[Suggestion] Remove Traps, Spike Trap to SB

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Justine.6351

Justine.6351

Creating a suggestion to remove all ranger traps from utility skills.

In exchange, remove Poison Volley from shortbow and place an improved Spike Trap there.

Spike Trap:
Gain a spike trap every 12seconds upto maximum of 3. (increased to 5 with shortbow trait). Can lay a spike trap once every 6seconds and only if no foe is within 300range.
Lay a spike trap at your feet that triggers when a foe is leaving its radius.
Damage: Moderate
Bleeding: 3stacks @ 5seconds
Poison: 3stacks @ 5seconds
Cripple: 2seconds
Immobilize: 1sec if trapped foes are already crippled

Probably OPish. I just don’t think traps as utility slots will ever be right. They are something that should be 1 slot and/or tied to the weapon skill bar.

If it wasn’t 3 years into guild wars 2 I would have suggested ranger pets be moved to elite spec [beast mastery] and traps be rangers class mechanic f1-f4.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Just make them an elite kit.

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[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Justine.6351

Justine.6351

Just make them an elite kit.

Instead of dropping that on every ranger thread why not make a
[Make ranger traps into an elite kit]
thread. Ty.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Just make them an elite kit.

Instead of dropping that on every ranger thread why not make a
[Make ranger traps into an elite kit]
thread. Ty.

Because I’ve already done that. It really is the only answer when it comes to traps, making them part of weapon skills defeats the purpose of having weapons and totally inferior to them being made a kit so if I just keep dropping this on every trap thread, maybe people will cotton on to the fact that it is an all-in-one fix for everything to do with traps and a massive QoL improvement that would push Ranger into the PvP meta if it were made a reality.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Justine.6351

Justine.6351

Traps as kits sounds good. Sounds good. Just like healing spring as trap sounded good. Scraping flame/frost trap and merging spike and viper nest leaves only one trap. Could it stay utility? Ya.

The reason traps as elite kit would flop is because no one even cares to use more than 3 traps even if they could. Lots don’t even care to have more than 2. Having 5 traps available with 2-3 not seeing use beyond “they are there” is not something people will give up entangle or rampage as one for.

That’s just part of the issue with traps as elite kit. I could go on further if you would like.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: RevanCorana.8942

RevanCorana.8942

“traps into elite kit”
Thats a good no great idea but it wont happen most likely.
Because then they’d have to create 3 other new weapon kit to fill the gap left by the traps, rework the traits, create new animations, balance it all.. etc

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Crapgame.6519

Crapgame.6519

I actually like the traps as they are today.

Main – Laaz Rocket – Guardian (Ehmry Bay)
Johnny Johnny – Ranger (Ehmry Bay)
Hárvey Wallbanger – Alt Warrior (Ehmry Bay)

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Puck.9612

Puck.9612

Traps as kits sounds good. Sounds good. Just like healing spring as trap sounded good. Scraping flame/frost trap and merging spike and viper nest leaves only one trap. Could it stay utility? Ya.

The reason traps as elite kit would flop is because no one even cares to use more than 3 traps even if they could. Lots don’t even care to have more than 2. Having 5 traps available with 2-3 not seeing use beyond “they are there” is not something people will give up entangle or rampage as one for.

That’s just part of the issue with traps as elite kit. I could go on further if you would like.

I disagree, I would absolutely love being able to use 5 traps, especially if they didn’t use up my very valuable utility slots. The reason why a lot of people choose to only run 2 traps is because running without a stun break is a death sentence in a lot of situations.

Jim Hunter when my other account isn’t suspended

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Justine.6351

Justine.6351

Traps as kits sounds good. Sounds good. Just like healing spring as trap sounded good. Scraping flame/frost trap and merging spike and viper nest leaves only one trap. Could it stay utility? Ya.

The reason traps as elite kit would flop is because no one even cares to use more than 3 traps even if they could. Lots don’t even care to have more than 2. Having 5 traps available with 2-3 not seeing use beyond “they are there” is not something people will give up entangle or rampage as one for.

That’s just part of the issue with traps as elite kit. I could go on further if you would like.

I disagree, I would absolutely love being able to use 5 traps, especially if they didn’t use up my very valuable utility slots. The reason why a lot of people choose to only run 2 traps is because running without a stun break is a death sentence in a lot of situations.

And when you are self-locking out of your weapon skills that have utility on them aswell…

I will try making my point, go play around with engi and use the bomb kit. If you make it for 1hr in spvp or wvw then maybe the idea has merit. And that’s as a utility skill, not an elite.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Puck.9612

Puck.9612

Traps as kits sounds good. Sounds good. Just like healing spring as trap sounded good. Scraping flame/frost trap and merging spike and viper nest leaves only one trap. Could it stay utility? Ya.

The reason traps as elite kit would flop is because no one even cares to use more than 3 traps even if they could. Lots don’t even care to have more than 2. Having 5 traps available with 2-3 not seeing use beyond “they are there” is not something people will give up entangle or rampage as one for.

That’s just part of the issue with traps as elite kit. I could go on further if you would like.

I disagree, I would absolutely love being able to use 5 traps, especially if they didn’t use up my very valuable utility slots. The reason why a lot of people choose to only run 2 traps is because running without a stun break is a death sentence in a lot of situations.

And when you are self-locking out of your weapon skills that have utility on them aswell…

I will try making my point, go play around with engi and use the bomb kit. If you make it for 1hr in spvp or wvw then maybe the idea has merit. And that’s as a utility skill, not an elite.

Ummm sure. I got a little burnt out on engi but it was my second most played class for about a year. You aren’t locked out of anything when you swap to a kit… you can swap back.

Jim Hunter when my other account isn’t suspended

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: dodgerrule.8739

dodgerrule.8739

Traps alone aren’t enough to fully function in pve. Remember that all builds must be able to have some function in all areas of play. If the Rangers traps go to the short bow it will make the short now useless. Perhaps a flame arrow or sharpening stone like the skill.

Dodger Rule Ranger – Fort Aspenwood

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Justine.6351

Justine.6351

Traps as kits sounds good. Sounds good. Just like healing spring as trap sounded good. Scraping flame/frost trap and merging spike and viper nest leaves only one trap. Could it stay utility? Ya.

The reason traps as elite kit would flop is because no one even cares to use more than 3 traps even if they could. Lots don’t even care to have more than 2. Having 5 traps available with 2-3 not seeing use beyond “they are there” is not something people will give up entangle or rampage as one for.

That’s just part of the issue with traps as elite kit. I could go on further if you would like.

I disagree, I would absolutely love being able to use 5 traps, especially if they didn’t use up my very valuable utility slots. The reason why a lot of people choose to only run 2 traps is because running without a stun break is a death sentence in a lot of situations.

And when you are self-locking out of your weapon skills that have utility on them aswell…

I will try making my point, go play around with engi and use the bomb kit. If you make it for 1hr in spvp or wvw then maybe the idea has merit. And that’s as a utility skill, not an elite.

Ummm sure. I got a little burnt out on engi but it was my second most played class for about a year. You aren’t locked out of anything when you swap to a kit… you can swap back.

I tried it against the spvp npcs. Its not horrible I suppose. Id try it out if they improve the traps and trim out the 30sec + recharges.

I’m not saying I don’t think frost/flame/viper nest could all be scrapped in their current form but if they saw improvement then tossed into a kit wouldn’t be horrible. Infact if that happened then they would need to look into buffing entangle in some way. If I ever leave my Madking Runes behind, entangle is off the skillbar.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Justine.6351

Justine.6351

Traps alone aren’t enough to fully function in pve. Remember that all builds must be able to have some function in all areas of play. If the Rangers traps go to the short bow it will make the short now useless. Perhaps a flame arrow or sharpening stone like the skill.

I said scrap flame/frost traps and merg vipernest/spiketrap. Place the merged viper/spike trap onto shortbow 2 inplace of poison volley.

Have it build charges every 12 seconds upto 3(5traited) and with a deployment cd of 6sec.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: dodgerrule.8739

dodgerrule.8739

The short bow 2 skill is great for condition builds as it goes through enemies and poisons them. Replacing with the first aoe weapon skill would be weird since traps aren’t bound to bows, this has to be something to be bound to the bow.

Dodger Rule Ranger – Fort Aspenwood

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Justine.6351

Justine.6351

The short bow 2 skill is great for condition builds as it goes through enemies and poisons them. Replacing with the first aoe weapon skill would be weird since traps aren’t bound to bows, this has to be something to be bound to the bow.

I can appreciate that every ranger bow skill involves arrows and that spike trap wouldn’t be ideal locked to a single weapon bar for anyone else currently using traps without shortbow.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Traps as kits sounds good. Sounds good. Just like healing spring as trap sounded good. Scraping flame/frost trap and merging spike and viper nest leaves only one trap. Could it stay utility? Ya.

The reason traps as elite kit would flop is because no one even cares to use more than 3 traps even if they could. Lots don’t even care to have more than 2. Having 5 traps available with 2-3 not seeing use beyond “they are there” is not something people will give up entangle or rampage as one for.

That’s just part of the issue with traps as elite kit. I could go on further if you would like.

Why would you want to keep the same amount of skills or even lose them by removing poison volley (which is a good skill) and scrapping flame/frost trap? It seriously makes no sense. We have the lowest amount of skills on our setup in the game and that contributes a lot to our lack of utility. That is why ele’s are so good, they just have access to more skills, 41 at once if they want, whereas we have only access to 16. Sorry, but I want to use Spike trap with my LB, your idea is bad for too many reasons.

In PvP, if you could have 5 traps as an elite kit, it is miles better than entangle or RaO, miles. You can still run TU, MT, LR, QZ for condi removal and fury, then have access to 5 skills that cripple, interrupt and aoe CC as well as applying conditions. Not only that, but whenever you see a portal, you can throw all 5 on top if you want, then move away. Laying down 5 traps on a node you capped then moving away. etc. If traps were a kit, I would never use Entangle again, because traps are unblockable.

Why, if traps were a kit, would you only use 2-3 of them? That makes even less sense. if there was a time when you wanted to lay a trap, you would just use everything off CD, since the CDs are so low anyway.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Justine.6351

Justine.6351

Traps as kits sounds good. Sounds good. Just like healing spring as trap sounded good. Scraping flame/frost trap and merging spike and viper nest leaves only one trap. Could it stay utility? Ya.

The reason traps as elite kit would flop is because no one even cares to use more than 3 traps even if they could. Lots don’t even care to have more than 2. Having 5 traps available with 2-3 not seeing use beyond “they are there” is not something people will give up entangle or rampage as one for.

That’s just part of the issue with traps as elite kit. I could go on further if you would like.

If traps were a kit, I would never use Entangle again, because traps are unblockable.

Why, if traps were a kit, would you only use 2-3 of them? That makes even less sense. if there was a time when you wanted to lay a trap, you would just use everything off CD, since the CDs are so low anyway.

Having 5 traps available with 2-3 not seeing use beyond “they are there” is not something people will give up entangle or rampage as one for.

I tried it against the spvp npcs. Its not horrible I suppose. Id try it out if they improve the traps and trim out the 30sec + recharges.

I’m not saying I don’t think frost/flame/viper nest could all be scrapped in their current form but if they saw improvement then tossed into a kit wouldn’t be horrible. Infact if that happened then they would need to look into buffing entangle in some way. If I ever leave my Madking Runes behind, entangle is off the skillbar.

Beyond me already addressing what you said in follow up posts I have to say this,
Using all your skills from a kit just because they are there is poor form. If all trap skills are encouraged to be dumped all at once because its effective that’s not an improvement.

But to further on the elite trap kit idea. Perhaps instead of having individual cooldowns maybe they could be global cooldowns so you pick 1 situational trap every 10sec? instead of just blobbing them all on the ground in a 3sec window.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

It’s not that you would spam all of them everytime, but if you wanted to trap a node or portal, why wouldn’t you make it as big a bomb as possible? You could apply Burning, Poison, Bleeding, Chill, Blind and Daze from smoke trap and a Cripple cover with a KD too, from the other side of the map. That is a pretty massive improvement, being able to lay 5 traps over a mesmers portal effectively hard counters it because every time they do and a ranger had trap kit on (which they would because it would be the best elite, even for power builds), the Mesmer is going to die if they use the portal. Same goes for nodes, if Rangers had a trap kit and could lay 5 traps on the node before leaving it each time, it would totally change the Meta. Or you could just lay them randomly around the area so anyone moving between nodes gets stuck in combat, reducing their mobility.

(edited by Heimskarl Ashfiend.9582)

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: HotHit.6783

HotHit.6783

Traps don’t need to be a kit, we need to have less reliance on our utility skills. Weapons with stun breaks or condi cleanses, traits with stun breaks or condi cleanses, Healing Spring healing our pet again…

Traps aren’t far from being useful in their current implementation and part of their power is because of their situation as utility skills. You’ve said it yourself Heimskarl, all 5 traps on a single elite slot would be ran by all our builds, not just dedicated trappers. That’s not healthy for the game at all. I’ve been messing with the Dragon Hunter and they have two things Ranger trappers don’t, power damage and an elite trap. Rangers are trying to burst people with condition damage and spend precious utility skill slots on pure damage skills, with weapon sets no more defensive or capable of setting up those traps than D/D thief. A stun break on Viper’s Nest or Frost Trap would probably help alleviate the huge price of investing on a full traps build, without having to add any new skills to the game.

Never Fight Alone” – Sunspear Creed
There, it’s dead and it’s never coming back!” – Famous last words

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Karnac.2574

Karnac.2574

I actually like the traps as they are today.

^^ This.

Traps are in a good place right now. Why would traps be a shortbow skill? Makes no sense to me.
A trap kit sounds like a good idea but only in addition to traps as individual utilities. There are builds which use 1 or 2 traps only. Having the option to use what you want is important. Another downside of an elite trap kit is the cool down. It would either be OP with a short cooldown or UP with a long cool down because you’d loose the utility that having individual traps with varying cooldowns bring.
The one thing i’d like to see happen with traps is offer more of them. Rangers need DD traps for significant burst damage, not the paltry damage on the condi traps we have now. There should be an option…maybe a trait that makes traps do dd damage instead of condi. Would be cool to have that option.

(edited by Karnac.2574)

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Posted by: Manekk.6981

Manekk.6981

I actually like the traps as they are today.

^^ This.

Traps are in a good place right now. Why would traps be a shortbow skill? Makes no sense to me.
A trap kit sounds like a good idea but only in addition to traps as individual utilities. There are builds which use 1 or 2 traps only. Having the option to use what you want is important. Another downside of an elite trap kit is the cool down. It would either be OP with a short cooldown or UP with a long cool down because you’d loose the utility that having individual traps with varying cooldowns bring.
The one thing i’d like to see happen with traps is offer more of them. Rangers need DD traps for significant burst damage, not the paltry damage on the condi traps we have now. There should be an option…maybe a trait that makes traps do dd damage instead of condi. Would be cool to have that option.

well if it worked as a kit the individual traps in it would still have their own CDs but the elite/kit would not, so just balance it on their own CDs then same as now.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Heimskarl Ashfiend.9582

Heimskarl Ashfiend.9582

Traps don’t need to be a kit, we need to have less reliance on our utility skills. Weapons with stun breaks or condi cleanses, traits with stun breaks or condi cleanses, Healing Spring healing our pet again…

Traps aren’t far from being useful in their current implementation and part of their power is because of their situation as utility skills. You’ve said it yourself Heimskarl, all 5 traps on a single elite slot would be ran by all our builds, not just dedicated trappers. That’s not healthy for the game at all. I’ve been messing with the Dragon Hunter and they have two things Ranger trappers don’t, power damage and an elite trap. Rangers are trying to burst people with condition damage and spend precious utility skill slots on pure damage skills, with weapon sets no more defensive or capable of setting up those traps than D/D thief. A stun break on Viper’s Nest or Frost Trap would probably help alleviate the huge price of investing on a full traps build, without having to add any new skills to the game.

Having a good elite skill with much utility and usefulness to every build in PvP and would most likely push Ranger out of nowhere into a Meta slot is not good for the game? I guess you have a different definition of good than I do.

If it were me, I would just increase the conditions and remove the DD altogether from the traps, like thief traps, because they do so little DD its pointless and just reveals you when you are using trapper runes.

You can’t have a stunbreak with a cast time really.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: SkiTz.4590

SkiTz.4590

I actually like the traps as they are today.

What on earth for?
They are one of the LEAST viable, if not WORST possible build choices in ANY of the 3 game modes

Condi/Power are MILES ahead of traps in PvP
Same could be said for WvW roaming.

PvE is irrevelant, everything can work in PvE. But it is without a doubt TERRIBLE in dungs/fracs (pathethic DPS, power LB/ S+Axe is miles better)

Why the hell do you like traps? they are utter trash right now.
Viable in nothing except like soloing PvE open world trash? lol

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: GussJr.1643

GussJr.1643

I actually like the traps as they are today.

What on earth for?
They are one of the LEAST viable, if not WORST possible build choices in ANY of the 3 game modes

Condi/Power are MILES ahead of traps in PvP
Same could be said for WvW roaming.

PvE is irrevelant, everything can work in PvE. But it is without a doubt TERRIBLE in dungs/fracs (pathethic DPS, power LB/ S+Axe is miles better)

Why the hell do you like traps? they are utter trash right now.
Viable in nothing except like soloing PvE open world trash? lol

I would have to disagree…flame trap and spike trap work wonders for my condi build…pve, pvp, and dungeons…

~COLLAMETTA~DELVANAI~

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Posted by: SkiTz.4590

SkiTz.4590

I actually like the traps as they are today.

What on earth for?
They are one of the LEAST viable, if not WORST possible build choices in ANY of the 3 game modes

Condi/Power are MILES ahead of traps in PvP
Same could be said for WvW roaming.

PvE is irrevelant, everything can work in PvE. But it is without a doubt TERRIBLE in dungs/fracs (pathethic DPS, power LB/ S+Axe is miles better)

Why the hell do you like traps? they are utter trash right now.
Viable in nothing except like soloing PvE open world trash? lol

I would have to disagree…flame trap and spike trap work wonders for my condi build…pve, pvp, and dungeons…

PvE is irrevelant as I said, Mobs will just stand in your traps cause they have terrible AI. Anything works there.

PvP, are you sure you are actually pvping or just fighting golems in HoTM?
Both of those traps take up utility slots which are vital.
There is 0 percent chance you beat a range based class or bunker/cele ele.
I don’t believe for a second that you could surive a mesmer or thief burst out of stealth.
There is a reason I haven’t seen trapper ranger in ranked or solo Qs… they are trash and provide absolutely nothing to your team

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: GussJr.1643

GussJr.1643

I actually like the traps as they are today.

What on earth for?
They are one of the LEAST viable, if not WORST possible build choices in ANY of the 3 game modes

Condi/Power are MILES ahead of traps in PvP
Same could be said for WvW roaming.

PvE is irrevelant, everything can work in PvE. But it is without a doubt TERRIBLE in dungs/fracs (pathethic DPS, power LB/ S+Axe is miles better)

Why the hell do you like traps? they are utter trash right now.
Viable in nothing except like soloing PvE open world trash? lol

I would have to disagree…flame trap and spike trap work wonders for my condi build…pve, pvp, and dungeons…

PvE is irrevelant as I said, Mobs will just stand in your traps cause they have terrible AI. Anything works there.

PvP, are you sure you are actually pvping or just fighting golems in HoTM?
Both of those traps take up utility slots which are vital.
There is 0 percent chance you beat a range based class or bunker/cele ele.
I don’t believe for a second that you could surive a mesmer or thief burst out of stealth.
There is a reason I haven’t seen trapper ranger in ranked or solo Qs… they are trash and provide absolutely nothing to your team

/shrug. If they don’t fit your play style, don’t use ’em. No one is forcing you. For some people they work great.

Relax…eat a cookie.

~COLLAMETTA~DELVANAI~

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Posted by: SkiTz.4590

SkiTz.4590

I actually like the traps as they are today.

What on earth for?
They are one of the LEAST viable, if not WORST possible build choices in ANY of the 3 game modes

Condi/Power are MILES ahead of traps in PvP
Same could be said for WvW roaming.

PvE is irrevelant, everything can work in PvE. But it is without a doubt TERRIBLE in dungs/fracs (pathethic DPS, power LB/ S+Axe is miles better)

Why the hell do you like traps? they are utter trash right now.
Viable in nothing except like soloing PvE open world trash? lol

I would have to disagree…flame trap and spike trap work wonders for my condi build…pve, pvp, and dungeons…

PvE is irrevelant as I said, Mobs will just stand in your traps cause they have terrible AI. Anything works there.

PvP, are you sure you are actually pvping or just fighting golems in HoTM?
Both of those traps take up utility slots which are vital.
There is 0 percent chance you beat a range based class or bunker/cele ele.
I don’t believe for a second that you could surive a mesmer or thief burst out of stealth.
There is a reason I haven’t seen trapper ranger in ranked or solo Qs… they are trash and provide absolutely nothing to your team

/shrug. If they don’t fit your play style, don’t use ’em. No one is forcing you. For some people they work great.

Relax…eat a cookie.

Losing is not my playstyle. I am relaxed lol.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: Rizo.9534

Rizo.9534

if you say that people did not stay in your traps, then you play it wrong!
You have to combine trap spike damage with pet’s taunt.
After you forced target to spend he’s stunbrakes, you 100% win the fight.
in 3sec taunt you’ll apply 17-23bleed stacks(depends on spikeTrap came from CD or not) and 12-18burn stacks. totally it’s about 7-9k damage in second. and only necromancer and warrior in Sentinel gear will stay alive for 1-2sec after taunt ends. all other classes wil melt down till the taunt end.
And yes, you can do these spike burst every 15sec if you do it right.
And yes, target can’t dodge or get out from your trap when taunted.

ppl think that trapper are faceroll and weak ranger.
It’s easy to play, but really hard to master. And if you’ll master it, you’ll become worst nightmare.

[Suggestion] Remove Traps, Spike Trap to SB

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Posted by: SkiTz.4590

SkiTz.4590

if you say that people did not stay in your traps, then you play it wrong!
You have to combine trap spike damage with pet’s taunt.
After you forced target to spend he’s stunbrakes, you 100% win the fight.
in 3sec taunt you’ll apply 17-23bleed stacks(depends on spikeTrap came from CD or not) and 12-18burn stacks. totally it’s about 7-9k damage in second. and only necromancer and warrior in Sentinel gear will stay alive for 1-2sec after taunt ends. all other classes wil melt down till the taunt end.
And yes, you can do these spike burst every 15sec if you do it right.
And yes, target can’t dodge or get out from your trap when taunted.

ppl think that trapper are faceroll and weak ranger.
It’s easy to play, but really hard to master. And if you’ll master it, you’ll become worst nightmare.

1 condi cleanse from the initial spike trap or 1 stun break out of your taunt and your entire plan is done. It looks good on paper right? go try it in a ranked match with proper teams and let me know how it works for you. You aren’t stacking that much bleed / burn on anyone unless they are afk dude….
It might work on bad players in soloQ sure.
It won’t work on higher ranks in sPvP here dude…you won’t become anyones nightmare lol.. not to mention if you go into a team fight on node, you will get bursted down FAST without being able to do anything..because you only have choice of 1 utility skill because traps take up other 2…
you will be on your heels and back peddling by the time you drop both of your traps because you have no good passive or active defenses

(edited by SkiTz.4590)

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Posted by: Rizo.9534

Rizo.9534

You have elete shout with 48sec cooldown and endless stability for team fights.
You can keep spot burning 90% of time and put waterfield that cleans condi from everyone every second in team fights. you have evade on every weapon choice and huge leaps. If you lay defensively you can stay in dodge/evade 70% of every weapon swap, to w8 right moment for burst.

And best thing in ranked, that almost all think same as you, that Rangers are Crap and will die fast and do no damage.
After fist fight 70-90% of ppl say WTF was that? Nerf rangers!

and all what i say to them: “You are not prepared!!!”

http://i.imgur.com/mW9Q1HW.gif

Looks like you never layer proper trapper ranger and try to judge it.
And looks like you don’t get, that these count of condition stacks you apply in less than 2 seconds and can reapply half of them almost every 3-4sec.

btw if you don’t know, taunt are going threw allot of block/immune/evade skills and interrupt them.

(edited by Rizo.9534)

[Suggestion] Remove Traps, Spike Trap to SB

in Ranger

Posted by: Puck.9612

Puck.9612

if you say that people did not stay in your traps, then you play it wrong!
You have to combine trap spike damage with pet’s taunt.
After you forced target to spend he’s stunbrakes, you 100% win the fight.
in 3sec taunt you’ll apply 17-23bleed stacks(depends on spikeTrap came from CD or not) and 12-18burn stacks. totally it’s about 7-9k damage in second. and only necromancer and warrior in Sentinel gear will stay alive for 1-2sec after taunt ends. all other classes wil melt down till the taunt end.
And yes, you can do these spike burst every 15sec if you do it right.
And yes, target can’t dodge or get out from your trap when taunted.

ppl think that trapper are faceroll and weak ranger.
It’s easy to play, but really hard to master. And if you’ll master it, you’ll become worst nightmare.

1 condi cleanse from the initial spike trap or 1 stun break out of your taunt and your entire plan is done. It looks good on paper right? go try it in a ranked match with proper teams and let me know how it works for you. You aren’t stacking that much bleed / burn on anyone unless they are afk dude….
It might work on bad players in soloQ sure.
It won’t work on higher ranks in sPvP here dude…you won’t become anyones nightmare lol.. not to mention if you go into a team fight on node, you will get bursted down FAST without being able to do anything..because you only have choice of 1 utility skill because traps take up other 2…
you will be on your heels and back peddling by the time you drop both of your traps because you have no good passive or active defenses

^Exactly. Traps can be fun but you aren’t really “fighting” unless your opponent is terrible. I use them occasionally to troll unranked or WvW but it’s all hit and run play. Trap a point and watch a thief blow up when he tries to decap, trap a doorway in front of a tower, drop traps on a downed player to melt people trying to rez, etc.

The problem is once players know what you are running they will just dodge roll over the point to activate the traps, focus you down in group fights since you are an easy target, and avoid the spots where they saw you popping a squat.

If it was turned into an elite kit you would be able to bring that damage without going full yolo mode. This would be a huge boost to rangers and help them break into the meta, and personally I think this would be a fair change since we can no longer use ground targeting with our traps.

Jim Hunter when my other account isn’t suspended

[Suggestion] Remove Traps, Spike Trap to SB

in Ranger

Posted by: SkiTz.4590

SkiTz.4590

You have elete shout with 48sec cooldown and endless stability for team fights.
You can keep spot burning 90% of time and put waterfield that cleans condi from everyone every second in team fights. you have evade on every weapon choice and huge leaps. If you lay defensively you can stay in dodge/evade 70% of every weapon swap, to w8 right moment for burst.

And best thing in ranked, that almost all think same as you, that Rangers are Crap and will die fast and do no damage.
After fist fight 70-90% of ppl say WTF was that? Nerf rangers!

and all what i say to them: “You are not prepared!!!”

http://i.imgur.com/mW9Q1HW.gif

Looks like you never layer proper trapper ranger and try to judge it.
And looks like you don’t get, that these count of condition stacks you apply in less than 2 seconds and can reapply half of them almost every 3-4sec.

btw if you don’t know, taunt are going threw allot of block/immune/evade skills and interrupt them.

you are just pulling numbers out of your kitten now.

Endless stability? WHAT
70% evades/dodges? WHAT you have 2 on sword and 1 on dagger. 3 out of 10. Thats 30% bro.

90% uptime on burning…. ya ok if your opponent is an idiot and keep running inside and out and back inside your bonfire/fire trap…

No one is ever screaming nerf ranger in pvp right now. ever.

All your scenarios involve best case/dream scenarios where it only works on idiots.. You realize there are smart players in spvp right?

ppl know exactly what to do when they see you threw down a trap.
First they laugh. Then proceed to stomp you 10 seconds later.

(edited by SkiTz.4590)

[Suggestion] Remove Traps, Spike Trap to SB

in Ranger

Posted by: Rizo.9534

Rizo.9534

There is almost no animation when you put trap as asura and jump in same time.
I hope you know about NV trait + Energy sigil + QD + Ambidex + Aoe Blind every few seconds. (don’t remember 4 or 6 sec)

[Suggestion] Remove Traps, Spike Trap to SB

in Ranger

Posted by: RevanCorana.8942

RevanCorana.8942

You have elete shout with 48sec cooldown and endless stability for team fights.
You can keep spot burning 90% of time and put waterfield that cleans condi from everyone every second in team fights. you have evade on every weapon choice and huge leaps. If you lay defensively you can stay in dodge/evade 70% of every weapon swap, to w8 right moment for burst.

And best thing in ranked, that almost all think same as you, that Rangers are Crap and will die fast and do no damage.
After fist fight 70-90% of ppl say WTF was that? Nerf rangers!

and all what i say to them: “You are not prepared!!!”

http://i.imgur.com/mW9Q1HW.gif

Looks like you never layer proper trapper ranger and try to judge it.
And looks like you don’t get, that these count of condition stacks you apply in less than 2 seconds and can reapply half of them almost every 3-4sec.

btw if you don’t know, taunt are going threw allot of block/immune/evade skills and interrupt them.

you are just pulling numbers out of your kitten now.

Endless stability? WHAT
70% evades/dodges? WHAT you have 2 on sword and 1 on dagger. 3 out of 10. Thats 30% bro.

90% uptime on burning…. ya ok if your opponent is an idiot and keep running inside and out and back inside your bonfire/fire trap…

No one is ever screaming nerf ranger in pvp right now. ever.

All your scenarios involve best case/dream scenarios where it only works on idiots.. You realize there are smart players in spvp right?

ppl know exactly what to do when they see you threw down a trap.
First they laugh. Then proceed to stomp you 10 seconds later.

Or maybe you should get gud with builds other than d/d ele.
It’s challenging I know when all you play is cheese faceroll kitten.
I’ve had decent results with my trapper.

[Suggestion] Remove Traps, Spike Trap to SB

in Ranger

Posted by: Karnac.2574

Karnac.2574

All those saying trap ranger is easy or ineffective either dont run a trap build or dont run it the right way.
You dont put traps down where they are predictable (like directly on the point, or in a doorway). Smart players who know what you’re running wont fall for that. Instead, put traps where they like to stand and range from while you pew pew them from the point. Mix it up and have them guessing. Many times I’ve had traps melt a player running away from the point to get their heal or regen off. And they die because they ran across a 9k spike trap right as they thought they was in the clear and could heal.
More often than not, they will kill themselves. That’s what traps are for. And they do require a lot of skill to master. You have to know your opponent, know their weaknesses and know how to anticipate their combate strategies.
And NO, you dont have to be squishy in a trap build and still be effective.
Trap Ranger is so much more than button smashing. If you play it right, you’ll have fun…and win.

[Suggestion] Remove Traps, Spike Trap to SB

in Ranger

Posted by: SkiTz.4590

SkiTz.4590

All those saying trap ranger is easy or ineffective either dont run a trap build or dont run it the right way.
You dont put traps down where they are predictable (like directly on the point, or in a doorway). Smart players who know what you’re running wont fall for that. Instead, put traps where they like to stand and range from while you pew pew them from the point. Mix it up and have them guessing. Many times I’ve had traps melt a player running away from the point to get their heal or regen off. And they die because they ran across a 9k spike trap right as they thought they was in the clear and could heal.
More often than not, they will kill themselves. That’s what traps are for. And they do require a lot of skill to master. You have to know your opponent, know their weaknesses and know how to anticipate their combate strategies.
And NO, you dont have to be squishy in a trap build and still be effective.
Trap Ranger is so much more than button smashing. If you play it right, you’ll have fun…and win.

It was a lot better with ground targetting, thats for sure… this patch did not help out trapping at all

[Suggestion] Remove Traps, Spike Trap to SB

in Ranger

Posted by: Rizo.9534

Rizo.9534

It was a lot better with ground targetting, thats for sure… this patch did not help out trapping at all

Yes and no.
Targeting traps was awesome, but now, they are real weapon, if you land it in right place.