Spike Trap ress trait is useless
It’s just another one of those traits noone uses. Let’s hope they remove it, boosts it or merges it with another trait. When they’re making this huge overhaul of the system, they simply can’t leave useless traits like this in the game.
Could work well in WvW with trapper runes? Quickness makes you revive faster and stealth makes it less obvious.
Unfortunately, (correct me if I’m wrong) Trapper runes are not available in PVP. And I want them in PVP
Will update once Path of Fire releases.
Could work well in WvW with trapper runes? Quickness makes you revive faster and stealth makes it less obvious.
Trapper runes dont give you quickness, they give you movement speed boosts.
Instead of it being Spike Trap, they could make another trap like GW1 Trip Wire, that KD for 3s and combine it with Healers Celerity, then it would be a decent trait for PvP.
It’s more or less only there because it’s one of those traits with every class has some version of, like SA. Our isn’t very good.. but it’s sure as hell not going anywhere.
Gunnar’s Hold
It’s more or less only there because it’s one of those traits with every class has some version of, like SA. Our isn’t very good.. but it’s sure as hell not going anywhere.
It is not only very bad, we also have two for resing. I would suggest to merge following three traits and the trait could be useful.
Trapper’s Defense: Creates a Spike Trap while reviving an ally.
Healer’s Celerity: Grant swiftness (15s/18s) to yourself and your ally when you revive them. Increased revive speed.
Instinctual Bond: When you are downed your pet gains quickness (5s). (50s CD)
All alone are just useless.
Although i think we can just ignore the last one. Ranger have so much possibilities while in downstate, they don’t need an extra buff. And this buff is only good, when your pet has great damage and can kill the enemy within this 3-4 seconds.
Instictual bond is awesome and should stay. Easily the best of all, also it’s not a revival trait it’s a downed state trait, different story.
That spike trap needs to go, either to be replaced with something that makes sense or just non reviving related trait that makes sense.
They could merge the two revival traits and it would still be trash. But at least there would just be one trash trait instead of two.
Instictual bond is awesome and should stay. Easily the best of all, also it’s not a revival trait it’s a downed state trait, different story.
That spike trap needs to go, either to be replaced with something that makes sense or just non reviving related trait that makes sense.
And what is awesome about this?
It’s neat in wvw when preying around the zerg with trapper runes. Always some downed people around to proc stealth/speed from, and it drops another spike trap. Same goes for small group roaming. Some stealth for rezzing a partner and added protection on the body.
I wouldn’t pick it for any other game mode, but with trapper runes in wvw it’s nice.
Save the Bell Choir activity!
Instictual bond is awesome and should stay. Easily the best of all, also it’s not a revival trait it’s a downed state trait, different story.
That spike trap needs to go, either to be replaced with something that makes sense or just non reviving related trait that makes sense.
And what is awesome about this?
Jaguar+F2+ instinctual bond, or maybe even signet of the wild if enlargement was traited or you popped it before being downed. Damage is sick.
Instinctual Bond should be combined with Circle of Life if anything, if it is added again. If those were merged and it would be a good minor trait in NM, swapping Fortifying Bond to Beastmastery.
Instictual bond is awesome and should stay. Easily the best of all, also it’s not a revival trait it’s a downed state trait, different story.
That spike trap needs to go, either to be replaced with something that makes sense or just non reviving related trait that makes sense.
And what is awesome about this?
Jaguar+F2+ instinctual bond, or maybe even signet of the wild if enlargement was traited or you popped it before being downed. Damage is sick.
Well lucky you if all those things are saved for you when going down.
Wondering, if you swap pets when downed, instinctual bond is wasted, right?
I don’t think it’s a good trait at all. It may save you on occasion, but most of the time I’d say you won’t even notice it.
Healer’s Celerity: Grant swiftness (15s/18s) to yourself and your ally when you revive them. Increased revive speed.
That trait is also bad. Swiftness oh great!
Would never take that trait.
Instinctual Bond should be combined with Circle of Life if anything, if it is added again. If those were merged and it would be a good minor trait in NM, swapping Fortifying Bond to Beastmastery.
^ This! Even though Circle of Life was not a good trait on its own, but if combined as a minor trait with Instinctual Bond, it can help make it a decent trait.
Will update once Path of Fire releases.
I let out a big sigh when Roy was explaining how awesome this trait is. Words of a true casual.
Who knows, maybe if traps are buffed enough it might become good. I have no idea how they’re gonna make traps work. I feel trappers need more access to stealth so they can’t be see placing the trap. But then how do you counterplay that? And how far do you go buffing them? For example, spike trap should have a 3s immob base or something. When it activates, it must make a significant difference in the fight.
Possible solution:
Baseline the increase radial on Trapper’s expertise and add the spike trap trait as the third part of it.
Add a trait worth taking/considering to the skirmishing adept section.
What do you guys mean? Spike trap would be amazing to drop to rez people!
http://wiki.guildwars.com/wiki/Spike_Trap
Oh wait…
As their mother, I have to grant them their wish. – Forever Fyonna
I let out a big sigh when Roy was explaining how awesome this trait is. Words of a true casual.
Who knows, maybe if traps are buffed enough it might become good. I have no idea how they’re gonna make traps work. I feel trappers need more access to stealth so they can’t be see placing the trap. But then how do you counterplay that? And how far do you go buffing them? For example, spike trap should have a 3s immob base or something. When it activates, it must make a significant difference in the fight.
Judging solely by general tone and body language Roy did not want to have to be the one doing that section at all. It wasn’t changes he worked on and I would venture a guess that it was better to have anyone from the design team talking about it after the debacle the ranger CDI was.
Hey my thief has died as i tried to down an enemy player that a ranger started to rez because the spike trap went off
5s of single stack bleed + 85 damage on my zerky build.
Kills them dead:)
The goal of the trait is wrong. It doesn’t give you the needed advantage to ress, and it provides offensive values at a place where you need defensive ones.
Now if they added the Downed no.2 ability to the table in addition to this trap, it would be much more like worth. You’d interrupt stomps and help yourself avoid some of the CC through Rune of the Trapper.
Currently it’s just not worth.
Just add a KD to Spike Trap and merge with Healer’s Celerity, then it would be great. Even then though, would only see use in PvP, with Mercy runes it would be pretty great.