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 immobilize30 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.
Then you’re sacrificing that nice Air/ Fire combo all zerkers use :/
Not to mention post patch, many classes will have a harder time getting that permanent vigor from 1 point minor trait because they’re forced to pick only 3 trait lines now.
(edited by Toxsa.2701)