Traps should have...
Perhaps if the heal or other traps transferred conditions like putrid mark? If so it would have to be a trait.
IDk if I would give the same effect to all traps.
They definitely need to look at each trap however & decide weather to give it one (or more) of the following at base
1: Condi removal
2: AOE healing
3: Condi application
4: Boon application
As for what to give what
Purification: Take the total heal, cut it in half and have that half applied to the guard when they lay the trap.
Then make the trap triggered by allies who are under full health & wonder over it.
Then make it pulse healing in a 360 radius with each pulse removing a condition. (say 3-4 pulses with each pulse doing about 1/3 – 1/4 of the remaining half of the heal.)
Procession of Blades: Make each hit apply a 5 second bleed & 2 second cripple at base. in addition to what it does already
Test of Faith: Make it pulse protection to allies inside the ring & damage to enemies inside the ring. (say 1s protection per second & 1/8th the damage leaving the ring would do) in addition to what it does already
Lights Judgment: Make it pulse 5 seconds of bleeding to enemies & 1 stack of might to allies in addition to what it does already.
Dragons Maw: Really just needs a bigger radius and it would be perfect.
Fragments of Faith: Fine as is.
or just replace traps with new consecration skills…………
abilities that are actualy make sense as a guard….
and they allready do similar things you mentioned….
-Total War: Warhammer
-Guild Wars 2
or just replace traps with new consecration skills…………
abilities that are actualy make sense as a guard….
and they allready do similar things you mentioned….
Frankly if they would I’d be all for it.
But at this point they insist on traps.
So I say why not take a lesson from some of the traps that actually work on other classes & realize they don’t work well when all they offer is physical damage.
They work best when they offer utility, condi clear, boon support etc….
or just replace traps with new consecration skills…………
abilities that are actualy make sense as a guard….
and they allready do similar things you mentioned….
I’d be game for that.
Elsewhere in the game traps are associated with a type of field i.e. ranger, i.e. thief, so least try to normalize it in some way.
thanks for the input, all sounds good
IDk if I would give the same effect to all traps.
They definitely need to look at each trap however & decide weather to give it one (or more) of the following at base
1: Condi removal
2: AOE healing
3: Condi application
4: Boon applicationAs for what to give what
Purification: Take the total heal, cut it in half and have that half applied to the guard when they lay the trap.
Then make the trap triggered by allies who are under full health & wonder over it.
Then make it pulse healing in a 360 radius with each pulse removing a condition. (say 3-4 pulses with each pulse doing about 1/3 – 1/4 of the remaining half of the heal.)Procession of Blades: Make each hit apply a 5 second bleed & 2 second cripple at base. in addition to what it does already
Test of Faith: Make it pulse protection to allies inside the ring & damage to enemies inside the ring. (say 1s protection per second & 1/8th the damage leaving the ring would do) in addition to what it does already
Lights Judgment: Make it pulse 5 seconds of bleeding to enemies & 1 stack of might to allies in addition to what it does already.
Dragons Maw: Really just needs a bigger radius and it would be perfect.
Fragments of Faith: Fine as is.
I like your idea of traps giving condi removal, and aoe healing as that’s very in line with guardian. Boon application should be fairly limited in my opinion. Perhaps might and protection could work, but not much else really. Condi applications are good!
Imo:
-Purification: Let it cure 3 condis upon laying it down.
-Procession of Blades: I agree with your notion here.
-Test of Faith: I also like your suggestion here. Adding in vulnerability to foes who cross the ring would be a nice touch too.
-Light’s Judgement: This is really the the skill I was thinking protection and/or pulsing healing to allies could be placed on.
-Dragon’s Maw: Reduce the cd to around a 45 second base, let the initial clamp be larger/affect multiple people. This skill is strong, but really only seems to affect one person. Most people who have any sort of stability aren’t really phased.