Traps are still going to be underwhelming.

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.

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)

Traps are still going to be underwhelming.

in Guardian

Posted by: Ghotistyx.6942

Ghotistyx.6942

The power damage from the traps won’t even be the big zerg killers. Paired with Piercing Light (bleed on trap hit), maybe Supreme Justice (VoJ procs every 3 hits), and definitely Permeating Wrath (VoJ passive procs aoe, might be changed to proc on target instead of on the guardian), the condition damage you will be able to rack up on a zerg is scary. 10 pulses from at least 2 (or if you’re ballsy 4) traps will stack so much burning from passive VoJ, a Dire or Carrion trapper that builds specifically to zerg bust will be a terror for zergs in chokes (like placing right behind a gate or on stairs in a tower or keep). You could even get the scepter trait and just hold the scepter to get 25+ stacks of might in almost to time at all.

Just one trap in pvp on a point or channeling area would be sufficient to give yourself a large spacing advantage. Traps will have their purpose in the game, you just need to find out where they work the best to fully take advantage of em.

Fishsticks

Traps are still going to be underwhelming.

in Guardian

Posted by: Shifu.4321

Shifu.4321

Conditions have always been largely ineffective against zergs due to the massive amounts of condition cleansing they possess. Combined with minus condi duration food, you’d be lucky to land 2 seconds of conditions on even a pug zerg.

This is of course assuming that condition damage and cleansing mechanics remain the same in HoT.

Traps are still going to be underwhelming.

in Guardian

Posted by: Saiyan.1704

Saiyan.1704

Conditions have always been largely ineffective against zergs due to the massive amounts of condition cleansing they possess. Combined with minus condi duration food, you’d be lucky to land 2 seconds of conditions on even a pug zerg.

This is of course assuming that condition damage and cleansing mechanics remain the same in HoT.

You have to ask yourself how competent are random zerg pubs? It’s true that 10+ stacks of burns and bleeds can be reached, yielding 5k+ tick damage. And yes this damage could be cleansed easily. But a lot of people simply wont because, pugs. Not to mention skills like Absolute Resolution (if they even trait for it) will be wasted. If you layed that trap 30s ago because you saw an in coming zerg, it’ll already be off cd.

I’m not saying conditions and traps will be viable. I’m just saying that they could be effective given certain scenarios. Regardless, most condi builds roam solo. I see a DH condi meta doing the same, running at least 1 trap in their build.

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

Traps are still going to be underwhelming.

in Guardian

Posted by: Ghotistyx.6942

Ghotistyx.6942

The thing with the zerg buster idea is that due to the length of time the traps would be out, regardless of the cleansing, you’d be stacking bleeding and burning so quickly you’re forcing a zerg to pop multiple cleanses, heals, or outright downing people before they’ve even engaged a second person. You can also bet money the zerg won’t be efficient with cleanses, popping multiple aoe cleanses that end up being wasted. Now, even of the zerg survives the onslaught well, they’ve got key skills on cooldown when your zerg engages. Corridors should no longer just be something you can plow through.

Fishsticks

Traps are still going to be underwhelming.

in Guardian

Posted by: anduriell.6280

anduriell.6280

The traps is being useless from ever. Although those DragonHater traps looks amazing and the effects are great, the mechanics itself are crap. In any trap.
First it depends on so many variables that is almost impossible to get the great numbers you are imagining.
Second you are thinking about numbers they are not yet there. Until the class is balanced there is no point to talk about 300K damage lol

I foretell that most DragonHaters will be PewPew Medi-Guards sharing their hate from distance.
About the true shot. RF is a 10 impacts attack. That means when you realize you are been targeted by it, even if you didn’t see the ranger you can counter it. True Shot is a 14K shot + 400 burning of pure hate that will run across you and everyone else (remember is a piercing shot) if you aren’t lucky enough to be watching the DragonHater just in the moment of shooting.
At least the could put a very flamboyant and unique animation like the Maul has, but it doesn’t, it looks almost as any other AA.

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.

in Guardian

Posted by: Black Box.9312

Black Box.9312

The traps is being useless from ever. Although those DragonHater traps looks amazing and the effects are great, the mechanics itself are crap. In any trap.
First it depends on so many variables that is almost impossible to get the great numbers you are imagining.
Second you are thinking about numbers they are not yet there. Until the class is balanced there is no point to talk about 300K damage lol

Exactly. It doesn’t matter how appealing the effects of each trap look, because the fact remains that the actual mechanics of traps make them very lackluster in a fast-paced, mobile game like this.

Traps are still going to be underwhelming.

in Guardian

Posted by: Toxsa.2701

Toxsa.2701

The traps is being useless from ever. Although those DragonHater traps looks amazing and the effects are great, the mechanics itself are crap. In any trap.
First it depends on so many variables that is almost impossible to get the great numbers you are imagining.
Second you are thinking about numbers they are not yet there. Until the class is balanced there is no point to talk about 300K damage lol

I foretell that most DragonHaters will be PewPew Medi-Guards sharing their hate from distance.
About the true shot. RF is a 10 impacts attack. That means when you realize you are been targeted by it, even if you didn’t see the ranger you can counter it. True Shot is a 14K shot + 400 burning of pure hate that will run across you and everyone else (remember is a piercing shot) if you aren’t lucky enough to be watching the DragonHater just in the moment of shooting.
At least the could put a very flamboyant and unique animation like the Maul has, but it doesn’t, it looks almost as any other AA.

I think DH’s traps work entirely different from ranger’s trap. From the video, it works much like wells, but last for way longer periods than ranger’s traps, and tick many times.

The only reason why traps are useless are not because of the mechanic, but the fact that old traps’ effect are designed useless against zerg to begin with due to target limit and all condition base damage. Otherwise it’s actually better than wells that you cannot see traps while you can clearly see wells and dodge through them.

Traps are still going to be underwhelming.

in Guardian

Posted by: Genesis.8572

Genesis.8572

The only reason why traps are useless are not because of the mechanic, but the fact that old traps’ effect are designed useless against zerg to begin with due to target limit and all condition base damage. Otherwise it’s actually better than wells that you cannot see traps while you can clearly see wells and dodge through them.

That and not actually working on dragons who are treated like objects instead of regular mobs.

Will Hawkins (Human Guardian)
Feryl Grimsteel (Charr Engineer)
Tarnished Coast

Traps are still going to be underwhelming.

in Guardian

Posted by: Black Box.9312

Black Box.9312

The traps is being useless from ever. Although those DragonHater traps looks amazing and the effects are great, the mechanics itself are crap. In any trap.
First it depends on so many variables that is almost impossible to get the great numbers you are imagining.
Second you are thinking about numbers they are not yet there. Until the class is balanced there is no point to talk about 300K damage lol

I foretell that most DragonHaters will be PewPew Medi-Guards sharing their hate from distance.
About the true shot. RF is a 10 impacts attack. That means when you realize you are been targeted by it, even if you didn’t see the ranger you can counter it. True Shot is a 14K shot + 400 burning of pure hate that will run across you and everyone else (remember is a piercing shot) if you aren’t lucky enough to be watching the DragonHater just in the moment of shooting.
At least the could put a very flamboyant and unique animation like the Maul has, but it doesn’t, it looks almost as any other AA.

I think DH’s traps work entirely different from ranger’s trap. From the video, it works much like wells, but last for way longer periods than ranger’s traps, and tick many times.

The only reason why traps are useless are not because of the mechanic, but the fact that old traps’ effect are designed useless against zerg to begin with due to target limit and all condition base damage. Otherwise it’s actually better than wells that you cannot see traps while you can clearly see wells and dodge through them.

Wells are ground targeted and do not have an activation time beyond the casting animation. I’ll take that over a trap any day of the week.

Traps are still going to be underwhelming.

in Guardian

Posted by: Obtena.7952

Obtena.7952

The traps is being useless from ever. Although those DragonHater traps looks amazing and the effects are great, the mechanics itself are crap. In any trap.
First it depends on so many variables that is almost impossible to get the great numbers you are imagining.
Second you are thinking about numbers they are not yet there. Until the class is balanced there is no point to talk about 300K damage lol

Exactly. It doesn’t matter how appealing the effects of each trap look, because the fact remains that the actual mechanics of traps make them very lackluster in a fast-paced, mobile game like this.

Again, the appeal of using traps isn’t determined by speed of gameplay. Think about how you would use a trap. It’s based on geography more than anything. Admittedly, not all map layouts are good for traps but on the ones that are, they will work quite well and have a significant impact if used by smart players.

Even if it’s just to deny access to entrances or paths, that’s a very powerful ability.

Traps are still going to be underwhelming.

in Guardian

Posted by: mistsim.2748

mistsim.2748

two traps, two meditations, RF and Shelter seem very strong.

Traps are still going to be underwhelming.

in Guardian

Posted by: Ragnarox.9601

Ragnarox.9601

two traps, two meditations, RF and Shelter seem very strong.

Thats 6 skills. Shelter 2 medi trap and RF is fine.