i don't mind to kill the ancient guardian if it don' kill meYou may want to try the levels of maps you like to do on TC without having any remove trap skill. See if you don't mind killing the lootless monsters that spawn when you start the trap disarm process. If you don't mind killing the "ancient chest guardians," then you don't need to train remove trap skill, or maybe can get by with less remove trap skill.
NO!. And that is the part that hurts : You need to have Carto 100 or better (glasses?), Lockpick 100, AND Remove Trap 100, ALL ON the Thunter at the time of the Dig, to get some decent chance for decent loot and stuff.You can soulstone off Cart though right? After deciphering the map? And Lockpicking too maybe after unlocking?
This is just so ridiculously stupid. I can't even being to comment here.Yes, but your treasure hunter will have to survive killing a series of "ancient chest guardians" without running more than 16 tiles from the chest or dying. You'll dig up the chest same as usual, unlock it (and hope for no failure to cause a grubber to steal something), and then use remove trap skill (no matter what level it is) and then they will spawn one after another, a few seconds apart, until you either mess up and run too far or die or the chest becomes untrapped. No items are destroyed if you fail the remove trap process multiple times. The "ancient chest guardians" are the same kind of monsters you get in the initial spawn except that they cause a massive burst of fire damage when they spawn, seem to be intensely focused on the treasure hunter, are a dark blue in color, carry no loot/leave no corpse. How many you get of the guardians depends on your remove trap skill. Even at GM skill, they sometimes spawn, especially on the higher level chests.
There is a lot of good info in this thread on the official forum: Pub 105 - Treasure Map Update Release 3
Yeah, I'm sick of training remove trap. I finished on Origin earlier this week and am at 77.8 RT and 80 tinkering on Sonoma. Only good thing about it is getting some books read at the same time. But sometimes I get so absorbed in reading the book I forget to disarm traps. I keep trying to tell myself to just read one sentence and then do a trap. Sometimes I forget which box I was going to do next and waste time finding my place again. It's so boring. I started keeping track of my gains this time around and using a crystal ball of knowledge to try to stay in the optimal zone.This is just so ridiculously stupid. I can't even being to comment here.
For what its worth I've been doing nothing but T-maps trying to get the 6's and 7's done before the publish hits because this BS is making t-hunting even LESS of a group sport and oh so stupid.
I read your awesome write up on how to gain remove trap and it makes me sick to my stomach to think about sitting around for hours untrapping boxes so I can just get back to where I am now - which is able to T-Hunt.
Imagine they told you imbuing skill is now trash and to imbue items you have to GM camping. You ruined a character style for no reason. Literally no reason.