Rework Thief Traps

Rework Thief Traps

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Thieves have many great things, some may say too many great things (this isn’t the place to start Q.Q). One thing they completely lack however, is a viable trap build. Necro places a sort of trap called wells that pulse for a bit and help block a path off well or even melt away an enemy. Ranger has 4 traps that each have a great purpose last considerable long and work greatly at protecting a spot or blocking a narrow path. Thieves well…. none are really worth the utility slot.

I think these traps and some of the traits that apply to them for thief should be reworked. I would really like to try out a build like this but the current skills just arn’t attractive. Maybe things like:

Ambush Trap: Couple things could be done here for summoning thieves in general. Add a SB thief that uses skill 3 occasionally and will stealth + SB stealth attack on occasion. Also summoned thieves should utilize dodge a little more as they are very easily killed (anyone who can’t dodge is easily killed).

Trip wire: Here is where I think things could get interesting. Currently, the kd is busted and doesn’t even work half the time. Maybe a complete change could be done and this would be very useful for a cond build. -When triggered the foe is crippled for 3 seconds and a time bomb is place onto the ankle of the enemy (would require art work to fit the bomb on each race without looking funky) 3 seconds later, the bomb will active and burn the enemy while dealing moderate dmg. This would be our 1 and only reliable sorce of burn which thieves need to better themselves at conditions. Since it would be attatched, it couldn’t be dodged or removed but block would work. burn could be moderate

Needle Trap: this skill needs to stick around for a bit after it activates. Plain and simple. This could serve as a great escape route block if used correctly. -When triggered, the foe gets immobilized and poisoned (I think the poison should last a little longer but the immobilize is fine). That foe cannot get affected by the trap for another 2 seconds. If they cross it again, they are once again poisoned and immoiblized for half the duration. Trap lasts 5 seconds once triggered.

Shadow Trap: some bonuses need to be added to this. It’s an amazing escape skill, and people rarely see it coming but it needs more to be attractive. -When triggered your foe becomes marked and you may shadow step to them. If you shadowstep to them, your next strike gains 100% crit chance and steals some life. Maybe just one or the other but this trap should lead to a powerful initiation if the player wants, not just another stealth skill to run away.

Traits=====

Corrosive traps: 5 stacks of vulnerability for 10 seconds instead of 5 seconds. Cooldown 4 seconds once triggered.

Master Trapper: Traps recharge 20% faster. Additionally trap skills daze foes that cross them for 2 seconds.

Trap pouch: I can’t find a major trait that is suitable to replace for something like this, but I think this trait would complete the trap build.
-Ambush trap and Needle trap have 2 uses before going on cooldown (2nd use must be used in 5 seconds or it goes on cooldown). Cooldown reduction on these 2 traps are removed as well. The cd removal would be to balance it out so you can’t just run and put a million traps everywhere (unless you used up 3 utility slots for them).

These are just suggestions, and I’m sure Anet would have better ideas but trap thieves should become a viable build. Not to match the trap rangers and take up 3 utility slots just for traps, but using 1 should not be a wasted slot.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)