So Trap builds... Question.
Many classes have that strange placement. I saw this often on the Thief and Guardian forums early on. It’s to encourage build diversity so the lines aren’t min/maxed.
If that’s the case I’ll stick to my current build. Why the hell would anyone be sane enough to invest that much point into 300 crit and 30% crit-chance if they’re building condition. I can understand the min/maxing part but really, it makes these trait lines trivial and I think that overall discourages people to try these builds.
It’s like saying, we want you guys to try out different builds and come up with new metas, but the placement of some of these traits doesn’t seem to encourage that at least not solid as a build can be. I guess I won’t be making a trap build.
Well you miss out on pretty much the kitten as far as it comes to build. Trait for traits, not for stats, stats are always secondary to important traits.
Also, carrion exists.
really bad engineer
When they designed the class traits back in release I don’t think they expected the meta to split so heavily into either power or condition for all the classes. Rather they probably assumed people would use a healthy mix of hybrid stats on their equipment and utility skills and built on that. Maybe they expected you to use power based weapons with condition damage coming from traps as a supplement than a main source of dps?
Take a look at the Orr temple karma armors for example. If you want a set of armor with the same six runes the stats are all over the place.
The problem is of course, the paltry amount of stats you get from mixing gear is often inferior to min maxing considering how dps/damage reduction/healing scales in this game.
(edited by ddoi.9264)
When they designed the class traits back in release I don’t think they expected the meta to split so heavily into either power or condition for all the classes. Rather they probably assumed people would use a healthy mix of hybrid stats on their equipment and utility skills and built on that. Maybe they expected you to use power based weapons with condition damage coming from traps as a supplement than a main source of dps?
Take a look at the Orr temple karma armors for example. If you want a set of armor with the same six runes the stats are all over the place.
The problem is of course, the paltry amount of stats you get from mixing gear is often inferior to min maxing considering how dps/damage reduction/healing scales in this game.
Exactly. While “balanced” builds (IE temple stats, which is what gave me the same idea as you had there in the first place) kinda work, they’re just outshined by the hyper-specialised builds that have all their traits and stats working in sync so well that all your eggs in one basket just straight out beats being a jack of all trades. I personally would have advocated some kind of very slight “DR” on stats as you stack more of them (IE the more you stack of a single stat, the less you get per stat) so that hyper-specialist builds like HGH don’t just stomp on everything, but it’s too late now and the meta has developed around what we have. kitten shame, too.
really bad engineer
Well you miss out on pretty much the kitten as far as it comes to build. Trait for traits, not for stats, stats are always secondary to important traits.
Also, carrion exists.
Writetyper is right, trait for traits and don’t worry about the stats, you can easily build those up through gear. The trapper ranger is considered one of the strongest builds right now in high-end spvp so you certainly aren’t gimping yourself by going 30 into skirmishing. I agree it’s annoying, but I think Anet’s logic was that rangers would be too OP if they could maxx out traps, condition damage, toughness, and pets simultaneously. Anyway the stats aren’t completely wasted, you can go full rabid gear to build a high crit chance, high condition trap build that plays off on-crit condition damage effects.
Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
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