Traps are still going to be underwhelming.

Traps are still going to be underwhelming.

in Guardian

Posted by: Black Box.9312

Black Box.9312

Sure, they have fancy visual effects and can deal decent damage, but people seem to be forgetting that half the reason why meditations are meta currently is because of the sustain they provide. Once the novelty factor wears off, people will realize that trap builds will have no sustain or condi removal and will just go back to what they were doing before.

Traps, in their current iteration, are just an awful skillset in general and should be reworked to promote more active play.

Traps are still going to be underwhelming.

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Posted by: Justine.6351

Justine.6351

I’m going to try them out.

Zerker guard.
Flame sigil and Madking runes. Those birds will make justice virtue explode.
The two traps that do 10tics each.
Elite trap.
Traps bleed trait.
Permeating wrath. Triggers in area AT foe now?
Supreme justice.
Power to condi dmg trait 13%.
25% crit to burning foes.
Watch any noob who steps on trap pile explode.

There is more to build I’m sure but this is just outline in my mind.
http://dulfy.net/2015/05/02/gw2-specialization-calculator-that_shaman/#profession=guardian&traits=“Dragon Hunter”,1,5,9-“Virtues”,1,4,7-“Radiance”,3,6,7

Hmmm, the calc seems broken or I’m not linking right.

(edited by Justine.6351)

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Posted by: Arnath.2319

Arnath.2319

I don’t think anyone will be running full traps, i think we will be swapping utilities in and out all the time depending on the situation.

Traps are still going to be underwhelming.

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Posted by: Gemenai.3807

Gemenai.3807

Sure, they have fancy visual effects and can deal decent damage, but people seem to be forgetting that half the reason why meditations are meta currently is because of the sustain they provide. Once the novelty factor wears off, people will realize that trap builds will have no sustain or condi removal and will just go back to what they were doing before.

Traps, in their current iteration, are just an awful skillset in general and should be reworked to promote more active play.

Though i don’t give a kittycat about meta or its builds, my 0/0/6/6/2 mace/shield/focus + staff build would still be better than any kind of trap option provided by this game. So i still want more symbols over some traps. Sure no great damage but support is quite nice ( though healing power could use a buff in general or at least give guardian +400 healing power baseline).

No thanks, but no to traps.

Traps are still going to be underwhelming.

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Posted by: Obtena.7952

Obtena.7952

Not if they offer a whole new direction of play.

Traps are still going to be underwhelming.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Some of them will be nice for point defense but over all the OP is right.

The lack of condition removal & self healing will keep more then 1-2 being used.

Traps are still going to be underwhelming.

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Posted by: Aaron.4807

Aaron.4807

There might be a trap build for keeping points, but…

As the OP said they don’t offer any real utility and if you are going medis you will likely still take 3 medis as a trap won’t really do anything for you.

The problem now is when they are seen as not used because let’s face it, with the nerf to traps they won’t be widely used, maybe the elite one….maybe… will anet nerf the crap out of medi’s to make traps look good? Because that is their MO for “balancing” things.

Wrekks/Wrekts

Traps are still going to be underwhelming.

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Posted by: Quintuplebeta.3914

Quintuplebeta.3914

I really think that the trap LB guard will be super OP. After watching the ready up, I noticed that you could combo traps and traits to almost insta kill somebody. You could use the dragons maw, the whirling blade trap and the revel trap in combo with some traits to absolutely destroy anybody who walks over it. Personally as a thief I am terrified of this. I can just imagine that i’m roaming in WvW and I walk over where a guard set his traps.

Traps are still going to be underwhelming.

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Posted by: Quadox.7834

Quadox.7834

For pvp, i will say this: this game almost always strives to use instant defensive utilities. Shouts, blink, decoy, cantrips, shadowstep, lightning reflexes. spectal armor, you name it. The exceptions are power necro wells and engi which has to go kits. If they want guardians to use traps in pvp they need to look at power necro. Even then, it is very likely people will go shouts/meditations and the like. When did you last see a signet guardian?

Yaniam [Mesmer]

^ Usually only characer that i play on

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I really think that the trap LB guard will be super OP. After watching the ready up, I noticed that you could combo traps and traits to almost insta kill somebody. You could use the dragons maw, the whirling blade trap and the revel trap in combo with some traits to absolutely destroy anybody who walks over it. Personally as a thief I am terrified of this. I can just imagine that i’m roaming in WvW and I walk over where a guard set his traps.

To do that however you give up condition cleanses, stun breaks, stability & allot of other boons.

After doing it your also useless for 45 seconds while they all recharge.

Traps are still going to be underwhelming.

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Posted by: babazhook.6805

babazhook.6805

I really think that the trap LB guard will be super OP. After watching the ready up, I noticed that you could combo traps and traits to almost insta kill somebody. You could use the dragons maw, the whirling blade trap and the revel trap in combo with some traits to absolutely destroy anybody who walks over it. Personally as a thief I am terrified of this. I can just imagine that i’m roaming in WvW and I walk over where a guard set his traps.

To do that however you give up condition cleanses, stun breaks, stability & allot of other boons.

After doing it your also useless for 45 seconds while they all recharge.

Useless is hyperbole from the one side just as OP is from the other. Traps are utlilities. The Guardian still has all the weapon skills available to them as utilities on cool down. It might not be wise to use all of ones traps at once but it hardly means the person that does so is useless as they on cool down.

My trap using ranger often has all traps on cooldown. It hardly means that Ranger now “useless”. It in fact can help leverage the weapon skills into being yet more powerful. I also highly doubt any guardian will take all traps anymore then a ranger or theif does when they use traps.

(edited by babazhook.6805)

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Posted by: Justine.6351

Justine.6351

I really think that the trap LB guard will be super OP. After watching the ready up, I noticed that you could combo traps and traits to almost insta kill somebody. You could use the dragons maw, the whirling blade trap and the revel trap in combo with some traits to absolutely destroy anybody who walks over it. Personally as a thief I am terrified of this. I can just imagine that i’m roaming in WvW and I walk over where a guard set his traps.

To do that however you give up condition cleanses, stun breaks, stability & allot of other boons.

After doing it your also useless for 45 seconds while they all recharge.

Cause you don’t use 5 traps…

Not every skill/skill set needs to revolve around the top 1% pvpers and their wannabes. I think that’s why some are mad. They didn’t get more augmentation to their current play. Instead something new was introduced.

“OMG we can’t do symbol medi shout trap guardian!”

Traps are still going to be underwhelming.

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Posted by: Black Box.9312

Black Box.9312

I really think that the trap LB guard will be super OP. After watching the ready up, I noticed that you could combo traps and traits to almost insta kill somebody. You could use the dragons maw, the whirling blade trap and the revel trap in combo with some traits to absolutely destroy anybody who walks over it. Personally as a thief I am terrified of this. I can just imagine that i’m roaming in WvW and I walk over where a guard set his traps.

To do that however you give up condition cleanses, stun breaks, stability & allot of other boons.

After doing it your also useless for 45 seconds while they all recharge.

Cause you don’t use 5 traps…

Not every skill/skill set needs to revolve around the top 1% pvpers and their wannabes. I think that’s why some are mad. They didn’t get more augmentation to their current play. Instead something new was introduced.

“OMG we can’t do symbol medi shout trap guardian!”

But the problem is that it’s not REALLY something new. We already have a kittenton of area denial between symbols and weapon skills such as smite and ring of warding. Traps are just about the last thing the class needed, to be honest.

Traps are still going to be underwhelming.

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Posted by: Bezagron.7352

Bezagron.7352

A mostly trap build I’ve been theory crafting involves both Traps & Symbols. I’m looking at focusing on area denial & large damage to anyone in that area. Spec lines are;

  • Dragon Hunter – Piercing Light, Dulled Senses, Big Game Hunter.
  • Zeal – Fiery Wrath, Zealous Blade, Symbolic Avenger.
  • Honor – Invigorated Bulwark or Protector’s Impact, Empowering Might, Writ of Persistence.
  • Weapons – Greatsword, Mace – Shield or Hammer.
  • Traps – Test of Faith, Procession of Blades, Light’s Judgement & Dragon Maw, not sure about the heal skill.

Not sure how it will really play out but your not going to want to stand in any area that has both symbols & trap active. Large problem I see is trap up time.

Also I was a bit surprised that there was no 20% reduce cooldown on traps or longbow skills in the trait lines like all other weapons & skill categories which would help with this.

Traps are still going to be underwhelming.

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Posted by: Shifu.4321

Shifu.4321

They are inferior wells with less range, smaller AoE, longer cooldowns. Wells are true area denial, because they pulse and affect multiple enemies. These traps activate even on a single enemy, which means a single person walking on your trap disables one of your utilities for 45 seconds. Imagine a WvW groups situation. The frontline will eat up your traps, causing very little damage and even CC due to stability. A wells necro can just throw his wells onto the backline when they come within range.

And attaching 80% of a heal to the condition that an enemy would walk over it is just asking to be killed. And it even has a long cooldown.

Traps are still going to be underwhelming.

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Posted by: Coldtart.4785

Coldtart.4785

Test of faith hits when crossing its boundary like the stun lines that have no aoe limits. Get enough guards to spread them around strategic locations in a wvw fight then enjoy watching the enemy team have to choose between standing still and getting shot up or walking through the trap spam and instantly dying.

Traps are still going to be underwhelming.

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Posted by: Shifu.4321

Shifu.4321

^ No different from wells then. You flank those traps, and they’re basically useless since they have a LOOONG cooldown. The traps’ biggest advantage is that they’re invisible, but in a highly mobile fight, you’d be playing a guessing game on where the enemy will come from, whereas wells are reactive skills that don’t require setup or windup.

(edited by Shifu.4321)

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Posted by: Saiyan.1704

Saiyan.1704

Sure, they have fancy visual effects and can deal decent damage, but people seem to be forgetting that half the reason why meditations are meta currently is because of the sustain they provide. Once the novelty factor wears off, people will realize that trap builds will have no sustain or condi removal and will just go back to what they were doing before.

Traps, in their current iteration, are just an awful skillset in general and should be reworked to promote more active play.

Meditations isn’t the be-all and end-all of Guardian builds. Definitely not.

Stronghold has shown a need for Zerker type classes who outputs lots of damage to clear mobs and guards quickly. Traps could be a welcomed burst potential for the game mode. They did say that people won’t be able to see the traps we lay so I see it being a strong underrated maneuvering tactic. We should give Trap Guards more credit for what they could accomplish in Stronghold.

Lets not forget that Trap CD starts the moment you lay them, as see from the video. I imagine there’d be kitten icd some where so the same trap doesn’t duplicate. Still worth noting.

Have Guards place these on the Hero channeling buff
2x Processing of Blade
2x Light’s Judgement
Profit

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

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Posted by: Kyumy.5370

Kyumy.5370

While you’re talking about the healing skill… I think it’s the most underwhelming one. Try to compare it to Signet of Resolve :
- Signet heal : 8150
- Trap heal : 7957 (1499 first, then 6458)
Without even talking about how each skill works, signet is better in terms of numbers.

Now, compare the side effects :
- Signet : Remove a condition every 10 seconds as long as the skill isn’t on cooldown (cooldown : 40 seconds)
- Trap : Blind foes in the area (It can also causes bleed with the trait, but only 1 stack)
Ok, let’s say both are usefull.

Now let’s talk about the mechanic :
- Signet can be use wherever we are, we just have to hit it to receive our (full) heal amount one second after.
- The trap heals for a small amount one second after being hit (1499). If an ennemy is close enough, we have to wait for another second to receive our (real) heal.
But what if we need a heal while using the bow ? Impossible to receive the second part of the heal as long as we’re far from the ennemies. Then we have to go closer to receive our heal. Strange, isn’kitten
Let’s talk about someone who’s smart enough to dodge out of the trap before it can hit him. RIP.

I don’t really care if the skill stays as it is, I just said it because I found strange to use such a risky mechanic to heal ourselves while others healing skills can do it faster, better, and… far from the ennemy x)

Traps are still going to be underwhelming.

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Posted by: Black Box.9312

Black Box.9312

Test of faith hits when crossing its boundary like the stun lines that have no aoe limits. Get enough guards to spread them around strategic locations in a wvw fight then enjoy watching the enemy team have to choose between standing still and getting shot up or walking through the trap spam and instantly dying.

This is really the only one I admittedly liked of the bunch, because it looks like it’d be a good way to hold an enemy in place. Unless they rework them, every other trap will be completely negated simply by dodging over them.

Traps are still going to be underwhelming.

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Posted by: Obtena.7952

Obtena.7952

Dodging a trap you can see? Not likely. I doubt they need rework for that particular reason. I think the reality is that if there is a game mode where laying traps makes sense, they will get used. It’s a map layout lay thing. They will be pretty useless in wide open spaces but no doubt where there is choke points and POI’s, traps will have a place.

Traps are still going to be underwhelming.

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Posted by: Ghotistyx.6942

Ghotistyx.6942

You’ll just have to be smart about trap placement. In pvp you’ve got conquest points/chokes, the Courtyard center, or Stronghold gates, supply depot, and Hero channeling thing.

In wvw, trappers will be great at objective defense. Place em right behind a door and when they bust through, oh snap its a trap! Consider Piercing Light, Supreme Justice, and Permeating Wrath with Procession of Blades and Light’s Judgement. If the 4.5k burn ticks on Svanir(?) made you squeamish, a zerg running through that with you nearby will make Trogdor need to lie down for a second and sip some ginger ale.

Many of these traps are long duration. Compared to Thief (npc for 20s or 1 pulse) and Ranger (1, 3, or 5 pulses), these will have a long uptime of area denial. Put just one of the pulsers on a point and you’ve got 10 seconds to /sleep or /readabook while an enemy now has to make some important life decisions.

Now after saying all this, I’m not 100% satisfied myself with how traits are going to look. I think Procession of Blades (the meat grinder) needs to be a whirl finisher, and Fragements of Faith (the aegis one) could be a blast finisher at least. I also don’t like the cooldowns on the traps either, but considering their movement towards active play cooldown reduction, we could add “Reduce recharge of Traps by X seconds when activating a virtue” functionality to Piercing Light (bleed on trap hit trait).

Fishsticks

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Posted by: anduriell.6280

anduriell.6280

i agree, traps will be forgotten and the only reason the player will use Ducking Dragon is for the longbow if it’s a pewpew weapon. Also they have a short lifespan for what i saw in the video, and that’s not a good idea for a trap with setup time and activation time.

I would change some many thing that are wrong with the Fragon Hunter that most probably would be fully rework.
But here is an easy fix: Make them Symbols . Then they can benefit from the traits (healing, more damage/condi duration, bigger AoE, longer active effects) and would be in synergy with the class.
Once they change the type of skill they can as well change the name.

I TOLD YOU SO
Inverse to Apple: SBeast is the worst yet.. jurl jurl
I’m all in for Team Irenio!

(edited by anduriell.6280)

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Posted by: Black Box.9312

Black Box.9312

You’ll just have to be smart about trap placement. In pvp you’ve got conquest points/chokes, the Courtyard center, or Stronghold gates, supply depot, and Hero channeling thing.

In wvw, trappers will be great at objective defense. Place em right behind a door and when they bust through, oh snap its a trap! Consider Piercing Light, Supreme Justice, and Permeating Wrath with Procession of Blades and Light’s Judgement. If the 4.5k burn ticks on Svanir(?) made you squeamish, a zerg running through that with you nearby will make Trogdor need to lie down for a second and sip some ginger ale.

Many of these traps are long duration. Compared to Thief (npc for 20s or 1 pulse) and Ranger (1, 3, or 5 pulses), these will have a long uptime of area denial. Put just one of the pulsers on a point and you’ve got 10 seconds to /sleep or /readabook while an enemy now has to make some important life decisions.

Now after saying all this, I’m not 100% satisfied myself with how traits are going to look. I think Procession of Blades (the meat grinder) needs to be a whirl finisher, and Fragements of Faith (the aegis one) could be a blast finisher at least. I also don’t like the cooldowns on the traps either, but considering their movement towards active play cooldown reduction, we could add “Reduce recharge of Traps by X seconds when activating a virtue” functionality to Piercing Light (bleed on trap hit trait).

I just don’t agree, honestly. Even if you can find spots where they’d work, you’re sacrificing too much sustain, condi clear, mobility, etc. for a set of skills that are situational at best. The only way to really ensure that a point could be properly locked down would be to place all of your traps in the same spot, but if you put all your eggs in one basket…

Traps are still going to be underwhelming.

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Posted by: Ghotistyx.6942

Ghotistyx.6942

You don’t have to take 6 or even 3 traps. 1 or 2 would suffice to make them worthwhile. Just like with thief and ranger, you sacrifice a lot to take 3 traps, but for some its worth it.

Fishsticks

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

DH with the vulnerability trap (Light’s Judgement?) will become speed clear meta, mark my words.

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Posted by: funkyfuzz.9142

funkyfuzz.9142

I think the OP raises good concerns… BUT

Unless anyone has actually played the new DH, there’s still quite a bit out there on the table. We simple don’t know how it’s going to turn out…but I do agree that initially on paper, the skillset goes against most of the Guardian design. we don’t really have traits that buff ranged damage, we don’t have any that buff traps, mostly symbols, consecrations, and shouts.

I’m not sure that traps are useless, but overall it seems like you will have to invest in quite a few to make them effective together, which reduces your self healing and condi removal/defensive skills in general. And sure, you won’t be taking traps ALL the time, but if you’ve made the decision to commit to traps, once you enter combat, that’s all you got. and giving up your condition removal, defensive party buffs, and personal healing/party healing is a pretty big sacrifice for a few traps that don’t really fit well with the guardian theme (im OK with the bow…but traps are a bit…i dunno….ranger-ey, don’t ya think?)

I would like to see more of the “symbol” traits impact traps as well. that would even the playing field a bit. I suppose we could just turn them into “symbols”, but then it pretty much kills a large part of what makes the dragon hunter different then your typical guardian. The whole idea was to give us something different, something unique, that moved the class in a different direction…but was still “that” class. the DH definitely does that….though it may be going a bit too far in the different direction….

(edited by funkyfuzz.9142)

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Posted by: Dirame.8521

Dirame.8521

In PvE, traps definitely will do a lot but in PvP, it’s just not going to go very far. Quite a few of them will not see any play at all. Some will due to their cooldowns and usefulness.

The real reason why the DH will be awesome in PvP is the Longbow and the Virtues. They open up a more supportive/defensive/offensive playstyles for our class. The traps are further built with WvW and PvE in mind.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

Traps are still going to be underwhelming.

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Posted by: Brutaly.6257

Brutaly.6257

-make them ranged
- make them improve thru symbol traits (size, duration and heal in honor and damage in zeal)
-replace the hammer trait in DH with bow/trap trait for reduced cool down.

Now we got area denial thru staff, bow and traps.

This would also justify the spread of symbol traits to improve 2 skills on separate weapons.

Good to go.

Traps are still going to be underwhelming.

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Posted by: Feral.3609

Feral.3609

Will it be possible to use the specialization (dragonhunter) without equipping the longbow? I.E. melee weapon sets on both swaps?

This questions pretty important for me because I absolutely hate ranged characters, and love frontline, melee/supportive types, and I don’t want to miss out on an entire specialization and all it’s possible builds just because I dislike this so much. Ultimately I’m changing my main (guardian) based on this.

If someone could answer this I’d appreciate it because I’ve moved all my ascended gear and legendaries over to my warrior and halted the completion of my next ascended set waiting to find out the answer.

Random comment as well, warrior is pretty boring after awhile I hope the Revenant turns out to be awesome though.

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Posted by: anduriell.6280

anduriell.6280

I’m pretty sure you can use any weapon you want. But why would you give up in a such a powerful hate-bringer? You may still use your melee set or whatever, just use the LB as melee weapon. You don’t loose DPS in close range opposite to the ranger.
With that you have a weapon that pierces, bounce, immobilize,bleed, vuln… So you can share around all your hate. Nobody can say we DH are selfish.

I TOLD YOU SO
Inverse to Apple: SBeast is the worst yet.. jurl jurl
I’m all in for Team Irenio!

Traps are still going to be underwhelming.

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Posted by: Ragnarox.9601

Ragnarox.9601

Longbow is good, traps are not. So we have 1 more useless stuff from others. We are in luck: Spirit weapons, Traps, Signets are never used. Thats 3/3 useless utility skill sets. Medi are 90% used, shouts 9% and 1% on consecrations.

Seeing that chrono gets 25% speed trait, almost perma slow makes me wonder does Jon Peters plays Guardian at all? (Soon all classes will outrun us – but hey we have WINGS OF THE TURKEY)

They are (will be) giving all other classes more and more new conditions (on autoattack) while we get nothing, not even a resistance boon. Cripple dont matter because you need 2 targets to even proc so soloing is kinda doomed. Lots of ppl QQing – “So what you have block you have condi removal” Yup we have those , but ppl are going to inflict us with more conditions that we can remove plus block is on 90 sec cd and one autoattack removes them easily.

So after few months in HoT guardians will be going with same builds and nothing will change. So specialization for us is kinda useless.

If I want range I will take my new shiny revenant with a hammer I guess.

(edited by Ragnarox.9601)

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Posted by: Saiyan.1704

Saiyan.1704

we don’t really have traits that buff ranged damage, we don’t have any that buff traps, mostly symbols, consecrations, and shouts.

You kidding? Sitting at 90% damage modifier in HoT tree skills, we’re 1 trait away from self implosion. We will literally cause a black hole.

As much as I want the specilization tree to show more trap or bow emphasis, that isn’t really the point of the spec. The bow, nor the traps, were meant to be stand alone additives. They’re suppose to be supplimary; the bow itself shouldn’t do more famage than a ranger. It’s suppose to do exactly what it has shown to do, currently. Same goes for traps.

…we will suck, everyone will be better…
-snip-

You forget about the extra cc we’re getting, as well as peels, range abilities, even our aoe damage. The buffed 1.5k shattered aegis will simply annihilate Rolexticker’s clones. They will pray perma slow will be enough for a spearhead-turned-range guardian.

From your past guardian comments, it’s obvious you don’t have much faith in your brotheren

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

(edited by Saiyan.1704)

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Posted by: anduriell.6280

anduriell.6280

Longbow is good, traps are not. So we have 1 more useless stuff from others. We are in luck: Spirit weapons, Traps, Signets are never used. Thats 3/3 useless utility skill sets. Medi are 90% used, shouts 9% and 1% on consecrations.

I agree with you, i don’t see the recall on traps. But i don’t play PvP so i don’t know if they would be good to hold point.
However did someone said medi-guard with a bow? Popup anywhere in the map to pewpew with a tank that is the one true shot at 1200 units?
Here is an answer where i give my points about how awesome will be DH (i also main ranger).
ranger forum post

Expect many rangers becoming DragonHaters soon..

I TOLD YOU SO
Inverse to Apple: SBeast is the worst yet.. jurl jurl
I’m all in for Team Irenio!

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Posted by: Ghotistyx.6942

Ghotistyx.6942

The buffed 1.5k shattered aegis will simply annihilate Rolexticker’s clones.

Chronomancer name sucks. Petition for rename to Rolextickers

Also, no more on-kill traits

Fishsticks

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Posted by: Dinks.2478

Dinks.2478

We already have a ton of ground placed kitten on this class that don’t have a useless deploy and arming time. Traps are useless, idk why anet keeps pushing for them.

Traps are still going to be underwhelming.

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Posted by: lighter.2708

lighter.2708

imo you can easily swap smite condition with any of the traps.

pair with dragons maw, you destory almost any squishy.

or you can only run dragons maw, it would be devastating too.

a tons of on-point pressure.

Traps are still going to be underwhelming.

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Posted by: Ragnarox.9601

Ragnarox.9601

You forget about the extra cc we’re getting, as well as peels, range abilities, even our aoe damage. The buffed 1.5k shattered aegis will simply annihilate Rolexticker’s clones. They will pray perma slow will be enough for a spearhead-turned-range guardian.

From your past guardian comments, it’s obvious you don’t have much faith in your brotheren

I will definetely take Longbow with medi skills. And maybe that vuln trap but other things are just meh…

I don’t have faith, I am little worried bout our future while others get really great stuff while we got unusable traps from other classes. Why don’t others get our spirit weapons too? Hope Engineers will get our spirit weapons so GL to them

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Posted by: YuiRS.8129

YuiRS.8129

imo you can easily swap smite condition with any of the traps.

pair with dragons maw, you destory almost any squishy.

or you can only run dragons maw, it would be devastating too.

a tons of on-point pressure.

See the guardian kneel and touch the ground – roll through him. There’s your elite gone.

Traps are still going to be underwhelming.

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Posted by: Ghotistyx.6942

Ghotistyx.6942

I forgot the time where you could completely roll through a 240u skill.

Fishsticks

Traps are still going to be underwhelming.

in Guardian

Posted by: Black Box.9312

Black Box.9312

We already have a ton of ground placed kitten on this class that don’t have a useless deploy and arming time. Traps are useless, idk why anet keeps pushing for them.

Exactly this. Guardian already has arguably the best set of area denial skills in the game. Giving us more of them over mobile damage/CC was a stupid idea.

Traps are still going to be underwhelming.

in Guardian

Posted by: Toxsa.2701

Toxsa.2701

LMAO…
That blade traps will destroy an entire zerg when you place mutiple of them on grounds.

It lasts for so long, triggers on infinite targets, and tick like 3k damage per walk through. It’d potentially does 300k damage to a whole zerg with one placement. Imagine having 10 Guardians and place 10 of them. Instant spike. Even if they don’t stack in same location, just place them around WVW choke point and you’ll see alot of dead bodies.

10 secs reveals, good aoe damage, and 25 stacks of vulnerable to 5 targets instantly. Way to kill all thieves in PVP. The damage is very good too.

If you say these powerful traps are underwhelming, then go check ranger’s worthless traps. You Guardians know so little about other classes, that you don’t know those skills are actually good..

Traps are still going to be underwhelming.

in Guardian

Posted by: Black Box.9312

Black Box.9312

LMAO…
That blade traps will destroy an entire zerg when you place mutiple of them on grounds.

It lasts for so long, triggers on infinite targets, and tick like 3k damage per walk through. It’d potentially does 300k damage to a whole zerg with one placement. Imagine having 10 Guardians and place 10 of them. Instant spike. Even if they don’t stack in same location, just place them around WVW choke point and you’ll see alot of dead bodies.

10 secs reveals, good aoe damage, and 25 stacks of vulnerable to 5 targets instantly. Way to kill all thieves in PVP. The damage is very good too.

If you say these powerful traps are underwhelming, then go check ranger’s worthless traps. You Guardians know so little about other classes, that you don’t know those skills are actually good..

I’ve actually played trap ranger, thank you very much. It’s not the effects of the skills, but rather the design of the skills themselves that will make them terrible.

Medi guard already hard counters thieves. Reveal is cool and all, but it’s unnecessary for a medi guard build comp.

Aaaaaaaaaand zergs are zergs. You can use almost anything that isn’t single target in a zerg and be successful. Not really much in terms of balance there.

Traps are still going to be underwhelming.

in Guardian

Posted by: brannigan.9831

brannigan.9831

Traps are crap. Luckily you don’t have to take them.

Traps are still going to be underwhelming.

in Guardian

Posted by: Toxsa.2701

Toxsa.2701

LMAO…
That blade traps will destroy an entire zerg when you place mutiple of them on grounds.

It lasts for so long, triggers on infinite targets, and tick like 3k damage per walk through. It’d potentially does 300k damage to a whole zerg with one placement. Imagine having 10 Guardians and place 10 of them. Instant spike. Even if they don’t stack in same location, just place them around WVW choke point and you’ll see alot of dead bodies.

10 secs reveals, good aoe damage, and 25 stacks of vulnerable to 5 targets instantly. Way to kill all thieves in PVP. The damage is very good too.

If you say these powerful traps are underwhelming, then go check ranger’s worthless traps. You Guardians know so little about other classes, that you don’t know those skills are actually good..

I’ve actually played trap ranger, thank you very much. It’s not the effects of the skills, but rather the design of the skills themselves that will make them terrible.

Medi guard already hard counters thieves. Reveal is cool and all, but it’s unnecessary for a medi guard build comp.

Aaaaaaaaaand zergs are zergs. You can use almost anything that isn’t single target in a zerg and be successful. Not really much in terms of balance there.

Just because it’s WvW doesn’t mean a skill that can potentially hit 100 targets for more than 3k multiple times isn’t OP. Currently this mediation build is a “selfish dueling” build that doesn’t benefit the team much. It’s much better taking traps in big zerg fight and demolish a whole group of enemies during a zerg fight.
PVP population is like 5% and WvW is like 50%.

It’ll work in PvP too when fighting on node. Just place on node, and when triggered, spam aoe in node so people are forced to move out, or just push back/ pull enemies around that circle. That trap lasts for 10 freaking seconds, and it’d be so much better than ranger’s trap. The reveal trap is an instant 25 stack of vulnerability on node, meaning you can easily spike someone in that 10 freaking seconds. The damage and the condition on it is also very nice.

Imagine that blade traps, place 10 of them in WvW choke point like door or EB corrider. Pops 3k damage when walk through, x10 = 30k just to get over it.
Lasts 10 seconds, hit infinite targets, and whole zerg will walk right through it without being able to see it (unlike well). Imagine the panic when 50 man zerg ready to charge in EB lord room and everyone dies from those traps.

Combine this with a group of LB Guardians spamming 4 and 5 on a large group of enemies on 1200 range, trapping many people in and do huge damage…

Ranger NEVER EVER would be able to do this with their traps or LB or any weapon. Ranger’s trap are worthless against zerg and only trigger once. Barrage iss a suicide skill that does wet-noodle damage and kills yourself faster than killing opponents. Very minimal AOE skills as compare to Guardian’s LB. True shot also hits wider than any of the piercing arrows, infinite range cripple, etc.

Time to move on to true “ranger class”. Good that I have every classes lv80 to deal with kittens like this.

(edited by Toxsa.2701)

Traps are still going to be underwhelming.

in Guardian

Posted by: Ragnarox.9601

Ragnarox.9601

LMAO…
That blade traps will destroy an entire zerg when you place mutiple of them on grounds.

It lasts for so long, triggers on infinite targets, and tick like 3k damage per walk through. It’d potentially does 300k damage to a whole zerg with one placement. Imagine having 10 Guardians and place 10 of them. Instant spike. Even if they don’t stack in same location, just place them around WVW choke point and you’ll see alot of dead bodies.

10 secs reveals, good aoe damage, and 25 stacks of vulnerable to 5 targets instantly. Way to kill all thieves in PVP. The damage is very good too.

If you say these powerful traps are underwhelming, then go check ranger’s worthless traps. You Guardians know so little about other classes, that you don’t know those skills are actually good..

I’ve actually played trap ranger, thank you very much. It’s not the effects of the skills, but rather the design of the skills themselves that will make them terrible.

Medi guard already hard counters thieves. Reveal is cool and all, but it’s unnecessary for a medi guard build comp.

Aaaaaaaaaand zergs are zergs. You can use almost anything that isn’t single target in a zerg and be successful. Not really much in terms of balance there.

Just because it’s WvW doesn’t mean a skill that can potentially hit 100 targets for more than 3k multiple times isn’t OP. Currently this mediation build is a “selfish dueling” build that doesn’t benefit the team much. It’s much better taking traps in big zerg fight and demolish a whole group of enemies during a zerg fight.
PVP population is like 5% and WvW is like 50%.

It’ll work in PvP too when fighting on node. Just place on node, and when triggered, spam aoe in node so people are forced to move out, or just push back/ pull enemies around that circle. That trap lasts for 10 freaking seconds, and it’d be so much better than ranger’s trap. The reveal trap is an instant 25 stack of vulnerability on node, meaning you can easily spike someone in that 10 freaking seconds. The damage and the condition on it is also very nice.

Imagine that blade traps, place 10 of them in WvW choke point like door or EB corrider. Pops 3k damage when walk through, x10 = 30k just to get over it.
Lasts 10 seconds, hit infinite targets, and whole zerg will walk right through it without being able to see it (unlike well). Imagine the panic when 50 man zerg ready to charge in EB lord room and everyone dies from those traps.

Combine this with a group of LB Guardians spamming 4 and 5 on a large group of enemies on 1200 range, trapping many people in and do huge damage…

Ranger NEVER EVER would be able to do this with their traps or LB or any weapon. Ranger’s trap are worthless against zerg and only trigger once. Barrage iss a suicide skill that does wet-noodle damage and kills yourself faster than killing opponents. Very minimal AOE skills as compare to Guardian’s LB. True shot also hits wider than any of the piercing arrows, infinite range cripple, etc.

Time to move on to true “ranger class”. Good that I have every classes lv80 to deal with kittens like this.

Yup barrage – 30 sec cd (cripple)
DH barrage – 60 sec CD immobilize

30 sec – 60 sec do you see the difference?
True shot does not dmg ppl while in stealth like your 2# skill does + you have stealth shot and a knockback.

Traps are still going to be underwhelming.

in Guardian

Posted by: Toxsa.2701

Toxsa.2701

LMAO…
That blade traps will destroy an entire zerg when you place mutiple of them on grounds.

It lasts for so long, triggers on infinite targets, and tick like 3k damage per walk through. It’d potentially does 300k damage to a whole zerg with one placement. Imagine having 10 Guardians and place 10 of them. Instant spike. Even if they don’t stack in same location, just place them around WVW choke point and you’ll see alot of dead bodies.

10 secs reveals, good aoe damage, and 25 stacks of vulnerable to 5 targets instantly. Way to kill all thieves in PVP. The damage is very good too.

If you say these powerful traps are underwhelming, then go check ranger’s worthless traps. You Guardians know so little about other classes, that you don’t know those skills are actually good..

I’ve actually played trap ranger, thank you very much. It’s not the effects of the skills, but rather the design of the skills themselves that will make them terrible.

Medi guard already hard counters thieves. Reveal is cool and all, but it’s unnecessary for a medi guard build comp.

Aaaaaaaaaand zergs are zergs. You can use almost anything that isn’t single target in a zerg and be successful. Not really much in terms of balance there.

Just because it’s WvW doesn’t mean a skill that can potentially hit 100 targets for more than 3k multiple times isn’t OP. Currently this mediation build is a “selfish dueling” build that doesn’t benefit the team much. It’s much better taking traps in big zerg fight and demolish a whole group of enemies during a zerg fight.
PVP population is like 5% and WvW is like 50%.

It’ll work in PvP too when fighting on node. Just place on node, and when triggered, spam aoe in node so people are forced to move out, or just push back/ pull enemies around that circle. That trap lasts for 10 freaking seconds, and it’d be so much better than ranger’s trap. The reveal trap is an instant 25 stack of vulnerability on node, meaning you can easily spike someone in that 10 freaking seconds. The damage and the condition on it is also very nice.

Imagine that blade traps, place 10 of them in WvW choke point like door or EB corrider. Pops 3k damage when walk through, x10 = 30k just to get over it.
Lasts 10 seconds, hit infinite targets, and whole zerg will walk right through it without being able to see it (unlike well). Imagine the panic when 50 man zerg ready to charge in EB lord room and everyone dies from those traps.

Combine this with a group of LB Guardians spamming 4 and 5 on a large group of enemies on 1200 range, trapping many people in and do huge damage…

Ranger NEVER EVER would be able to do this with their traps or LB or any weapon. Ranger’s trap are worthless against zerg and only trigger once. Barrage iss a suicide skill that does wet-noodle damage and kills yourself faster than killing opponents. Very minimal AOE skills as compare to Guardian’s LB. True shot also hits wider than any of the piercing arrows, infinite range cripple, etc.

Time to move on to true “ranger class”. Good that I have every classes lv80 to deal with kittens like this.

Yup barrage – 30 sec cd (cripple)
DH barrage – 60 sec CD immobilize

30 sec – 60 sec do you see the difference?
True shot does not dmg ppl while in stealth like your 2# skill does + you have stealth shot and a knockback.

You’re revealed the moment any shot lands on you. Rapid fire is a 2.5 secs channel skills that ANY COMPETENT PLAYERS will be able to dodge at least half of the damage. Also you have that projectile destruction that’d outright cancel rapid fire when using it. Also Rapid Fire penalized hugely by retaliation, as True shot doesn’t.

Traps are still going to be underwhelming.

in Guardian

Posted by: Ragnarox.9601

Ragnarox.9601

LMAO…
That blade traps will destroy an entire zerg when you place mutiple of them on grounds.

It lasts for so long, triggers on infinite targets, and tick like 3k damage per walk through. It’d potentially does 300k damage to a whole zerg with one placement. Imagine having 10 Guardians and place 10 of them. Instant spike. Even if they don’t stack in same location, just place them around WVW choke point and you’ll see alot of dead bodies.

10 secs reveals, good aoe damage, and 25 stacks of vulnerable to 5 targets instantly. Way to kill all thieves in PVP. The damage is very good too.

If you say these powerful traps are underwhelming, then go check ranger’s worthless traps. You Guardians know so little about other classes, that you don’t know those skills are actually good..

I’ve actually played trap ranger, thank you very much. It’s not the effects of the skills, but rather the design of the skills themselves that will make them terrible.

Medi guard already hard counters thieves. Reveal is cool and all, but it’s unnecessary for a medi guard build comp.

Aaaaaaaaaand zergs are zergs. You can use almost anything that isn’t single target in a zerg and be successful. Not really much in terms of balance there.

Just because it’s WvW doesn’t mean a skill that can potentially hit 100 targets for more than 3k multiple times isn’t OP. Currently this mediation build is a “selfish dueling” build that doesn’t benefit the team much. It’s much better taking traps in big zerg fight and demolish a whole group of enemies during a zerg fight.
PVP population is like 5% and WvW is like 50%.

It’ll work in PvP too when fighting on node. Just place on node, and when triggered, spam aoe in node so people are forced to move out, or just push back/ pull enemies around that circle. That trap lasts for 10 freaking seconds, and it’d be so much better than ranger’s trap. The reveal trap is an instant 25 stack of vulnerability on node, meaning you can easily spike someone in that 10 freaking seconds. The damage and the condition on it is also very nice.

Imagine that blade traps, place 10 of them in WvW choke point like door or EB corrider. Pops 3k damage when walk through, x10 = 30k just to get over it.
Lasts 10 seconds, hit infinite targets, and whole zerg will walk right through it without being able to see it (unlike well). Imagine the panic when 50 man zerg ready to charge in EB lord room and everyone dies from those traps.

Combine this with a group of LB Guardians spamming 4 and 5 on a large group of enemies on 1200 range, trapping many people in and do huge damage…

Ranger NEVER EVER would be able to do this with their traps or LB or any weapon. Ranger’s trap are worthless against zerg and only trigger once. Barrage iss a suicide skill that does wet-noodle damage and kills yourself faster than killing opponents. Very minimal AOE skills as compare to Guardian’s LB. True shot also hits wider than any of the piercing arrows, infinite range cripple, etc.

Time to move on to true “ranger class”. Good that I have every classes lv80 to deal with kittens like this.

Yup barrage – 30 sec cd (cripple)
DH barrage – 60 sec CD immobilize

30 sec – 60 sec do you see the difference?
True shot does not dmg ppl while in stealth like your 2# skill does + you have stealth shot and a knockback.

You’re revealed the moment any shot lands on you. Rapid fire is a 2.5 secs channel skills that ANY COMPETENT PLAYERS will be able to dodge at least half of the damage. Also you have that projectile destruction that’d outright cancel rapid fire when using it. Also Rapid Fire penalized hugely by retaliation, as True shot doesn’t.

True shot is charging shot of 3/4 sec that any competent player can dodge and take ZERO DMG. Hows that in comparison? Your rapid fire half dmg is 4-5k.

Traps are still going to be underwhelming.

in Guardian

Posted by: Toxsa.2701

Toxsa.2701

LMAO…
That blade traps will destroy an entire zerg when you place mutiple of them on grounds.

It lasts for so long, triggers on infinite targets, and tick like 3k damage per walk through. It’d potentially does 300k damage to a whole zerg with one placement. Imagine having 10 Guardians and place 10 of them. Instant spike. Even if they don’t stack in same location, just place them around WVW choke point and you’ll see alot of dead bodies.

10 secs reveals, good aoe damage, and 25 stacks of vulnerable to 5 targets instantly. Way to kill all thieves in PVP. The damage is very good too.

If you say these powerful traps are underwhelming, then go check ranger’s worthless traps. You Guardians know so little about other classes, that you don’t know those skills are actually good..

I’ve actually played trap ranger, thank you very much. It’s not the effects of the skills, but rather the design of the skills themselves that will make them terrible.

Medi guard already hard counters thieves. Reveal is cool and all, but it’s unnecessary for a medi guard build comp.

Aaaaaaaaaand zergs are zergs. You can use almost anything that isn’t single target in a zerg and be successful. Not really much in terms of balance there.

Just because it’s WvW doesn’t mean a skill that can potentially hit 100 targets for more than 3k multiple times isn’t OP. Currently this mediation build is a “selfish dueling” build that doesn’t benefit the team much. It’s much better taking traps in big zerg fight and demolish a whole group of enemies during a zerg fight.
PVP population is like 5% and WvW is like 50%.

It’ll work in PvP too when fighting on node. Just place on node, and when triggered, spam aoe in node so people are forced to move out, or just push back/ pull enemies around that circle. That trap lasts for 10 freaking seconds, and it’d be so much better than ranger’s trap. The reveal trap is an instant 25 stack of vulnerability on node, meaning you can easily spike someone in that 10 freaking seconds. The damage and the condition on it is also very nice.

Imagine that blade traps, place 10 of them in WvW choke point like door or EB corrider. Pops 3k damage when walk through, x10 = 30k just to get over it.
Lasts 10 seconds, hit infinite targets, and whole zerg will walk right through it without being able to see it (unlike well). Imagine the panic when 50 man zerg ready to charge in EB lord room and everyone dies from those traps.

Combine this with a group of LB Guardians spamming 4 and 5 on a large group of enemies on 1200 range, trapping many people in and do huge damage…

Ranger NEVER EVER would be able to do this with their traps or LB or any weapon. Ranger’s trap are worthless against zerg and only trigger once. Barrage iss a suicide skill that does wet-noodle damage and kills yourself faster than killing opponents. Very minimal AOE skills as compare to Guardian’s LB. True shot also hits wider than any of the piercing arrows, infinite range cripple, etc.

Time to move on to true “ranger class”. Good that I have every classes lv80 to deal with kittens like this.

Yup barrage – 30 sec cd (cripple)
DH barrage – 60 sec CD immobilize

30 sec – 60 sec do you see the difference?
True shot does not dmg ppl while in stealth like your 2# skill does + you have stealth shot and a knockback.

You’re revealed the moment any shot lands on you. Rapid fire is a 2.5 secs channel skills that ANY COMPETENT PLAYERS will be able to dodge at least half of the damage. Also you have that projectile destruction that’d outright cancel rapid fire when using it. Also Rapid Fire penalized hugely by retaliation, as True shot doesn’t.

True shot is charging shot of 3/4 sec that any competent player can dodge and take ZERO DMG. Hows that in comparison? Your rapid fire half dmg is 4-5k.

And the CD is like 4 secs. See how many times they can dodge
I also heard that the developer was not using Zerker Gear.

(edited by Toxsa.2701)

Traps are still going to be underwhelming.

in Guardian

Posted by: Ragnarox.9601

Ragnarox.9601

LMAO…
That blade traps will destroy an entire zerg when you place mutiple of them on grounds.

It lasts for so long, triggers on infinite targets, and tick like 3k damage per walk through. It’d potentially does 300k damage to a whole zerg with one placement. Imagine having 10 Guardians and place 10 of them. Instant spike. Even if they don’t stack in same location, just place them around WVW choke point and you’ll see alot of dead bodies.

10 secs reveals, good aoe damage, and 25 stacks of vulnerable to 5 targets instantly. Way to kill all thieves in PVP. The damage is very good too.

If you say these powerful traps are underwhelming, then go check ranger’s worthless traps. You Guardians know so little about other classes, that you don’t know those skills are actually good..

I’ve actually played trap ranger, thank you very much. It’s not the effects of the skills, but rather the design of the skills themselves that will make them terrible.

Medi guard already hard counters thieves. Reveal is cool and all, but it’s unnecessary for a medi guard build comp.

Aaaaaaaaaand zergs are zergs. You can use almost anything that isn’t single target in a zerg and be successful. Not really much in terms of balance there.

Just because it’s WvW doesn’t mean a skill that can potentially hit 100 targets for more than 3k multiple times isn’t OP. Currently this mediation build is a “selfish dueling” build that doesn’t benefit the team much. It’s much better taking traps in big zerg fight and demolish a whole group of enemies during a zerg fight.
PVP population is like 5% and WvW is like 50%.

It’ll work in PvP too when fighting on node. Just place on node, and when triggered, spam aoe in node so people are forced to move out, or just push back/ pull enemies around that circle. That trap lasts for 10 freaking seconds, and it’d be so much better than ranger’s trap. The reveal trap is an instant 25 stack of vulnerability on node, meaning you can easily spike someone in that 10 freaking seconds. The damage and the condition on it is also very nice.

Imagine that blade traps, place 10 of them in WvW choke point like door or EB corrider. Pops 3k damage when walk through, x10 = 30k just to get over it.
Lasts 10 seconds, hit infinite targets, and whole zerg will walk right through it without being able to see it (unlike well). Imagine the panic when 50 man zerg ready to charge in EB lord room and everyone dies from those traps.

Combine this with a group of LB Guardians spamming 4 and 5 on a large group of enemies on 1200 range, trapping many people in and do huge damage…

Ranger NEVER EVER would be able to do this with their traps or LB or any weapon. Ranger’s trap are worthless against zerg and only trigger once. Barrage iss a suicide skill that does wet-noodle damage and kills yourself faster than killing opponents. Very minimal AOE skills as compare to Guardian’s LB. True shot also hits wider than any of the piercing arrows, infinite range cripple, etc.

Time to move on to true “ranger class”. Good that I have every classes lv80 to deal with kittens like this.

Yup barrage – 30 sec cd (cripple)
DH barrage – 60 sec CD immobilize

30 sec – 60 sec do you see the difference?
True shot does not dmg ppl while in stealth like your 2# skill does + you have stealth shot and a knockback.

You’re revealed the moment any shot lands on you. Rapid fire is a 2.5 secs channel skills that ANY COMPETENT PLAYERS will be able to dodge at least half of the damage. Also you have that projectile destruction that’d outright cancel rapid fire when using it. Also Rapid Fire penalized hugely by retaliation, as True shot doesn’t.

True shot is charging shot of 3/4 sec that any competent player can dodge and take ZERO DMG. Hows that in comparison? Your rapid fire half dmg is 4-5k.

And the CD is like 4 secs. See how many times they can dodge
I also heard that the developer was not using Zerker Gear.

With proper sigils you can dodge more than you can place TS.