Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
Taking traps doesn’t mean all 3 of your utilities are traps … why not take 2 traps and Lightning Reflexes? Perhaps taking Healing spring too. 1 stunbreak/evade/immobilize cleanse and 1 Cleanse + Regen that you can splash in for more healing if you have Sword or Greatsword.
What’s the issue?
This change makes the trapper build a lot less fun to play. For that reason alone I despise the change. They could increase the trap damage to a million and I wouldn’t care.
Yup. One of the reasons why they are used is the versatility they offer with stealth and speed. Can’t say how many times I’d get the party invite and yelled at for hacking
If the stealth is reduced by .5 seconds or leaves only .5 seconds there is no reason to use them and they are in essence worthless now. Or I would question the utility in them now.
The issue with traps was always suvivability, in particular the lack of a stun break.
It will be even harder to survive now that you can’t throw them from range, losing the ability to kite.
If you dont stand in your trap anyone with teleports will eat you alive (since you are full glass).
If you do stand in your trap you have no stun break to get out if you get cc’d…
Maybe the knockdown will make the difference…I think they synergise more with melee than bows though.
Bow trap ranger will be paper.
if your running bow trap you don’t take Power LB is only for hybrid use and its KB plus or huntershot and barrage for AoE control forcing target left or right into traps you don;t need overwhelming AA shots + high condi traps , Cav+valk+sinister is more than enough to make a LB trapper work , it does not need to be glass at all , hell i ran it with 2.7k toughness with LR , Sword+dagger.
thats the first mistake of running LB/Trapper going full cannon power/condi glass.
I’m talking from a PvP perspective here so when I say glass I mean not having any defensive traits/utilities.
If a thief misses your traps, you will be dead as soon as he is on top of you. Thats if you have a bow.
If you’re melee I think you’ll have a better chance. You can at least evade, block, swing at thin air, or disengage and try and reset your traps.
I have played my Ranger for 3,000 hours.
My previous main PvE / WvW Roaming build was a Trap Ranger.
My new build will not be a Trap Ranger.
I am not happy about this change, but it has given me incentive to try out a completely new build…
I’m thinking we might see more use of Traps with longbow. With 1,500 range, you can try to force a target to come towards you. If they don’t, you outrange them.
That’s the theory on paper anyways … I want to get to playtest everything … #impatient.
Not to mention how immensely satisfying it would be to lead your opponent around and hit them with the perfect Point Blank Shot right into your traps.
Point Blank Shot → Spike Trap Knockdown → Rapid Fire → Enemy burning and bleeding while being peppered with arrows. Maybe you got a canine. Another knock down! Oh yes. It would be a good day.
Taking traps doesn’t mean all 3 of your utilities are traps … why not take 2 traps and Lightning Reflexes? Perhaps taking Healing spring too. 1 stunbreak/evade/immobilize cleanse and 1 Cleanse + Regen that you can splash in for more healing if you have Sword or Greatsword.
What’s the issue?
Thats the whole thing thats wrong. 2 traps and lemme guess signet of stone or LR or SoR. Thats the only thing you can do with trap build, replace those with anything, CC is gonna eat you alive.
@StickerHappy:
Is that not the same for other classes’ utilities as well? I know it is when I’m on my Mesmer/Ranger/Warrior/Engineer (my 4 most played). I could just take offensive utilities but then CC would eat me alive … though Engineer is a special case due to toolkits and toolbelt.
I fail to see how this is any different. Hence I don’t see what the hubbub is all about.
@StickerHappy:
Is that not the same for other classes’ utilities as well? I know it is when I’m on my Mesmer/Ranger/Warrior/Engineer (my 4 most played). I could just take offensive utilities but then CC would eat me alive … though Engineer is a special case due to toolkits and toolbelt.I fail to see how this is any different. Hence I don’t see what the hubbub is all about.
The old traps really required all 3 to have any chance of being effective.
The new ones might be different though. The knockdown on spike trap means that it can probably earn a slot on its own.
It’s been forever since I’ve run with 3 traps … can you refresh my memory as to why it was required to have them for them to be effective?
Spike to CC so you could land Fire and Poison? … not to mention bleed + burn + poison does hurt.
It’s been forever since I’ve run with 3 traps … can you refresh my memory as to why it was required to have them for them to be effective?
Spike to CC so you could land Fire and Poison? … not to mention bleed + burn + poison does hurt.
Because its a choice between offense and defense isn’kitten
You sacrifice the survivability of survival utilities for a big condi bomb. Otherwise you could just roll condi-survival ranger, still have huge condi pressure, but way more survivability.
@StickerHappy:
Is that not the same for other classes’ utilities as well? I know it is when I’m on my Mesmer/Ranger/Warrior/Engineer (my 4 most played). I could just take offensive utilities but then CC would eat me alive … though Engineer is a special case due to toolkits and toolbelt.I fail to see how this is any different. Hence I don’t see what the hubbub is all about.
This is the same pet peeve for my mesmer (blink, decoy, port, cleanse always needed) but those utilities function very different from traps, if traps did high damage per pulse or did something unique rather than a condi bomb then I would consider it to be the same issue for other classes but when you compare it, the time you slot 2 traps, it’s not even worth it with trap’s current state.
BUT..You also gotta factor skill and the build, I was successful running trapper celestial hybrid in ToL until we got faced against more skilled teams than we are.
Well really I think something is being touched on that is a source of problem.
Traps that are low cd and purely offensive in nature maybe shouldn’t exist as a utility. Look at necro marks. Would anyone use the marks as utility? Maybe Reaper’s Mark? Certainly wouldnt use all 3 utility slots as marks even with their 1200 range. If they gave stealth too?
Who isn’t tempted by a 12sec flame trap. Really they should redo the utility traps to be 30-60 sec recharge worthy and be less weapon skill and more utility. Then later add weapon that has 4 traps like flame, viper, frost and torment vine traps.
Well really I think something is being touched on that is a source of problem.
Traps that are low cd and purely offensive in nature maybe shouldn’t exist as a utility. Look at necro marks. Would anyone use the marks as utility? Maybe Reaper’s Mark? Certainly wouldnt use all 3 utility slots as marks even with their 1200 range. If they gave stealth too?
Who isn’t tempted by a 12sec flame trap. Really they should redo the utility traps to be 30-60 sec recharge worthy and be less weapon skill and more utility. Then later add weapon that has 4 traps like flame, viper, frost and torment vine traps.
Exactly unless they provide something unique that make them a “trap”
regarding traps, it MAY be possible to run Poison Master with them. it certainly makes poison trap very appealing. you don’t need WK or EB if you slot Healing Spring, SoR, and maybe use the brown bear.
regarding traps, it MAY be possible to run Poison Master with them. it certainly makes poison trap very appealing. you don’t need WK or EB if you slot Healing Spring, SoR, and maybe use the brown bear.
too bad PM only affects 1 trap, if this trait said "33% chance to poison foes on critical 10 sec ICD on top of the current use, that would be great!
I would mostly get it for the increased poison damage. because we can already stack 10+ poison on a target with ease.
I would mostly get it for the increased poison damage. because we can already stack 10+ poison on a target with ease.
has anyone done the match on how much dps it brings to the table?
I mean you have a great point on the next patches since vuln affects condi damage by the time the changes hit.
they tick slightly less than bleeds I believe, baseline. so think of it as a lesser bleed. seems easy enough to stack though.
I’m okay with this. I didn’t really use throwing traps much. If anything, the baseline trap change buffs one of my PvP builds. I’m sure gonna miss Hide in Plain Sight though.
But I’ll adapt.
I have a post on the conditions old vs new on the front page of the ranger forum … if you scroll down, you’ll see us discussing Poison’s damage per tick versus Bleeding’s.
throwing traps gone…BUT you now knockdown with spike trap and deal 33% more damage with poison and bleed through traits, AND all of your traps cripple.
plus you take A THIRD less damage above 90% health,
plus 5% less damage whenever you have regen,
and when they hit you you cause weakness and gain prot.how are you not buzzing with anticipation for this?
its like tanky condi heaven.
I don’t play afk tank. I enjoy mechanics. Removing something so amazing is plain stupid and they seem to not think about enjoyment of rangers that actually enjoy trapper with passion. Being not able to side place traps will destroy trapper stealth ranger.. I don’t know what they are thinking but i hope this moves to druid trait line, i hope he will be master of rooting and trapping … not some shaman mage copy of WoW…………….
Having played trapper ranger for basically the last six months, there are certainly some really fun things that will be gone now:
- Getting under people fighting on stairs, walkways, etc and throwing traps up at them
- Putting traps on the walls of a tower to keep defenders away or even kill them
- Being able to toss a trap to the side with trappers runes so that the opponent DID NOT run over it so that I could keep my stealth
- Being able to put traps on hills or walls in PVE content to just let me run through more quickly and avoid hitting creatures (again using the super speed and stealth of trapper runes)
- Standing beside a doorway and tossing traps into the openingYou can argue whether those uses are actually “being traps” or not. But they allowed a bit of learning and creativity in the use of a skill that I will miss.
This. Sadly very little ppl play this type of build … anet wont even notice us, i wish we were more respected because this play-style is so passionate that i cannot express myself enough.. well said… Anet senpai notice us!
Well, that totally screws up Runes of the Trapper.
No more wise trap spreading to avoid reveals, keeping the cycle and luring into traps.
You are absolutely mistaken my friend. If you watch more carefully to a change you will notice this:
1) Trap activation time is same that was before, so you can use traps as 1,2,3 with 8-9 sec stealth.
2) Arming time isnt the same that activation skill time. It is great for STEALTH trapper, because now activated trap used to reveal you in same time when pulsed (except frost), but since they all cause cripple etc they all will reveal on hit after update, so technically with this change , ranger gets extra 0.5 sec of 100% unrevealed stealth time after you used trap. In my thought it is great.Overall i can say that these changes have some intrigue. Time will show how ranger will show himself in WvW against other classes. Now it is too early to say that ranger has been nerfed.
no matter what u say, one most importent thing what people forget about is FUN , and they nerfed FUN.. it was fun to throw traps, and change from longbow from time to time, and enjoy something else.. sadly everything that is not 11111 anet nerfs or reworks.. SHAME.
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