Skirmish Traits for Ranger don't make sense
Yeah, the Ranger has many aspects with the traits that leave me questioning the rationality behind them. I think they were in a rush and just kind of threw them together last minute with no great deal of thought.
Yeah, the Ranger has many aspects with the traits that leave me questioning the rationality behind them. I think they were in a rush and just kind of threw them together last minute with no great deal of thought.
I mean this isn’t just a rushed oversight. The Skirmish trait line is completely and utterly counter productive.
Umm in my experience our traps do crit, rather the damage component does. Just went and reconfirmed previous testing.
Flame trap – the 3 duration tics can each crit and trigger and trigger sharpened edges if they do.
Vipers next also has the 3x damage small tics they can also crit triggering sharpened edges.
Spike trap only has a 1x damage so 1 chance to crit.
They didn’t make it completely nonsensical actually. SB’s speed in particular adds back a good amount of damage lost in power when using a rabid amulet.
They didn’t make it completley non sensical thats why condition builds are 1 that works. I understand you don’t like it but they clearly did think about it.
OoS
A whittling ranger becomes viable by forcing his opponent to whittle
(edited by Arrys.7145)
I actually like it being in the Skirmisher line, since I run a trap build, and I use other skills in Wilderness Survival (Bark Skin, Offhand Improvement).
@OP I completely agree with you. If I was to gear/spec myself for a pure condition build, there are a couple of things I would consider true.
1. My crit % will be baseline. I care about condition damage and survivability, not crit.
2. Traps are now my friend.
3. Putting trap skills in the crit line boggles my mind.
That isn’t the only trait line with backwards anti-synergy for ranger, they all do somewhat.
Why? Gives needed gear…
Why do you need this gear? To do dungeons… duh.
If one traitline gave you everything you wanted in your spec there wouldn’t be much diversity now would there?
I’m not saying a few of our traitlines aren’t bad right now, just that having precision/crit dmg in the trap buffing traitline isn’t a terrible thing that should leave anyone hitting their head against a wall.
This is why we can’t make a good build. In GW1 traps comes under wilderness not expertise (skirmish) trait line. They really need to sort us out big time.
You might be doing it wrong then.
There are (albeit few) extremely solid PvP rangers/ranger-specs out there.
(edited by garethh.3518)
That one thing I hope they’ll fix in the upcoming Ranger patch; move the trap traits to Wilderness Survival.
That one thing I hope they’ll fix in the upcoming Ranger patch; move the trap traits to Wilderness Survival.
That would be a horrible nerf to trap specs as they can’t get the solid survivability of the wilderness survival tree along with the trap traits (trap specs are condition dmg specs, condition dmg specs are made for the longer haul so need some good survivability or don’t work)
Trap specs are one of our few viable specs atm.
Nerfing a working spec in a class with few working specs isn’t good?
(edited by garethh.3518)
That one thing I hope they’ll fix in the upcoming Ranger patch; move the trap traits to Wilderness Survival.
That would be a horrible nerf to trap specs as they can’t get the solid survivability of the wilderness survival tree along with the trap traits (trap specs are condition dmg specs, condition dmg specs are made for the longer haul so need some good survivability or don’t work)
Trap specs are one of our few viable specs atm.
Nerfing a working spec in a class with few working specs isn’t good?
Well if not wilderness survival, then maybe they should go into Marksman? Would at least synergize with the condition duration… and explain why a trap tossing ranger can toss traps… marksmen have good aim.
Why? Gives needed gear…
Why do you need this gear? To do dungeons… duh.
That would be a horrible nerf to trap specs as they can’t get the solid survivability of the wilderness survival tree along with the trap traits (trap specs are condition dmg specs, condition dmg specs are made for the longer haul so need some good survivability or don’t work)
Trap specs are one of our few viable specs atm.
How so? I’m looking at the major Wilderness Survival traits and the only ones I see that increases your survivability are Shared Anguish, Vigorous Renewal, Hide in Plain Sight, Empathic Bond and Bark Skin, and none of them look overly impressive to me.
If one traitline gave you everything you wanted in your spec there wouldn’t be much diversity now would there?
This is why we can’t make a good build. In GW1 traps comes under wilderness not expertise (skirmish) trait line. They really need to sort us out big time.
No one wants that. What they and I want are the specific trait skills to be in their proper trait lines they’re meant for. Not randomly thrown into random trait lines for the hell of it or because they ran outta time.
That would be a horrible nerf to trap specs as they can’t get the solid survivability of the wilderness survival tree along with the trap traits (trap specs are condition dmg specs, condition dmg specs are made for the longer haul so need some good survivability or don’t work)
Trap specs are one of our few viable specs atm.How so? I’m looking at the major Wilderness Survival traits and the only ones I see that increases your survivability are Shared Anguish, Vigorous Renewal, Hide in Plain Sight, Empathic Bond and Bark Skin, and none of them look overly impressive to me.
They just don’t want to have to change up their current build, so they’re throwing out ham-fisted logic.
Marksman as a line wouldn’t work. Why TPVP you could have a max power max condition build swappable by changing amulets and armor and traits in a 30 0 30 0 10 build. It’ld be silly. Best of all worlds offensively. What am I facing lets go traps not that lets go power. (We’ld all be the same spec)
Placing them in wilderness survival – you’ld forsake your defensives.
Spirit line – ok perhaps some potential if they synergized the traits with spirits. AKA thrown traps and radius expanding spirit radius, mobile spirits also extending trap condition duration.
beastmastery – no spot really
skirmishing – the + crit is beneficial to weapon damage does trigger “damage” components of traps proccing traits.
OoS
A whittling ranger becomes viable by forcing his opponent to whittle
We have several skills that add change to apply bleed on crit + a sigil, works with traps => chance to apply bleed with each trap pulse ( aoe ).
I’ve tested it => high crit/cond dmg items + 3 ( bleed, snakes, fire ) + quickness on pet swap = 25 stacks of bleed + burning + poison
it’s not exactely easy to pull off each time, but in the worst case if specced right crit helps you apply a few extra bleed stacks
They just don’t want to have to change up their current build, so they’re throwing out ham-fisted logic.
Why is it so?
I could have answered his question, but I’m curious since you have the ability to already know my answer and know it is silly, why is it so?
If the defensive skills in Wilderness Survival aren’t good, then I would lose nothing by losing them in exchange for having traps in the +condi dmg and toughness line, so how does what you’re saying even make sense?
(edited by garethh.3518)
If one traitline gave you everything you wanted in your spec there wouldn’t be much diversity now would there?
This is why we can’t make a good build. In GW1 traps comes under wilderness not expertise (skirmish) trait line. They really need to sort us out big time.
No one wants that. What they and I want are the specific trait skills to be in their proper trait lines they’re meant for. Not randomly thrown into random trait lines for the hell of it or because they ran outta time.
Last I checked intentions didn’t make gameplay but actual results.
The devs could have been attempting to sabatouge the game, but if they came up with a solid trait system, I could care less.
The traitlines each have a purpose, traps are our strongest utility conditions, so they are in a tree that doesn’t buff condition dmg/duration.
If you want the best dmg and duration on your conditions you don’t also get the best condition output skills.
An attempt at balance and so diversity.
To be honest i’m really surprised that neither of these two things happened instead:
1) Traps end up under Wilderness Survival like in GW1 and a few of the traits in there being transfered to skirmishing.
2) Skirmishing being Crit + Con damage like how engies Firearms is, and then either making it Marksman has power + crit damage and Wilderness Survival has Toughness Con duration, or Wilderness Survival has Crit dmg and Toughness
As their mother, I have to grant them their wish. – Forever Fyonna
Skirmishing itself gives 30 critical chance and 300 precision just in one trait. Other classes to gain these two need to max up 2 different traits (such as enginner). Trait skills itself aren’t that good, but so do many aspects of ranger’s skills.