Since everyone is fairly occupied at discussing Druid I would like to bring Traps and the Skirmishing line into attention.
The Dragonhunter has shown us that traps can have added defensive perks and utility while still remaining true to fluff, AoE denial skills. However, by very old design, the Ranger and to some degree the Thief traps are rather one dimensional and are, simply put, just bad. It is not that they do what they do poorly, it is just that they do too little to mandate a place on the utility bar in any sort of serious environment.
There are two major issues with traps, as I see it:
- extremely niche roles
- conflicting trait slots for traits that were always mandatory for a successful trapper build
To start off with the niche roles…. We have actually only two good traps that see proper use be it PvP, WvW or PvE. The healing spring and the Fire trap. While there is nothing complicated about them they are fairy good at fulfilling those roles and I feel that neither deserves a buff. HS is a long water field and provides condition cleanse AoE and regeneration and burning is such a strong condition at the moment and the Fire trap provides it on a very short CD.
My focus is primarily on Vipers nest, Frost trap and Spiked trap.
- Vipers nest is a pretty solid skill, but I feel it needs to be improved. Poison is nowhere near the potency of burning even with its reduced healing effect. Furthermore the trap has a longer CD. My solution would be to add a 1s AoE pulsing weakness effect to the trap. It also makes thematic sense, being bitten by snakes and all that.
- Spike trap has 3 issues in my mind. First, its base damage is super low and thus you are pigeon holed into condition. So the first order of busyness would be to increase its activation damage to reasonable levels. Nothing fancy just reasonable, perhaps to the level of Glyph of the Tides.
The second problem is that its CD is long. 45 seconds is way too long for the effects it provides and thus should probably be reduced somewhat. I feel 35-40 seconds would be reasonable.
And lastly, the KD effect does not get improved by MoC. Quite honestly they could change the KD into a stun and thus allow synergy with MoC.
All 3 changes I have suggest would make a power trapper build a reality by virtue of changing the Spike trap.
- Frost trap – The biggest offender here. It does absolutely nothing. A long time ago when chill was rare one could argue that it is ok..ish. But the trap does nothing and it provides nothing and there is zero reason to take it on your bar. I think this one is a prime candidate for the defensive utility slot in the trap family. I think all of these need to happen to it.
a) Cast time removed
b) Made into a stun breaker
c) Added a pulsating resistance boon, 2s on activation and 1s from the second pulse onward. *
These changes would round up the trap family like pretty much all skill types are rounded up across every class, Core or Elite. It would open up power play to traps and it would also add the needed synergy between traps and a myriad of other traits and skills.
More on the Skirmishing line later..