About dem traps
It’s a bit too much of a redesign and would make us a bit too similar to engis. I’d prefer the make trap more multifunction like remove stun, teleport, evade, so they give some alternative to rangers essential survival skills.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
I think something like this would be too strong based on how traps work on ranger. You would be able to just put every trap on a point in pvp and wait for people to stand in them, to then spam every trap from your tool kit. Abit too powerful if this ever happens.
What I think would be great for traps tho is if they would add defensive buffs on different traps, as I think you are far too vulnerable when using traps. And traiting for traps pretty much makes you much more squishier as you dont have much points if any in Nature Magic. I personally never liked Skirmishing for condition builds except for this hybrid GS/SB wvw build Xsorus made a while ago.
It would also be cool if traps would work when enemies are in downed state too, helping secure stomps if your spike trap would have a smoke field for example. Atm, traps don’t activate on downed state bodies.
For starters:
- Get rid of the 2 Trap traits. They are in the wrong kitten line and traps are useless without both, which makes them too much of an investment to be viable. Make these effects baseline.
- Put new trap traits in the proper line (survival). new trap traits cause interesting effects for traps rather than become required just to use traps. This also allows for the creation of a GM trait for Skirmishing that isnt freakin terrible, though some people will inevitably be disappointed by wilderness traits getting moved to Skirmishing.
Example:
Trap Potency (Minor) : traps now apply immobolized (3sec) when triggered.
Poison Master (GM): In addition to current effects, this trait now causes traps to break stun.
Trapper’s Expertise (Adept) : traps now each provide additional effects.
- Spike trap: Provides Haste (100% movement speed) to ranger/pet for 2 seconds when triggered.
- Frost trap: Applies weakness per pulse when triggered
- Flame trap: Applies blindness per pulse when triggered
- Viper’s nest: Applies 1 stack of torment per pulse when triggered
Meanwhile… - Martial Mastery moved to Skirmishing to make room for trappers expertise
- Healer’s Celerity removed from Survival to make room for Trap potency
- Anet comes up with something awesome for new Skirmishing GM (how bout something for shortbows? Short-changed: Everytime you complain about Eagle eye or RtW not effecting shortbows, your character gets 1 stack of confusion. Additionally, swapping to a shortbow triggers 2 seconds of Haste and Quickness).
Celestial Avatar is like an old man: Takes forever to get up and is spent in 4 seconds
i would give the trap passive effect while not being used like (like signet) but while signet give more passive effect traps would give more aggressive effects
like
every hit has a 33% chance to blind for 3 seconds
every 5th hit will immobilize/chill for 1 second
every hit has a chance to apply torment (buff the ranger like the mesmer)
thus the condi ranger will have the ability to use traps while passive and burst while active them
Definitely too strong. But traps do need something to jazz them up.
I’d say either a debuff along with damage (for those non-conditioners) and/or some boons. For instance, flame trap can damage, burn, and stack might per pulse. Frost trap can damage, chill, and give protection. Spike trap could add a buff that’d give allies piercing (for range) and add 1 target to cleaves (for melee).
…or something
They need to be stronger baseline and less multi-trait dependent. Also, some group support from traps would add variety to the frost/spotter meta.
[TTBH] [HATE], Yak’s Bend(NA)
I am forever in favour of giving Frost and Spike traps a serious amount of direct damage. The other 2 traps are heavily into condition damage which is fine and great, but these two would work really nicely as power-based traps. thus openning traps up to be used into whole new builds. It would also help justify the trait trait placement, although TBH thats not something which bothers me overly.
Gunnar’s Hold
I’ve always felt that traps should be a ranger’s best defensive options. Thematically speaking traps are something I’ve felt should best work with a bunker sort of playstyle. Setting traps down on a point and severely punishing anyone who triggers them to the point that they are an easy kill. Unfortunately without stunbreakers traps just don’t offer the survival you need to last in a 2v1 encounter, which is what you need to be able to do as a bunker.
So traps are in a weird place. They need to be set up before an enemy arrives to be used to their best ability, but in practice your role will usually involve running around the map, which means you won’t be placing them before you engage but rather during.
Some of the trap traits should just be a natural part of traps. The range and damage of the traps in particular. I’m not a fan of traits that just improve skills to a usable level. Any ranger should be able to take a trap and make use of it. I also like the way Trapper’s Defense works where a trap is placed when reviving an ally. Expand on that a bit so you can drop smaller traps on dodge roll that apply cripple and bleeding. It’d let trap rangers keep up the pressure between trap bursts and make sure that the enemy doesn’t want to stand anywhere near the ranger in question, making it better at point defense.
I really like the idea of Flame Trap also causing blindness per tick. Reminds me a bit of Glyph of Elemental Storm for elementalist. If you used it while in Earth attunement anyone who walked in would basically be perma blinded for it’s duration, so fighting inside it was a big defensive advantage. Flame Trap working similarly would be a big survival boost to the whole build.
They definitely need at least one stun break.
I love the idea of direct damage on frost spirit as well.
Space Marine Z [GLTY]
They need something similar to engi’s Experimental Turrets. Maybe gain specific boons on casting different kinds of traps. The deploy time needs to be decreased as well, similar to a faster muddy terrain.
Making a trap build not a mandatory 30 points into Skirmishing would be fantastic as well.
Imo make the double-condition duration on traps default, then make a trait for cooldowns, area of effect and add special effects to the traps. Just like how spike trap gains immobilise;
Posion trap + Cripple
Flame trap + Blind, Might or Something that fits the trap
Frost trap + Weakness, Knockdown (slippery) or Something that fits the trap
Above (most of them) suggestion are too powerful buffs and would either require the traps to have greatly increased cooldown or some compromise in their functions.
As i suggested earlier, ability to activate and deactivate traps manually is what would ring my bell. After placing a trap it works as it does now, unless you:
1. press it’s button again, to deactivate.
2. another press to detonate it (activate).
Two reasons for such mechnic:
- combo field activation without hoping that something walks into the trap
- manual trap control for better effect example: when few mobs walk into it and not one lone stray wonders into it.
Agreed Raven, this would indeed make traps viable and even fun to play
Atm, traps are essentially the rangers burst spec due to point placement in crit/crit damage line; it would make more sense for them to be attrition based but need far more defense than they currently allow.
Edit: If they did move the traits around, they could replace the trap GM with the cond cleanse on survival skills = more viable power ranger as well
(edited by dylan.5409)
Rune of traps
(1) +25 condition damage
(2) condition duration increases by 10%
(3) +50 condition damage
(4) Gain 3 seconds of quickness? when using a trap skill
(5) +100 condition damage
(6) Gain 3 seconds of stealth when using a trap skill
interesting rune
source:
http://www.reddit.com/r/Guildwars2/comments/2fj8sn/new_sigil_and_rune/
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
Is that real or a troll? Because it looks OP as kitten.
Gunnar’s Hold
If that rune set goes to PvP I can see a new ranger meta coming.
In WvW trapper build with that will be a popular roam build.
EDIT: That was announced for the China update, not confirmed here.
(and the other 8 elite specs maxed too)
Better yet, give engi a trap kit , huehuehue
As far as traps are concerned there are 2 issues:
-traps themselves are rather bad. They each apply only one condition in a very small AOE
-to have any utility u need a master and a grandmaster trait slot in a line that does nothing for traps.
Suggestion:
-Vipers nest also stacks weakness on pulse as well as poison
-Frost trap also stacks 2 vulnerability on pulse and the CD is reduced from 30s to 25s
-Spike trap physical damage part is considerably increased
-Fire trap is fine as it is as it is a solid burning duration on a very short CD.
If that rune set goes to PvP I can see a new ranger meta coming.
In WvW trapper build with that will be a popular roam build.EDIT: That was announced for the China update, not confirmed here.
i could imagine that this runes and sigils are recipe crafts.
Anet mentioned about recipes for the new achievements.
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
they should bring back the old GW1 trapping >:-3
spend ages pilling A BAZILION traps on one spot,
wait for your unfortunate target to come along…
BOOM!
ah, the Fort Aspenwood memories, good times!
on a serious note though, all traps being in the same utility slot is a great idea,
thieves traps should work the same too, people might actually use thief traps then!
Is that real or a troll? Because it looks OP as kitten.
the quickness could be the real quickness or haste or maybe swiftness or maybe some new buff because the chinese word is hard to translate. Maybe 3s of QZ. with that we need to time our traps and our heal
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!
Suggestion:
-Vipers nest also stacks weakness on pulse as well as poison
-Frost trap also stacks 2 vulnerability on pulse and the CD is reduced from 30s to 25s
-Spike trap physical damage part is considerably increased
-Fire trap is fine as it is as it is a solid burning duration on a very short CD.[/quote]
Reasonable suggestions.
I would add a physical damage component to frost as well a cripple to fire.
Pulses should be every .5 seconds rather than 1 per sec while cond durations remain the same
(edited by dylan.5409)
Default
Flame Trap: Burning + Blindness
Frost Trap: Chill + Weakness
Spike Trap: Bleed + Cripple + Immobilize
Viper’s Next: Poison + Torment
Traited
Flame Trap: Burning + Blindness – Might per pulse
Frost Trap: Chill + Weakness – Protection per pulse
Spike Trap: Bleed + Cripple + Immobilize – Swiftness per pulse
Viper’s Nest: Poison + Torment – Regeneration per pulse
“Per pulse”, boons are applied when target activates the trap and are re-applied regardless of whether target remains in trap.
3seconds per boon = roughly 3 boon stacks/duration for each trap. Eg. Frost Trap has a 5second duration = 15seconds of protection
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
@Spell
Rly like the boons per trap idea but 15secs of protection would be too strong imo, keep in mind we can essentially throw each trap x2 if we plan ahead and get a little lucky.
Maybe if traps provided aoe boons on launch (once traited) rather than on activation?
This would make trappers stronger when they have to react rather then lay in wait and 2x traps (the only time traps are any good atm) as well as give the ranger much needed group utility.
Also pulses per .5 seconds while cond remains the same/ increased range to 900= Viable traps tyvm
(edited by dylan.5409)
Bumping this thread cause good ideas are good:D
Traps transferring conditions upon activation when traited and at least one becoming a short cd stunbreaker would be tasty.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
I built a roaming Trapper wvw armor set (using runes of the trapper) and I have been having a lot of fun. The stealth gain combos well with the GM trait where you gain opening strike whenever you stealth. However this build leaves you as practically a glass build and the PewPew LB zerker roams way better then any trapper could ever hope to.
I really believe that the main thing holding traps back is placement in skirmishing line, and the lack of an elite trap skill. GW1 had an elite trap skill (spike trap?) which knocked down whoever triggered along with direct damage; this would be PERFECT for trap rangers. It forces the opponent to sit in the traps as they trigger and be stacked with the condis.
Frost trap needs SOME sort of damage; direct damage if traps stay in the skirmishing line or torment if it gets moved. Chilled is a very powerful condi but Frost trap is just lack luster, always the last one I bring. Ranger has plenty of access to cripple and chill, I would rather bring another trap, LR, or a signet in that stone.
Why is the mine skill rangers have not labeled as a trap? We can throw it untraited, it sits on the ground like a trap, and explodes for direct damage AND condi damage when an enemy walks over it. i just don’t understand why it is not counted as a trap
Why is the mine skill rangers have not labeled as a trap? We can throw it untraited, it sits on the ground like a trap, and explodes for direct damage AND condi damage when an enemy walks over it. i just don’t understand why it is not counted as a trap
Because Rangers don’t have a “mine skill?”
Do you play a Charr?
Because Rangers don’t have a “mine skill?”
Do you play a Charr?
Sure do! never realized it was a racial skill… Well I guess its a good example of how traps SHOULD function.