Q:
No ground target traps?
Yeah the change was intentional, and as long as traps have direct damage they’ll be worse off than before the patch.
Since Anet doesn’t care too much about Ranger, I think we’ll have to wait until HoT when Guardians will complain how much Dragonhunter sucks, maybe they’ll make positive changes to their trap gameplay and those changes will somehow affect Ranger traps.
No real answer was Traps did not act like traps with the ability to throw them they acted like Throwable Grenades which was not in the Traps theme , which is why they buffed traps.
they gave frost spirit damage
and spike trap a knockdown
all traps got a improved core condi duration.
tip for trapper runes , Do not use them how you did before patch , plant them ahead of the target and predict where the target is going to walk or act like a sheep dog use kiting to lure him into the direct you want to go.
do not plant them on the target or too close.
I really wish they could make traps feel like real traps
you know like you dont wanna stand in them because they hurt not because there are 3 of them but because there is a freaking trap
they said they were gonna buff traps dmg and I for one have barely notÃced if all since I usually never use traps because I run LB/GS and they pretty much ONLY do condi dmg
Of course they should make throwing traps baseline. Its not like they are unblockable and can bypss armor x2.
What anet tells us and the truth is not always the same thing because we can be unreasonable. Just image a team of trap rangers: unblock-able throw-able with no read circles and all the vulnerability. Before it wasn’t a problem but with 3 full lines, almost limitless condi stacks with ranger running high toughness.
Condi Rangers just want it all.
It says a lot about ranger condi playstyle when the advice for trapper runes is" Don’t plant them on the target or too close".
Guess dancing in stealth is more important than actually adding more dot’s.
everyone should fear becoming mentally clouded and obsessed with one small section of truth.
I run traps in WvW with rune of the trapper and currently love it. I use my build in settings from solo to groups of 10, and find lots of use for the traps. Dire armor, Giver’s weapons(s/w a/d), Celestial Jewelery is what I’m currently running. The runes themselves are good, and the stealth is great, but isn’t always feasible, and that’s where the super speed comes in. Traps are supposed to be set in advance and a stack of flame, vipers nest, and spike trap will basically kill certain builds that do not stun break/condi cleanse in time while they are facedown in your traps and getting pounded on by you and your pet. This stack is great in front of any sort of WvW portal especially for my guild since we’ll hit towers and keeps with less than 5 on a regular basis, and it’s handy to make sure enemies can’t get inside.
The runes are great but the stealth is only half of it.
Tri-Lead of Ascension [WAR] of Borlis Pass
I run traps in WvW with rune of the trapper and currently love it. I use my build in settings from solo to groups of 10, and find lots of use for the traps. Dire armor, Giver’s weapons(s/w a/d), Celestial Jewelery is what I’m currently running. The runes themselves are good, and the stealth is great, but isn’t always feasible, and that’s where the super speed comes in. Traps are supposed to be set in advance and a stack of flame, vipers nest, and spike trap will basically kill certain builds that do not stun break/condi cleanse in time while they are facedown in your traps and getting pounded on by you and your pet. This stack is great in front of any sort of WvW portal especially for my guild since we’ll hit towers and keeps with less than 5 on a regular basis, and it’s handy to make sure enemies can’t get inside.
The runes are great but the stealth is only half of it.
Another cool trick is to set traps at the entrance to areas, like supply camps. When the enemy enters, you get an alert (entering combat) that there’re players incoming.