This is from a post by EllisDee37 one of the best forum contributors I have seen:
The traps in DDO are marvels of game design. For a long time when I started playing, I thought an area was trapped and the animations were just window dressing. I was wrong.
The individual elements of the traps are very finely designed. You can maneuver in between blades/spikes/whatever or time them to avoid all damage completely, no saving throws (or evasion) needed. Some specific examples:
Some spinning blades spin for a few seconds, then fold up and disappear into the ground for a couple seconds, then come back out and start all over again. When they disappear in the ground it is safe to run through that area. If there are many spinning blades of this “disappearing” variety, watch them for a minute or so and you’ll invariably see a pattern to their specific design that allows a safe path through them with proper timing.
Other spinning blades move while they spin. In almost all cases, their movement opens up safe pathways through even without waiting for them to fold up and disappear, since not all moving blades disappear.
Spike traps are the most obvious traps with safe lanes. Once activated, it is trivially easy to move between the rows of spikes to avoid all harm.
Guillotine-style blade traps have a fixed timing pattern. Watch them for a bit to see if there’s a longer pause at any point. If so, use that longer pause to navigate through. If not, well, it’s a video game, time to dust off your fine motor skills. heh. You can get through without it hitting you.
Most jet traps (acid, fire, poison, etc…) can simply be jumped over. As a general rule, the closer to the wall the jet is coming from the less high your jump needs to be. Stock up on jump potions from the market and you should be good to go.
Dart traps are similar to spike traps but the safe lanes are a bit less forgiving.