Trap issues

Trap issues

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Traps are widely used utilities for rangers but there are just some that are better than others which bothers me.

Flame Trap: Is generally fine and widely used, kind of blunt function but decent.

Vipers Nest: Longer CD and shorter duration than Flame Trap, applies more stacks per ticks but ticks less times, sadly. Id rather had shorter cd and a longer field with more ticks, but the ticks only apply 1 stack of poison instead of 3. Maybe 6 ticks for 6s and 18s cd.

Spike trap: Good CC, good Condi, good synergy with AS. Long but justified CD

FROST TRAP: Most unused trap, does power dmg and pulses chill, but has less dmg potential than spike trap, cc is by far not that good and the combofield can mainly used defensive.
For frost trap i would ad a stunbreak and a small pull in the center of the trap. This way the chill has chance to apply some stacks.

Healing spring:
Give it vigor. Remove the walk in walk out mechanic and make it as it was before. You lay it down and if a damaged ally was in the radius it triggers.

Trait: Remove the cripple, we have a ton eitherway. Make it similar to the DH trait that you lay down a trap when stunned. This trap would be frost trap.
Cd reduction as usual.

Visuals: Like the healing spring ring i would like to see which trap is which. Flame ring, frost ring and snaky/poison ring would be enough.

Opinions are welcome.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Trap issues

in Ranger

Posted by: HeadCrowned.6834

HeadCrowned.6834

Frost trap adds weakness, dmg increased by 100%, longer chill duration.
Vipers nest dmg increased by 100%, poison duration 50% longer.
One trap needs to get a stunbreak.
Add an elite trap.
Bit shorter cooldown on healing spring.

Trap issues

in Ranger

Posted by: InsaneQR.7412

InsaneQR.7412

Frost trap adds weakness, dmg increased by 100%, longer chill duration.
Vipers nest dmg increased by 100%, poison duration 50% longer.
One trap needs to get a stunbreak.
Add an elite trap.
Bit shorter cooldown on healing spring.

I would give the stunbreak to frosttrap because its extends its uses. I would give vipersnest rather a longer duration in general instead of poison duration, it will give more combo opertunity and more stacks. Condi duration can very well increased by gear ans runes.

The elite trap one is like every other skillset that misses a skill, Anet should finally address this.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

Trap issues

in Ranger

Posted by: Wondrouswall.7169

Wondrouswall.7169

Hmm, maybe take a different approach. Increase the potency of base traps, reduce the amount of things Trapper’s Expertise can do, and tie in some synergy within and outside of skirmishing. Something along the lines of:


Trapper’s Expertise

  • Increased trap boon and condition durations removed.
  • Defensive traps apply vigor (3s) to allies and offensive traps inflict cripple (3s) to foes. Traps recharge 20% faster.

Flame Trap

  • Burning duration increased from 2.5s to 3s per pulse (20% increase).

Viper’s Nest

  • Poison duration increased from 4s to 5s (25% increase).
  • Number of targets increased from 3 to 5. More of a QoL thing.
  • Applies 2 stacks of poison on-trigger and 2 stacks of poison per pulse for 3 pulses. This adds an extra hit of direct damage for on-critical traits and sigils, and extends the poison field duration from 2s to 3s, at the cost of 1 poison stack.

Spike Trap

  • Cooldown set to 40s across all modes (for simplicity and another reason).
  • Bleeding duration reduced from 6.25s to 6s (4% reduction).

Frost Trap

  • Cooldown reduced from 30s to 25s.
  • Chill duration increased from 3s to 4s (33% increase).
  • Direct damage increased by 50%.

Hidden Barbs

  • Bleeds you apply deals 33% more damage. Lay a Spike Trap when you break out of a stun – 40s ICD.

This is to be more thematic to the name, as well as provide Hidden Barbs with a flexible synergy between Sharpened Edges and Trapper’s Expertise users. Being able to lay a Spike Trap after breaking out of a stun also fits thematically into skirmishing – allowing a Ranger room to breathe or turn the tide of a battle.

The 40s cooldown of Spike Trap would be a happy-medium to the profession’s available stun breakers. Removing the increased duration from Trapper’s Expertise and slightly reducing Spike Trap’s bleeding keeps things in check for gaining a powerful asset.

Other traps gain a duration boost and other adjustments for compensation, but it’s also so that they are not greatly boosted by Trapper’s Expertise like how they are now, and can be more effective right from the get-go.

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

(edited by Wondrouswall.7169)