Against mobs that split into smaller mobs, such as the Razzashi Broodwidow in Zul'Gurub, drop this trap in the middle of the group to deal lots of damage. [Feign Death] afterward if necessary.
Use for an initial spike of damage with a short DoT; also consider using this to bring the health of charging enemies down before having to engage them.
Hunters with [Readiness] can arm two Explosive Traps at once. However, the first one must be triggered before the second is used, since only one trap can be active at time. Armed with two Explosive Traps and [Multi-Shot], Hunters can deal massive AoE damage.
Trap will exist for one minute and can be placed while in combat; however it will not become active until 2 seconds have passed.
Only one fire class trap can be active at a time, meaning that you can use either [Immolation Trap] or Explosive trap.
Can be resisted, and some mobs are immune to Fire Damage, making them immune to this trap.
It may strike neutral targets, causing them to aggro you.
Patch 6.1.0 (24-Feb-2015): Enhanced Traps now reduces the cooldown on all traps by 33% (down from 50%).
Patch 6.0.2 (14-October-2014): Explosive Trap now places a periodic-damage effect on each target within the radius of the explosion, rather than a persistent effect on the ground.
Patch 5.4.0 (10-Sep-2013): Explosive Trap had its overall damage decreased by 30%. Proportionately, more damage has been removed from the initial damage than the periodic effect.; Explosive Trap no longer shares a cooldown with Black Arrow but can no longer activate Lock and Load.
Patch 4.2.0 (2011-06-28): Traps now scale with hunter stats such as hit, expertise, spell penetration and attack power as intended.
Patch 4.1.0 (26-Apr-2011): Explosive Trap now has a new spell effect.
Patch 3.3.3 (2010-03-23): Low ranks of this ability were receiving no bonus damage from attack power. That has been corrected.
Patch 3.3.0 (08-Dec-2009): The damage from this trap will now scale properly with the hunter’s attack power.
Patch 3.2.0 (04-Aug-2009): The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute.; Traps now have separate 30-second cooldown categories: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature (Snake Trap). A hunter can have one trap of each category placed at one time.
Hotfix (2009-04-16): "T.N.T. should now properly increase the damage of Explosive Trap. "
Patch 3.1.0 (14-Apr-2009): Hunter traps will no longer be able to be set off by totems.
Patch 3.0.8 (2009-01-20):Trap Mastery now only increases periodic damage done by Immolation Trap and Explosive Trap Previously increased all damage.
/Patch 3.0.2 (14-Oct-2008): The arming time has been reduced to 1 second, from 2 seconds for all traps.
Patch 2.3.0 (13-Nov-2007): The initial damage dealt by this trap is now also increased by 10% of your ranged attack power.; Serpent Sting, Immolation Trap and Explosive Trap all gain additional damage based on ranged attack power.; The total damage dealt by this sting is now also increased by 10% of your ranged attack power.
/Patch 2.0.1 (05-Dec-2006): Traps can be set while in combat, but require a 2 second arming time.
Patch 1.7.0 (13-Sep-2005): Fixed a bug where lower level versions of Explosive Trap were being resisted more than they should be.
Patch 1.6.0 (12-Jul-2005): Fixed a bug where the trap's effects suffered inappropriate damage reduction against high level targets. In addition, damage caused by this trap should no longer kill opponents in duels.