Speaking of traps ....

Speaking of traps ....

in Ranger

Posted by: Chokolata.1870

Chokolata.1870

Hey guys , this is not one of those topics where i complain about how or why traps are in the skirmishing line . I actually think this is perfectly fine . My gripe is with the fact that ranger has to spec a master and a grandmaster trait to just make traps usable . THIS is not ok in my mind , so i have come here to perhaps give a solid suggestion for making traps not only a better and more usable utility but also eligable for power builds as well .

On to my suggestion :

-The first part has to do with the traps themselves . Honestly i feel as if the flame trap is perfectly fine as it is at the moment . It has a solid cooldown and a very good active . Fire is a good combo field and damage source .

When it comes to the frost trap the only problem i have with it is that its cooldown is too long and there is no damage component to proc on critical effects . So , my suggestion would be to lower its cooldown from 30 seconds to 25 and to give a small damage component to each pulse .

Poison trap is where I start noticing problems . Some people would say to make it a field , and I am perfectly fine with that . Another suggestion would be , if the devs think that ranger has too many fields already , to give it a weakness effect as well as poison . Logically it would make sense , one is poisoned and weakened by snake bites .

Now to my most radical suggestion concerning the utility group itself . Give spike trap a good physical damage component , i.e. a burst . Again, it would make sense as you would have huge spikes poking you from the ground . Also it would make trapper a viable build for power builds with spike and frost trap .

Onto the traits :

-I feel as if it is rather silly that one has to trait two times to make traps usable . It would be quite awesome if the AOE bonus from the master one and duration bonus from thE GM one would already be included in traps .
So considering this , my suggestion would be to move the cooldown reduction effect to the master tier and combine it with the trap throwing , making a new trappers expertise trait . Trap potency * would be changed in effect to transfers 1 condition per enemy hit on trap activation from the ranger to the oponent . It would make for quite an interesting dynamic and give rangers much needed condition removal other then EB .

Consider a power ranger trapper that also has solid condition removal . Or a condition trapper using bark skin . or a trapper beastmaster with condition removal build arround power and precision . Or a debuffer . Possibilities are endless .

TY , my 2 cents . I hope people read this and a debate starts going

Speaking of traps ....

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Posted by: Ryan.9387

Ryan.9387

I feel weakness could be great as direct damage is one of the main dangers to trap builds.

Any buff to traps is a good buff though. Shows how far power creep has come when the most viable ranger build at release is now sidelined by spirits and bm even though traps happens to be the highest skill cap of them.

Ranger | Elementalist

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Posted by: Sol.4310

Sol.4310

I’ve found a trap build that works, I can beat Spirit Ranger’s 1v1, due to fact I destroy there Spirit’s so fast and my condition pressure is far greater then theirs. I’ve found I can control so much better then Spirit’s the fact they can’t be blocked is what helps me vs so many builds.

So before you count them out trust me there is a build that is working. Just we lack protection spirit with the build which every team wants.

But I’m trying to learn a build for current TPvP maps where I don’t use spirits move trait and place Protection spirit in safe location near the main team fight so my team can peel and reapply the Spirit as its 1000 range.

Saizo Sol – Ranger
Twitch – Aussie Streamer

Speaking of traps ....

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Posted by: roamzero.9486

roamzero.9486

Would be awesome if traps transferred conditions.

Speaking of traps ....

in Ranger

Posted by: RyuDragnier.9476

RyuDragnier.9476

On the spikes, I’d prefer if they made it so activating it gives Torment. That would make it far more powerful IMO across the board. Though I won’t diss a change so it’s bursty.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald