View Full Version : Popping my own boxes
So... got rid of my rogue for a variety of reasons, but now have to face the reality that my boxes still need opening, especially once I head back to the Rift.
I see other players doing the 416/408/407 thing... how safe / reliable is it? Are there particular traps that are going to wax me if I do this? I know (or I think I know, anyway) that glyph traps are set off by 416, and then you end up having to slog your way through the temporal thingie... are there any other downfalls to watch out for?
Also, how does Call Lightning work? If you CL a box, is there any danger? Any particular trap that's going to annihilate the caster?
Just trying to assimilate my options... and yeah, I can just bash Rob on the head and drag him along, but he gets testy and irritable on a normal day... with all that sand up there, some's BOUND to get in his vagina, and that's just no good for anyone.
Ignot
06-11-2009, 12:42 PM
Setting off traps is easy as a wizard, glyphs and incineration are the worst. I didn't train any disarm skill so I had to use magic for everything. I think if you have disarm and are able to see traps without using magic then you could probably do it with more success. If not then be prepared to get owned by those two traps and maybe even some scarab ones. I think there is a stat that is important for magic trap/pick....wisdom? :shrug:
NocturnalRob
06-11-2009, 02:03 PM
I'm bringing Hopdevil to the Rift to be my box bitch in a couple days (once he hits 75). He can open everything the Rift has to offer. So...there you go. Problem solved.
Jesus, you are so lucky you know me.
Maerit
06-11-2009, 03:09 PM
Scarabs always get me. It seems like there's nothing I can do about it since I see a lot of the traps with 408 (no disarm either), but never see scarabs. It's always the bloody spiked ones too, and I can never 708 my arm off before they get into my chest. It's not so much the dying that bugs me either, but the fact that other people walk into wherever I was, and then they stand there staring at my body and ignoring the live scarab... which usually results in my taking blame for killing someone else.
I heard something once about using a spell to set off traps while your box was in a disk, and that you wouldn't get hit by the traps... Better not advertise too much, but I think there's something to that.
I my experience, there are some traps you should just never mess with.
Glyphs - literally CAN'T do ANYTHING with this. Even after it's disarmed manually, the box is immune to 407. Suck.
Sulphur - if you see this, find a locksmith. 407/408 will set it off, you will die automatically. Empaths will love you forever.
Boomer - I think this CAN be disarmed magically, maybe...but not worth the risk at all.
Rod trap - same as boomers, not worth the risk.
Red/black scarabs - again, not worth the risk.
Opal/translucent scarabs - depends on your TD. If you can survive the cast, they're 408'able. I avoid these anyway, but I'm a bard.
Green/blue scarabs - I rarely set these off, and if I do, I have 113/114 on scrolls. Yawn.
Vials - I 408 all of these types (fire goo, acid, gas cloud). I rarely set them off, and the worst that happens if I do is I get a little injured, or I get an endangering public safety charge, or I have to get the box battered/125'ed. Worth the risk IMO.
Dark crystal - 408'able. I tripped this ONCE, EVER, so I'd say they're pretty safe, but if you do trip it, you lose the box.
Tiny sphere - 408'able, and I went a long time before I ever tripped one of these. Bad news is, it hurts alot if it goes off, and you lose the box. Good news, they seem safe to 408 more often than not.
Scale traps - same as the tiny sphere in every assessment. I hold my breath when I do these, but I still do them.
Needle trap - I LOVE seeing these. Don't need to waste any mana disarming, and I'm 100% certain I'm safe when I pop it :D
Plate - same as the needle trap, obviously.
I'm probably forgetting something, but this is what I generally think about when it comes to magically disarming boxes.
Oh, 125 can sometimes damage/destroy box contents, and it removes all value from scrolls (they become "burnt scrolls"), so if you want to INFUSE anything, don't use 125. Also, don't use 125 on a mithril/enruned box, it will deflect off the box and fry you. Not sure what happens if you 125 a glyph box, but I assume it is similar.
thefarmer
06-11-2009, 06:02 PM
This is what I thought of when I saw the title of the thread..
http://www.youtube.com/watch?v=0wfYrf3ZlPY
While I don't know the guy, Jerrec has a really great resource for knowing what you can and cannot open without dying.
http://www.jerrec.com/traps.htm
Handy reference guide when deciding if you will need a cleric after seeing a trap with 416.
That's awesome... thank you
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