Thief 2.0, Ranger WvW stealth roaming build
This setup can be good to gank uplevels and some noob zerglings, but nothing more.
You also don’t have costant swiftness for when you roam in search of a prey and having every trap on cd before a combat is not smart, I would switch one trap with Signet of the hunt for when you are running from point to point.
As you have already said you sacrifice every utility slot for stealth/swiftness, so you have 0 stunbreaks and only healing spring to heal and cure conditions (1 condition every 2s), this is a big problem when you have only 2k armor and 16k HP, it also forces you inside the spring making it not ideal for a LB ranger.
Also the stealth from traps is not reliable against : ranger/mesmer/necro because of the AI.
This build IMO has too many counters :
-Heavy conditions (almost every roaming build has it)
-AI Builds (because the AI will trigger most of the traps)
-CCs, medi guardian, cele engi/ hambow warrior/ thief / cele ele/ shatter mesmer will eat you alive if only 1 cc is applied to you and they all got more than 1.
+Basically every roaming build can hardcounter this.
Actually with the trap rotation i have, each trap will come off cooldown just after the other one is over except for a small window in which i will use gs skill 3 to move. and as far as having the cooldowns blown going into a fight, they come back up so fast it usually doesn’t matter, but i can see taking a 25% movespeed signet over one of the traps to have better in fight movement without relying on the traps. Though it’s true it’s not very good for extended fights with most roaming classes, it excels in bringing them down withing 10 seconds usually if done correctly. As far as enemy and AI triggering stealth, you have to know when to trigger the stealth to reposition. A good time is right after using a immobilize/fear combo with rapid fire as they will either be stuck in position or far enough away from me that i can get the stealth off and create some space between us. It is true though that if they get on me and I don’t have any immobilize or fear then I run into trouble, but at that point i usually swap to GS and 3 skill away to plant a stealth trap far enough away to get distance between myself and enemy. Condi clear only being on the heal skill is problematic as you’ve stated because I have to coordinate when I use it tactically. Not good for extended fights against heavy cc or condi users, but exceedingly well at quick burst and ending fights quickly. Also extremely group friendly.
EDIT: an alternate solution to help fight against heavy cc users is to take the shared anguish trait in wilderness survival and drop the points in Nature magic. Only one instance of cc mitigation for every 90 seconds, but it helps.
(edited by reinforever.8902)