Q:
The Trapper Ranger.
I’m not entirely positive on all thief traps, but the ones I’ve seen just don’t deal damage. It was like how frost trap was pre-patch , it didn’t do damage and only gave soft-cc so it didn’t reveal but now it deals dmg so it reveals you. It’s just our traps dmg vs their traps not dealing dmg.
Maguuma
as blitzkrieg said, their traps are more about utility than damage, if you could run trap runes and stay stealthed while laying down aoe death it would be ridiculously OP.
Just play mesmer if you like stuff damaging your enemies without breaking stealth.
HoT = WvW players forced to PVE
They removed the direct damage component from the traps, I think it needs to happen to the Ranger traps too, just add a bit more condi dmg.
Thief needle trap is about as good as a trap can get tbh, combined with Tripwire and it is amazing.
Yeah, if they removed the direct damage and increased condition stacks/duration it would be fine.
Will update once Path of Fire releases.
Has anyone else stopped running a trap-based ranger because they no longer have ranged and to use them you have to close in on your target all the time? I am feeling that my condition build suffered a lot from losing that trait and not having it made implicit like the wells for necro. It was why I originally went condition-trap in the first place… and why I liked playing ranger. Now I am not so sure
Any chance this might get fixed (like it was an oops) or was there some sort of reasoning behind this (no one really used the trait over all ranger builds)?
Jenna Gracen – Scrapper && Merit Sullivan – Guardian
Daenerys Ceridwen – Druid && Vexia Gracen – Chronomancer
Personally, I love my traps now. They deal out nice damage on a decent radius. As for trapper runes, I’m loving those too.
Yes, the trap triggering knocks me out stealth, but that still resets the target (so long as you weren’t getting channel-tracked). So, against players with NPC aide (Mesmers/Thieves w/Guild/other Rangers) you get some awesome relief. Against players who aren’t on their game, it’ll also buy you a few free attacks. All in all, depending on what I’m doing, I feel like my trap-based build is incredibly strong.
If they were going to remove the DD from the traps, they’d need to add a decent amount of conditions to make up for it, and I’m still not sure it’d really put traps in a better place.
I was playing carrion longbow axe/torch the other day for a laugh in the EU 1v1 server and it was actually stupidly easy to play and kill people with.
You can find me in PvP | I normally answer PMs
Hey! This is mostly to Arenanet but i would like some thoughts from you guys as well. The question is about traps. The thief got a buff that is: When someone trigger their traps in while they are in stealth, they don’t get revealed. My question is why have’nt you done this for the ranger too? It’s nearly impossible to run the trapper ranger now, because you get revealed and you can’t just throw your traps far away. (for stealth via the trapper runes). Can’t you guys fix this? I mean, the thief got it.
If they worked like the thief it would be crazy over powered. In fact, it wouldn’t even be close to fair. It isn’t impossible to run trap runes. I see them used often enough and I use them daily. All it takes is a bit of time to adjust to the change and off you go. I’ll even go a step further and say they are actually better.
Two things to understand about the change. First, you have to think differently with regards to placement. Not only where you set them but when and how many you want to run. Also if you use Healing Spring, well, you can use that to set up pre-stealth attack, position of engagement, and a place to run back to get some health.
Secondly, and most important, is that you don’t drop them on the enemy you use them to kite. Thus the adjustment comment. It forces us to think about the opening attack and then the path you lead the enemy to or through. So it is a different play style and personally I think it is a lot better and I see no change or loss.
I run 3 traps + healing spring + entangle. LB/SB mix with axe/torch. Run solo or in a group of 3 – 5 players flipping camps, NPC sentries, and scouting. I find I have same options to evade, engage, or reset.
Johnny Johnny – Ranger (Ehmry Bay)
Hárvey Wallbanger – Alt Warrior (Ehmry Bay)
Full dire+Krait runes. Entangle, Torch 5, torch 4, burn trap, poison trap, spike trap is a death sentence. however, I like running trapper runes more for mobility and stealth.