At first i thougth DH was fine, but now...

At first i thougth DH was fine, but now...

in PvP

Posted by: Kosard.9720

Kosard.9720

OK i was going to post a 5,000 word essay on why strong traps need to go, but im just going to shortin it up a bit (alot really)

DH traps are fine in a 1v1, in a TEAMGAME they are broken.

i could go into a full on rant on why they are broken in a teamfight, but thats alot of reading and understanding of how teamgames work (which i know most people who pvp dont even understand that this IS a teamgame)

ill use ONE example to make it simple

DH uses Wall of swords. ok you dodge out if you need to get out of the ring of death, simple and easy to do, UNLESS you get feared.pulled, knocked into the wall. then its instant 8k damage.

does 8,000 damage for getting hit by one ability seem fair? i rest my case.

IF Anet wants to keep DH and the rest of the classes the way they are now, the only option they have to keep people pvping is.

Bring back solo queue, lock Traits before the you enter the game, and add class/trait to the match making equation!

At first i thougth DH was fine, but now...

in PvP

Posted by: nacario.9417

nacario.9417

Teamfigths is about cooperation and supporting each other, why is it wrong if a team feared one into a trap? The odds r always against u when facing superior numbers with brains, which this thread lacks. 4000, 8000, 13000, it all adds up, we all gonna die at one point, though u can prolong it by using ur cds wisely based on awareness/class knowledge.

Power Ranger PvP
I used to be a power ranger, now not sure anymore

At first i thougth DH was fine, but now...

in PvP

Posted by: emkelly.2371

emkelly.2371

Easier explanation:

Traps cover 90% of a point.
if you want to cap the point you pretty much have to risk the insta kill.

At first i thougth DH was fine, but now...

in PvP

Posted by: Farzo.8410

Farzo.8410

I was going to post a 5000 word essay on why people need to learn to play, but I’m just going to short it up (a lot really.)

DH traps are fine 1vs1. In a team fight they are fine too.

I could go on a full rant why they are fine in a team fight, but that’s s lot of reading and understanding how the game works (which I know most people who pvp don’t even understand.)

I’ll use one example to make it simple.

DH uses Test of Faith. You dodge out if you need to get out of the simple trap that only damages you if you hit the wall.

Use stability.

Yay.

At first i thougth DH was fine, but now...

in PvP

Posted by: Kosard.9720

Kosard.9720

I was going to post a 5000 word essay on why people need to learn to play, but I’m just going to short it up (a lot really.)

DH traps are fine 1vs1. In a team fight they are fine too.

I could go on a full rant why they are fine in a team fight, but that’s s lot of reading and understanding how the game works (which I know most people who pvp don’t even understand.)

I’ll use one example to make it simple.

DH uses Test of Faith. You dodge out if you need to get out of the simple trap that only damages you if you hit the wall.

Use stability.

Yay.

I shouldent even waste my time with your obvious toll post, but meh YOLO.

ill keep it short and simple for you. Big aoe that deals huge amounts of damage if even grazed, in a game where every class has knockbacks, pull, or makes you randomly walk into them (fear dummy) if you dont happen to have stability or a stun removal OFF COOLDOWN. got a stun removal? cool whats stoping you from getting knocked into it next time? what about the SECONDWALL THAT CAN BE PUT UP WHILE THE FIRST IS STILL STANDING? guess you need to get out of bronze elo and fight people that can use their fingers instead of their faces to play.

At first i thougth DH was fine, but now...

in PvP

Posted by: Windwalker.7421

Windwalker.7421

OPd, going to get nerfed more, nuff said.

I don’t know why people bother with all this forum positioning, as if that has ever helped avoid the nerf bat to obviously OPd stuff in the past.

It’s going to get nerfed. Expect damage reduced by at least 25-50%…you heard it here first. (Not really, but maybe this time you’ll take those rose colored glasses off and actually believe it. Or not.)

At first i thougth DH was fine, but now...

in PvP

Posted by: Ragnarox.9601

Ragnarox.9601

OK i was going to post a 5,000 word essay on why strong traps need to go, but im just going to shortin it up a bit (alot really)

DH traps are fine in a 1v1, in a TEAMGAME they are broken.

i could go into a full on rant on why they are broken in a teamfight, but thats alot of reading and understanding of how teamgames work (which i know most people who pvp dont even understand that this IS a teamgame)

ill use ONE example to make it simple

DH uses Wall of swords. ok you dodge out if you need to get out of the ring of death, simple and easy to do, UNLESS you get feared.pulled, knocked into the wall. then its instant 8k damage.

does 8,000 damage for getting hit by one ability seem fair? i rest my case.

IF Anet wants to keep DH and the rest of the classes the way they are now, the only option they have to keep people pvping is.

Bring back solo queue, lock Traits before the you enter the game, and add class/trait to the match making equation!

8k ? screenshot or didn’t happen. And yes l2 dodge next time.

At first i thougth DH was fine, but now...

in PvP

Posted by: HipposWild.7185

HipposWild.7185

OK i was going to post a 5,000 word essay on why strong traps need to go, but im just going to shortin it up a bit (alot really)

DH traps are fine in a 1v1, in a TEAMGAME they are broken.

i could go into a full on rant on why they are broken in a teamfight, but thats alot of reading and understanding of how teamgames work (which i know most people who pvp dont even understand that this IS a teamgame)

ill use ONE example to make it simple

DH uses Wall of swords. ok you dodge out if you need to get out of the ring of death, simple and easy to do, UNLESS you get feared.pulled, knocked into the wall. then its instant 8k damage.

does 8,000 damage for getting hit by one ability seem fair? i rest my case.

IF Anet wants to keep DH and the rest of the classes the way they are now, the only option they have to keep people pvping is.

Bring back solo queue, lock Traits before the you enter the game, and add class/trait to the match making equation!

8k ? screenshot or didn’t happen. And yes l2 dodge next time.

Clearly people should just learn to dodge broken aspects of the game. In fact just dodge everything. That’s a reasonable response.

#1 of all #1 players as ranked by a fair and unbiased committee

At first i thougth DH was fine, but now...

in PvP

Posted by: Arken.3725

Arken.3725

OK i was going to post a 5,000 word essay on why strong traps need to go, but im just going to shortin it up a bit (alot really)

DH traps are fine in a 1v1, in a TEAMGAME they are broken.

i could go into a full on rant on why they are broken in a teamfight, but thats alot of reading and understanding of how teamgames work (which i know most people who pvp dont even understand that this IS a teamgame)

ill use ONE example to make it simple

DH uses Wall of swords. ok you dodge out if you need to get out of the ring of death, simple and easy to do, UNLESS you get feared.pulled, knocked into the wall. then its instant 8k damage.

does 8,000 damage for getting hit by one ability seem fair? i rest my case.

IF Anet wants to keep DH and the rest of the classes the way they are now, the only option they have to keep people pvping is.

Bring back solo queue, lock Traits before the you enter the game, and add class/trait to the match making equation!

8k ? screenshot or didn’t happen. And yes l2 dodge next time.

Clearly people should just learn to dodge broken aspects of the game. In fact just dodge everything. That’s a reasonable response.

Except you can dodge traps…Even the instant ones don’t activate until after a small moment of time(right after the daze).

At first i thougth DH was fine, but now...

in PvP

Posted by: Dristig.9678

Dristig.9678

Honestly more than trap damage Trapper Runes need a ICD on the 6th bonus. No way should DH be stacking stealth and dropping invisible traps.

At first i thougth DH was fine, but now...

in PvP

Posted by: Crinn.7864

Crinn.7864

Except you can dodge traps…Even the instant ones don’t activate until after a small moment of time(right after the daze).

I think his point was that “just dodge it” is a lame reasoning because you can dodge pretty much everything.

I mean really, they could put in a ability that hits for 20k that bounces across five targets with 1200 range and you could still “just dodge it.”

If dodgability is the definition of balanced then there has never in the entire history of this game been a overpowered class.

Sanity is for the weak minded.
YouTube

At first i thougth DH was fine, but now...

in PvP

Posted by: dank.3680

dank.3680

The only thing I see carrying DH is the broken elite trap.. All the other nukes and bow damage and all that, fine in my book. My experience is from playing reaper, chrono, daredevil. Both tanky and squishy builds on both. All I see is DH’s losing fights till the elite trap drops then game over.

#MAGSWAG: All class player. XOXO

At first i thougth DH was fine, but now...

in PvP

Posted by: Arken.3725

Arken.3725

Except you can dodge traps…Even the instant ones don’t activate until after a small moment of time(right after the daze).

I think his point was that “just dodge it” is a lame reasoning because you can dodge pretty much everything.

I mean really, they could put in a ability that hits for 20k that bounces across five targets with 1200 range and you could still “just dodge it.”

If dodgability is the definition of balanced then there has never in the entire history of this game been a overpowered class.

I’m just giving you an option here, there are many more since only one trap is unblockable. The rest can be mitigated very easily. It still surprises me that this is the issue at hand and now the strength that is revs and scrappers. I guess when people see flashy stuff they think it’s too much to handle.

At first i thougth DH was fine, but now...

in PvP

Posted by: Ragnarox.9601

Ragnarox.9601

Honestly more than trap damage Trapper Runes need a ICD on the 6th bonus. No way should DH be stacking stealth and dropping invisible traps.

It have icd, when trap activates it kicks you out of stealth with a reveal status.
Traps are invisible – google what trap means.
They nerfed it from 3 sec stealth to 2 sec stealth.
L2dodge.

At first i thougth DH was fine, but now...

in PvP

Posted by: SlayerSixx.5763

SlayerSixx.5763

does 8,000 damage for getting hit by one ability seem fair? i rest my case.

100b, rapid fire, melee mind wrack, back stab, unload, grave digger are among only a few skills that can hit that much, if not more.

My warrior, with your average zerk build, can hit 17k on his 100b (burn stun breaks and hit 50% HP and its insta GG). My thief can land 10-12k unloads. BP > HS+steal with procs is over 10k as well. My guard can whirl for almost 9k (a lot more of I throw in SoW).

You can argue everything else like how it covers the entire point, how they burn your dodges using LB2 and then daze you with traps so you can’t use your utilities and get eaten up all while fighting from 1200 range or how they have an kitten of CC, but let’s not cry about damage here like they’re the only ones that can burst.

At first i thougth DH was fine, but now...

in PvP

Posted by: Kosard.9720

Kosard.9720

To make myself clear on this im going to only post this next sentence so EVERYONE wont missunderstand…get ready for it!

DH traps are easy to dodge, its when you get knocked/feared/pulled back in thats the problem.

ahem. that is all.

At first i thougth DH was fine, but now...

in PvP

Posted by: Nath Forge Tempete.1645

Nath Forge Tempete.1645

Hmm the “meta build” (it ‘s too new to say it’s meta but still) use meditation and 1 trap (maybe 2 with the elite)

THAT only trap (test of faith)… deal 80% of the DH dmg … allo? It deals 1k1 based dmg (not real dmg) on marauder + daze when it procs … AND it deals 1k7 based dmg each time u go through it …

1k1 was kitten huge … but 1k7 is just kitten.

(edited by Nath Forge Tempete.1645)

At first i thougth DH was fine, but now...

in PvP

Posted by: NiloyBardhan.9170

NiloyBardhan.9170

does 8,000 damage for getting hit by one ability seem fair? i rest my case.

100b, rapid fire, melee mind wrack, back stab, unload, grave digger are among only a few skills that can hit that much, if not more.

My warrior, with your average zerk build, can hit 17k on his 100b (burn stun breaks and hit 50% HP and its insta GG). My thief can land 10-12k unloads. BP > HS+steal with procs is over 10k as well. My guard can whirl for almost 9k (a lot more of I throw in SoW).

You can argue everything else like how it covers the entire point, how they burn your dodges using LB2 and then daze you with traps so you can’t use your utilities and get eaten up all while fighting from 1200 range or how they have an kitten of CC, but let’s not cry about damage here like they’re the only ones that can burst.

What? 100b takes a huge effort to set up the attack properly and most of the times it doesn’t land all 8 strikes on the intended foe. 100b channel is actually 3.5 second long and with 8 separate strikes while traps’ are instant. How on earth did you compare the two?

14 80s – Niloy Bardhan (warr) ¦ Cute Asura Niloy (guard) ¦ Madhumita Bardhan (ele)
“Owner of the rarest items in Tyria” Legendary collector 8/5 – 300% base MF
Yak’s Bend website – yaks-bend.enjin.com (temporary) #YakForever #YB4LYFE

At first i thougth DH was fine, but now...

in PvP

Posted by: alain.1659

alain.1659

does 8,000 damage for getting hit by one ability seem fair? i rest my case.

100b, rapid fire, melee mind wrack, back stab, unload, grave digger are among only a few skills that can hit that much, if not more.

My warrior, with your average zerk build, can hit 17k on his 100b (burn stun breaks and hit 50% HP and its insta GG). My thief can land 10-12k unloads. BP > HS+steal with procs is over 10k as well. My guard can whirl for almost 9k (a lot more of I throw in SoW).

You can argue everything else like how it covers the entire point, how they burn your dodges using LB2 and then daze you with traps so you can’t use your utilities and get eaten up all while fighting from 1200 range or how they have an kitten of CC, but let’s not cry about damage here like they’re the only ones that can burst.

We had a test four days before and 100b can hit 8.2 k average (if your opponent stays still/ without all the signets and elite). But ranger’s longbow can only deal an average of 6.2 k dmg. Only with all utility skills and elite it can go up to 8.3 k, and this is only if your opponent forgets how to dodge during that bloody channel. And if your opponent has no reflection, which is impossible because every kitten profession in this game has reflection. Then you are forced to wait for your skills CD.

Please do not give information that is based on your old experience (before the latest patch). As a micro-management lover we always test builds and their effectivity. Best way to learn is to test it with at least three people.

By the way ranger’ (core rangers) longbow build sucks now.

At first i thougth DH was fine, but now...

in PvP

Posted by: Skyline Crash.6254

Skyline Crash.6254

That’s 8k with full zerker gear, so yeah, seems fair since you die in 2 seconds

At first i thougth DH was fine, but now...

in PvP

Posted by: Teevell.1684

Teevell.1684

To make myself clear on this im going to only post this next sentence so EVERYONE wont missunderstand…get ready for it!

DH traps are easy to dodge, its when you get knocked/feared/pulled back in thats the problem.

ahem. that is all.

Isn’t that supposed to be a problem? So two people are co-ordinating their skills to get a kill. I think that’s exactly how team-based PvP is supposed to work. Like…this game even has a combo system, we’re supposed to be doing things like this.

Tarnished Coast

At first i thougth DH was fine, but now...

in PvP

Posted by: Morwath.9817

Morwath.9817

To make myself clear on this im going to only post this next sentence so EVERYONE wont missunderstand…get ready for it!

DH traps are easy to dodge, its when you get knocked/feared/pulled back in thats the problem.

ahem. that is all.

Isn’t that supposed to be a problem? So two people are co-ordinating their skills to get a kill. I think that’s exactly how team-based PvP is supposed to work. Like…this game even has a combo system, we’re supposed to be doing things like this.

…but people aren’t dying while knocked/feared/pulled into Ranger or Thief traps, which means DH traps are OP compared to those.

At first i thougth DH was fine, but now...

in PvP

Posted by: LegallyBinding.4937

LegallyBinding.4937

What is the trap that knocks you down over and over?

At first i thougth DH was fine, but now...

in PvP

Posted by: NiloyBardhan.9170

NiloyBardhan.9170

There’s a difference between a ranger’s and a DH’s traps though – Ranger traps are all heavy condi based which deals huge dmg overtime while DH traps are power based but then again once triggered the traps shouldn’t deal dmg overtime, so that may need to be toned down a bit.

Before I am accused, I don’t play guardian/DH and am jealous that they got a much better spec than what we got (warrs)

14 80s – Niloy Bardhan (warr) ¦ Cute Asura Niloy (guard) ¦ Madhumita Bardhan (ele)
“Owner of the rarest items in Tyria” Legendary collector 8/5 – 300% base MF
Yak’s Bend website – yaks-bend.enjin.com (temporary) #YakForever #YB4LYFE

At first i thougth DH was fine, but now...

in PvP

Posted by: Rym.1469

Rym.1469

dodge traps

jk, I can’t see kitten in teamfight anymore.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

At first i thougth DH was fine, but now...

in PvP

Posted by: Vieux P.1238

Vieux P.1238

DH hunter is fine. DH trap 1 kill shot is fine… I don’t understand why ppl are whining about? DH is well balance so plz stop the nerf thing. DH rules!

At first i thougth DH was fine, but now...

in PvP

Posted by: Mcrocha.3891

Mcrocha.3891

There’s a difference between a ranger’s and a DH’s traps though – Ranger traps are all heavy condi based which deals huge dmg overtime while DH traps are power based but then again once triggered the traps shouldn’t deal dmg overtime, so that may need to be toned down a bit.

Before I am accused, I don’t play guardian/DH and am jealous that they got a much better spec than what we got (warrs)

This is correct. The difference is that DH traps deal damage upfront or in bursts. Ranger traps require enemies to stay in the trap to stack conditions which then deal damage over time. IF you get spiked with some DH traps you will probably die, IF you get spiked with Ranger traps then you have a few seconds of counter play to cleanse/get away before damage starts to build up, which is what is supposed to happen with condi damage.

When you start buffing DH traps in BWE to give them boons on trigger, condis like crip/vuln/slow, daze on trigger, a stun break and stab, a complimentary trap trait, etc, then you get traps which feel overturned compared to Ranger or Thief.

Local Charr Ruins Everything

At first i thougth DH was fine, but now...

in PvP

Posted by: brannigan.9831

brannigan.9831

They need to do something with traps and the unblockable auto attack. You can’t have something that can hit for 1-2k be unblockable. Traps probably need a 15-20% timer increase and maybe some kind of time limit on how long they will last on there own. Getting to an important area and laying a trap down and then if you have a little time you can basically double trap is really strong. I would probably settle for just the auto attack not being unblockable I would be fine with something added to it to compensate.

At first i thougth DH was fine, but now...

in PvP

Posted by: SlayerSixx.5763

SlayerSixx.5763

does 8,000 damage for getting hit by one ability seem fair? i rest my case.

100b, rapid fire, melee mind wrack, back stab, unload, grave digger are among only a few skills that can hit that much, if not more.

My warrior, with your average zerk build, can hit 17k on his 100b (burn stun breaks and hit 50% HP and its insta GG). My thief can land 10-12k unloads. BP > HS+steal with procs is over 10k as well. My guard can whirl for almost 9k (a lot more of I throw in SoW).

You can argue everything else like how it covers the entire point, how they burn your dodges using LB2 and then daze you with traps so you can’t use your utilities and get eaten up all while fighting from 1200 range or how they have an kitten of CC, but let’s not cry about damage here like they’re the only ones that can burst.

What? 100b takes a huge effort to set up the attack properly and most of the times it doesn’t land all 8 strikes on the intended foe. 100b channel is actually 3.5 second long and with 8 separate strikes while traps’ are instant. How on earth did you compare the two?

I was pointing out that damage shouldn’t be taken into consideration as a serious argument. Every one of my mentioned abilities will destroy you and should be nerfed if damage is as big a deal as people make it out to be.

Also, the logic behind 100b+bulls rush (or your choice of stun) and the DH spamming true shots to burn dodges, LB5 and maw to burn stun breakers and then test of faith+heavy light/virtue chain and procession of blades to burst down is the same.

Traps activate instantly, but don’t deal the damage instantly :P. 100b is instant, but doesn’t activate instantly.

Burn dodge > burn stun breaks > pop burst.

does 8,000 damage for getting hit by one ability seem fair? i rest my case.

100b, rapid fire, melee mind wrack, back stab, unload, grave digger are among only a few skills that can hit that much, if not more.

My warrior, with your average zerk build, can hit 17k on his 100b (burn stun breaks and hit 50% HP and its insta GG). My thief can land 10-12k unloads. BP > HS+steal with procs is over 10k as well. My guard can whirl for almost 9k (a lot more of I throw in SoW).

You can argue everything else like how it covers the entire point, how they burn your dodges using LB2 and then daze you with traps so you can’t use your utilities and get eaten up all while fighting from 1200 range or how they have an kitten of CC, but let’s not cry about damage here like they’re the only ones that can burst.

We had a test four days before and 100b can hit 8.2 k average (if your opponent stays still/ without all the signets and elite). But ranger’s longbow can only deal an average of 6.2 k dmg. Only with all utility skills and elite it can go up to 8.3 k, and this is only if your opponent forgets how to dodge during that bloody channel. And if your opponent has no reflection, which is impossible because every kitten profession in this game has reflection. Then you are forced to wait for your skills CD.

Please do not give information that is based on your old experience (before the latest patch). As a micro-management lover we always test builds and their effectivity. Best way to learn is to test it with at least three people.

By the way ranger’ (core rangers) longbow build sucks now.

http://gw2skills.net/editor/?vJAQNAR8ZjMdQXIWGCmdAnIGICqrM+glX/ipfKsAICGAA-TZBBABScQAA4CAU0+DkXGAinAAA

Before 50%:

Savage leap>tremor>final thrust>swap to gs>adrenaline burst (procs heightened focus and signet mastery)>bulls rush>100b.

You don’t need to activate any of your signets since the signet mastery trait will proc to give you the last bit of precision you need to hit 100% crit rate. Honestly, this build could be tweaked for aloooooot more sustain, but this is what I use when I occasionally play warrior. Guaranteed kill if you’ve burned your targets stun breaks spamming final thrust, sword flurry, and tremor.

At first i thougth DH was fine, but now...

in PvP

Posted by: Loboling.5293

Loboling.5293

Oh I love this game.

“I used to this DH was fine but now…” I’m sure of it.

Since I haven’t died to a DH in 5 days of playing pvp. (about 20 matches) All on my elementalist, but the tricks I’ve learned can apply to any class with ranged attacks.

At first i thougth DH was fine, but now...

in PvP

Posted by: Teevell.1684

Teevell.1684

To make myself clear on this im going to only post this next sentence so EVERYONE wont missunderstand…get ready for it!

DH traps are easy to dodge, its when you get knocked/feared/pulled back in thats the problem.

ahem. that is all.

Isn’t that supposed to be a problem? So two people are co-ordinating their skills to get a kill. I think that’s exactly how team-based PvP is supposed to work. Like…this game even has a combo system, we’re supposed to be doing things like this.

…but people aren’t dying while knocked/feared/pulled into Ranger or Thief traps, which means DH traps are OP compared to those.

That’s not really the same conversation, though. Also, I wouldn’t expect these traps to all be equal, because the entire kits between these 3 classes are not the same. It would be bad to try and balance all traps as if they existed separately from the rest of the class’ kit.

Tarnished Coast

At first i thougth DH was fine, but now...

in PvP

Posted by: NiloyBardhan.9170

NiloyBardhan.9170

does 8,000 damage for getting hit by one ability seem fair? i rest my case.

100b, rapid fire, melee mind wrack, back stab, unload, grave digger are among only a few skills that can hit that much, if not more.

My warrior, with your average zerk build, can hit 17k on his 100b (burn stun breaks and hit 50% HP and its insta GG). My thief can land 10-12k unloads. BP > HS+steal with procs is over 10k as well. My guard can whirl for almost 9k (a lot more of I throw in SoW).

You can argue everything else like how it covers the entire point, how they burn your dodges using LB2 and then daze you with traps so you can’t use your utilities and get eaten up all while fighting from 1200 range or how they have an kitten of CC, but let’s not cry about damage here like they’re the only ones that can burst.

What? 100b takes a huge effort to set up the attack properly and most of the times it doesn’t land all 8 strikes on the intended foe. 100b channel is actually 3.5 second long and with 8 separate strikes while traps’ are instant. How on earth did you compare the two?

I was pointing out that damage shouldn’t be taken into consideration as a serious argument. Every one of my mentioned abilities will destroy you and should be nerfed if damage is as big a deal as people make it out to be.

Also, the logic behind 100b+bulls rush (or your choice of stun) and the DH spamming true shots to burn dodges, LB5 and maw to burn stun breakers and then test of faith+heavy light/virtue chain and procession of blades to burst down is the same.

Traps activate instantly, but don’t deal the damage instantly :P. 100b is instant, but doesn’t activate instantly.

Burn dodge > burn stun breaks > pop burst.

does 8,000 damage for getting hit by one ability seem fair? i rest my case.

100b, rapid fire, melee mind wrack, back stab, unload, grave digger are among only a few skills that can hit that much, if not more.

My warrior, with your average zerk build, can hit 17k on his 100b (burn stun breaks and hit 50% HP and its insta GG). My thief can land 10-12k unloads. BP > HS+steal with procs is over 10k as well. My guard can whirl for almost 9k (a lot more of I throw in SoW).

You can argue everything else like how it covers the entire point, how they burn your dodges using LB2 and then daze you with traps so you can’t use your utilities and get eaten up all while fighting from 1200 range or how they have an kitten of CC, but let’s not cry about damage here like they’re the only ones that can burst.

We had a test four days before and 100b can hit 8.2 k average (if your opponent stays still/ without all the signets and elite). But ranger’s longbow can only deal an average of 6.2 k dmg. Only with all utility skills and elite it can go up to 8.3 k, and this is only if your opponent forgets how to dodge during that bloody channel. And if your opponent has no reflection, which is impossible because every kitten profession in this game has reflection. Then you are forced to wait for your skills CD.

Please do not give information that is based on your old experience (before the latest patch). As a micro-management lover we always test builds and their effectivity. Best way to learn is to test it with at least three people.

By the way ranger’ (core rangers) longbow build sucks now.

http://gw2skills.net/editor/?vJAQNAR8ZjMdQXIWGCmdAnIGICqrM+glX/ipfKsAICGAA-TZBBABScQAA4CAU0+DkXGAinAAA

Before 50%:

Savage leap>tremor>final thrust>swap to gs>adrenaline burst (procs heightened focus and signet mastery)>bulls rush>100b.

You don’t need to activate any of your signets since the signet mastery trait will proc to give you the last bit of precision you need to hit 100% crit rate. Honestly, this build could be tweaked for aloooooot more sustain, but this is what I use when I occasionally play warrior. Guaranteed kill if you’ve burned your targets stun breaks spamming final thrust, sword flurry, and tremor.

All I was saying is that 100b is much more difficult to set up than a trap burst. As a warrior, a class whose CC skills are so telegraphed (hammer CCs, mace F1) or bugged (Bull’s charge misses 50% of the time) it is much easier to dodge than a guardian teleporting to you (via JI) and laying all traps instantly to lock you into CCs (Dragon Maw FTW) and bursting you down. I didn’t even take into account all the blind/block spams that other classes have (guardians being the most notorious one) which can completely neutralize the 100b set up.

14 80s – Niloy Bardhan (warr) ¦ Cute Asura Niloy (guard) ¦ Madhumita Bardhan (ele)
“Owner of the rarest items in Tyria” Legendary collector 8/5 – 300% base MF
Yak’s Bend website – yaks-bend.enjin.com (temporary) #YakForever #YB4LYFE

At first i thougth DH was fine, but now...

in PvP

Posted by: SlayerSixx.5763

SlayerSixx.5763

Without the DH burning dodges with true shot and maw (don’t bring up LB5 in a 1v1), all it’d take a simple dodge roll to negate ALL of the burst, just like 100b and even then, they have no long lasting stuns aside from maw and LB5 that would warrant burning a stunbreak, so in reality, its the daze on trap that’s screwing people over, not the damage or the teleports or even the insta cast.

At first i thougth DH was fine, but now...

in PvP

Posted by: eleshazar.6902

eleshazar.6902

They need to do something with traps and the unblockable auto attack. You can’t have something that can hit for 1-2k be unblockable. Traps probably need a 15-20% timer increase and maybe some kind of time limit on how long they will last on there own. Getting to an important area and laying a trap down and then if you have a little time you can basically double trap is really strong. I would probably settle for just the auto attack not being unblockable I would be fine with something added to it to compensate.

This is probably my favorite so far.
From the wiki: http://wiki.guildwars2.com/wiki/Puncture_Shot

Yup… it’s oh wait… not unblockable?

But on a serious note. If Anet is going to tone down DH (which I as a guardian main can see some justification for) here are the ways there should do it instead of just a dmg and cd nerf (which is a lazy unimaginative way of balancing).

1) Get rid of trapper runes. They shouldn’t be in PvP in the first place.
2) Take the daze off of the adept trapping trait. Add in +25% move speed instead (since guard is the only class without a movement bonus somewhere). Call it trapper’s agility or something.
3) Tone down the damage or the CC on Dragon’s Maw. That skill on a conquest style map is really strong. It is elite, but with its cd I can see where both dmg and CC of that duration is too strong.

PLEASE DON’T JUST NERF THE DAMAGE/CD. Get rid of the things that are actually causing problems.

As an aside a big part of the problem is simply that this is a conquest only PvP game. Traps would suck if they didn’t cover an entire point which people have to stand on.

All professions level 80| Champion Paragon, Phantom, Genius
Phoenix Ascendant [ASH] | Rank 80

At first i thougth DH was fine, but now...

in PvP

Posted by: Cat Has Ducks.1982

Cat Has Ducks.1982

The only change needed is the no tell knockback every 10 seconds. Just move it to Trueshot with a 5 second internal cooldown so people can now reliably dodge the knockback and we are in busines.

Lord Chuck I – Guardian
Chuck The Stampede – Engineer
[Lg] Agatha – Dragonbrand

At first i thougth DH was fine, but now...

in PvP

Posted by: SlayerSixx.5763

SlayerSixx.5763

^ugh, so many good ideas, but anet ain’t doing nothing. Personally, I’d move the knock back to lb3 since the knock back is supposed to help you land true shot easier (even comes with some stab).

At first i thougth DH was fine, but now...

in PvP

Posted by: Skyline Crash.6254

Skyline Crash.6254

The only change needed is the no tell knockback every 10 seconds. Just move it to Trueshot with a 5 second internal cooldown so people can now reliably dodge the knockback and we are in busines.

i actually think deflecting shot would be pretty good with it

At first i thougth DH was fine, but now...

in PvP

Posted by: Blaine Tog.8304

Blaine Tog.8304

I feel like I’ve been transported back in time to release day to find everyone complaining about Hundred Blades and Heartseeker.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

At first i thougth DH was fine, but now...

in PvP

Posted by: MAN.9046

MAN.9046

They need to do something with traps and the unblockable auto attack. You can’t have something that can hit for 1-2k be unblockable. Traps probably need a 15-20% timer increase and maybe some kind of time limit on how long they will last on there own. Getting to an important area and laying a trap down and then if you have a little time you can basically double trap is really strong. I would probably settle for just the auto attack not being unblockable I would be fine with something added to it to compensate.

This is probably my favorite so far.
From the wiki: http://wiki.guildwars2.com/wiki/Puncture_Shot

Yup… it’s oh wait… not unblockable?

But on a serious note. If Anet is going to tone down DH (which I as a guardian main can see some justification for) here are the ways there should do it instead of just a dmg and cd nerf (which is a lazy unimaginative way of balancing).

1) Get rid of trapper runes. They shouldn’t be in PvP in the first place.
2) Take the daze off of the adept trapping trait. Add in +25% move speed instead (since guard is the only class without a movement bonus somewhere). Call it trapper’s agility or something.
3) Tone down the damage or the CC on Dragon’s Maw. That skill on a conquest style map is really strong. It is elite, but with its cd I can see where both dmg and CC of that duration is too strong.

PLEASE DON’T JUST NERF THE DAMAGE/CD. Get rid of the things that are actually causing problems.

As an aside a big part of the problem is simply that this is a conquest only PvP game. Traps would suck if they didn’t cover an entire point which people have to stand on.

a guardian main who thinks traps need some adjustment??!! no way.. definitely either a troll or a teef who afk’ed on guard traps :p
/sarcasm

RIP
FeelsBadMan

(edited by MAN.9046)

At first i thougth DH was fine, but now...

in PvP

Posted by: SlayerSixx.5763

SlayerSixx.5763

It isn’t that he thinks they need an adjustment. He just wants to suggest changes that won’t break him when the nerfs do come.

At first i thougth DH was fine, but now...

in PvP

Posted by: mistsim.2748

mistsim.2748

the problem with DH’s isn’t so much their traps (even though you could argue it). it’s their sustain, i.e. permablock to full heal on a pretty short CD. it’s ok for a spec to nuke/deny the point in this manner, as long as he can get focused down and killed quickly.

At first i thougth DH was fine, but now...

in PvP

Posted by: SlayerSixx.5763

SlayerSixx.5763

Thing is, he CAN get focused :P. 5 seconds from virtue + shelter is 7 seconds of block. He can’t attack while sheltering, so its really just the virtue that rustles peoples jimmies. More traps = less meditations. Less mediations = less heal.

At first i thougth DH was fine, but now...

in PvP

Posted by: Salamander.2504

Salamander.2504

Thing is, he CAN get focused :P. 5 seconds from virtue + shelter is 7 seconds of block. He can’t attack while sheltering, so its really just the virtue that rustles peoples jimmies. More traps = less meditations. Less mediations = less heal.

On paper that sounds fine, but when you pair the new (amazing) virtues with RF, that amounts to 7 seconds of block, plus 3 seconds of invuln and another 5 second block, (that’s 15 seconds for those of you following from home), and losing 2k healing from 1 meditation isn’t a huge issue because F2 heals for 4k (as opposed to 1.6 k pre-HoT). F2+RF=8k heal.

Just saying.

At first i thougth DH was fine, but now...

in PvP

Posted by: MAN.9046

MAN.9046

tbh my problem is how quickly my dodges get burned (necro, dodges are all i got) 1 dodge for bow #2, 1 for bow 5/4 1 for their test of faith when they trigger, and if they’re smart, elite trap is saved after my dodges are burned, thats all in maybe 5-7 secs, then i have to kite the traps and facetank LB/GS/sword burst skills brfore endurance refills -.-

RIP
FeelsBadMan

At first i thougth DH was fine, but now...

in PvP

Posted by: SlayerSixx.5763

SlayerSixx.5763

Thing is, he CAN get focused :P. 5 seconds from virtue + shelter is 7 seconds of block. He can’t attack while sheltering, so its really just the virtue that rustles peoples jimmies. More traps = less meditations. Less mediations = less heal.

On paper that sounds fine, but when you pair the new (amazing) virtues with RF, that amounts to 7 seconds of block, plus 3 seconds of invuln and another 5 second block, (that’s 15 seconds for those of you following from home), and losing 2k healing from 1 meditation isn’t a huge issue because F2 heals for 4k (as opposed to 1.6 k pre-HoT). F2+RF=8k heal.

Just saying.

But that means no maw, which means a huge hit to their ability to CC. I honestly have no issue with that.

At first i thougth DH was fine, but now...

in PvP

Posted by: Starfall.6425

Starfall.6425

What is the trap that knocks you down over and over?

That is exactly what is wrong with people that think all the traps are so OP and need atleast 50% dmg reduced or whatever.

The trap you mean is dragons maw and it is a 75sec CD elite that deals damage and traps you inside. If you stand still you can just do normal range dps, cast spells or whatever you like. But if you run again and again against it’s wall and get pulled back.. well then you are just bouncing there doing nothing and getting hit.

It makes a huge difference if you get knocked back over and over for 6sec or if you return fire, go invuln or block and walk out when it disappeared.

I think when ToF is adjusted (dmg or CD) and Trueshot gets.. mh.. 10% dmg reduced or CD increased to 6sec the DH should be in line. Look at tanky revs or condi-trap druids, strong reapers and good chronos. Even some DD’s and tempest rock. You guys get really distracted by those flashy traps (Anet pls reduce skill effects)

[DP] – Diamond Pirates
[AM] – Abaddon’s Mouth

(edited by Starfall.6425)

At first i thougth DH was fine, but now...

in PvP

Posted by: eleshazar.6902

eleshazar.6902

It isn’t that he thinks they need an adjustment. He just wants to suggest changes that won’t break him when the nerfs do come.

So you think taking the cc off of these doesn’t make a huge difference? The main complaint against DH is that it hits hard and it’s too difficult to dodge out of it between the daze and the initial burst. The comparison always comes back to ranger traps and how you can move out of them easily.

So toning down the CC makes a huge difference. Also without trapper runes you wouldn’t have to deal with guard disappearing constantly.

My points I’m trying to make is that your approach to balance shouldn’t be just hit cooldowns and damage. Because when you do that you are left with skills that no one wants. You can nerf things without making them useless. You want to bring them in line with other things. I think your problem is that you just want to completely obliterate traps because they make you salty. The point is to make them fair, not to make them useless. Guards already have enough useless skills to their names that Anet refuses to reinvigorate.

All professions level 80| Champion Paragon, Phantom, Genius
Phoenix Ascendant [ASH] | Rank 80

At first i thougth DH was fine, but now...

in PvP

Posted by: RedDeadFred.1256

RedDeadFred.1256

The only thing that really bothers me about them is how they can lock you off of a point. You either dodge out, allowing the opponent and easy decap, or die.

I won’t say they’re op yet though. I don’t have enough experience fighting them and I’m honestly not all that good. Does anyone have any tips on how to fight a DH on point?

I don’t really have any issue fighting them on mid in Foe Fire, it’s the points where their traps basically take up the whole thing.

At first i thougth DH was fine, but now...

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I only have 3 problems with them.

  • Trap areas arm instantly if used right under someone. Traps should always take a bit to arm, they are traps, not bombs.
  • Traps activate too fast. They should take at least 1.5 seconds to activate, so they can’t be used consecutively too fast and can be per-emptively avoided more easily when used when people is looking, if not used strategically when enemies are not looking at you.
  • Traps are too large. They cover most of most capture points. And their areas are spherical instead a cylinder, so they are often larger than what the circles show, so you can’t even stand on the edge outside them.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

At first i thougth DH was fine, but now...

in PvP

Posted by: SlayerSixx.5763

SlayerSixx.5763

It isn’t that he thinks they need an adjustment. He just wants to suggest changes that won’t break him when the nerfs do come.

So you think taking the cc off of these doesn’t make a huge difference? The main complaint against DH is that it hits hard and it’s too difficult to dodge out of it between the daze and the initial burst. The comparison always comes back to ranger traps and how you can move out of them easily.

So toning down the CC makes a huge difference. Also without trapper runes you wouldn’t have to deal with guard disappearing constantly.

My points I’m trying to make is that your approach to balance shouldn’t be just hit cooldowns and damage. Because when you do that you are left with skills that no one wants. You can nerf things without making them useless. You want to bring them in line with other things. I think your problem is that you just want to completely obliterate traps because they make you salty. The point is to make them fair, not to make them useless. Guards already have enough useless skills to their names that Anet refuses to reinvigorate.

Woah, idk if you looked into my post history, but I agree with toning CC down (or limiting it entirely to maw, as far as traps go).