Trap changes and balance
Traps need a stun on activation (or at least an immobilize), not a daze. People will continue to just walk right out of them and render them useless otherwise.
Traps need a stun on activation (or at least an immobilize), not a daze. People will continue to just walk right out of them and render them useless otherwise.
It is better than you think. Most traps are instant or nigh-instant activation, so they’re essentially just a delayed daze skills. For the ones that aren’t, there are several abilities the guardian gets to hold enemies in place. The daze means they can’t immediately warp out.
There’s also the new Zealot’s Aggression which will apply cripple on passive SoJ. That will help keep enemies in your traps, or it requires them to spend resources they might not want/have to use.
I actually find the daze intrigueing
but even the heal trap is now an interrupt + a blind potentially avoiding two attacks.
… of course a stun would be better but putting that on a Adept trait is a little too much to ask.
Looking at all the soruces of blinds we can produce as we speak. add in sigil of mischief, rune of the flock and blinding jeopardy there might be a cool 1vs1 spec there ….
Do not forget the guild halls … 1on1 will become another game mode we can build for.
HoT will be awsome …
(edited by Asmodal.6489)
I’d rather not have a stun/immobilize on the trap trait – during the beta weekend I had too much fun comboing traps with snaring skills like hunter’s ward and dragon’s maw.
There’s a good chance the defensive traps (purification, test of faith, fragments of faith) are viable now. The heal looks really good with two attacks negated by daze+blind and a sturdy heal, and once you take the trait and adopt a playstyle where you force enemies to trigger the trap, the other two defensive traps should be easy to slot in.
The offensive traps (procession of blades, light’s judgment, dragon’s maw) look weaker as a group. Dragon’s maw.. six seconds of warding is great! as long as you have pulsing AoEs to combo it with. The other two are on the weak side, so throwing out two suggestions for the fun of it:
- add pulsing weakness (with short duration) to procession of blades, to make it work for both defensive and offensive trapping playstyles.
- add ramp up damage (like revenant’s Vengeful Blast has) to light’s judgment, to give it non-bursty damage that rewards snaring enemies in the trap.
(edited by Adrian Guardian.9480)