What would Traps need to be viable in PvP?
Spike trap trigers ancient seeds now.
I dont think we need more changes to traps atm. They are utility not a build. Anyone turning them into a build knows that turning your utilities into an offensive extention of the weapon skill bar comes with a defensive penalty.
They are utility not a build. Anyone turning them into a build knows that turning your utilities into an offensive extention of the weapon skill bar comes with a defensive penalty.
Ya this. The same applies to DH trappers, which are fairly useless. Both spend nearly all their build hoping someone will stand in their traps. It’s just a flawed concept in PvP.
The main problem I experience when I use traps in my build, is the fact that you have too less condi cleanses. The skirmishing traitline, which you need for traps, does not involve any condi cleanse traits. We don’t have any utility that removes condi’s directly without traits, except healing spring.
a quickdraw trapper running OH torch and flame trap works alright in pvp, you can focus on 1 or 2 traps or conditions and build from there.
The main problem I experience when I use traps in my build, is the fact that you have too less condi cleanses. The skirmishing traitline, which you need for traps, does not involve any condi cleanse traits. We don’t have any utility that removes condi’s directly without traits, except healing spring.
SoR does
The main problem I experience when I use traps in my build, is the fact that you have too less condi cleanses. The skirmishing traitline, which you need for traps, does not involve any condi cleanse traits. We don’t have any utility that removes condi’s directly without traits, except healing spring.
SoR does
Think he means in a trapper build.
I remember someone saying rangers didn’t have enough condi removal in general and needed more added. My response was something about there being no point in adding anymore if people are unwilling to sacrifice dmg to put it in build. Oh and some snarky line about making rapid fire remove 1 condi per hit ;-)
(edited by Justine.6351)
Oh and some snarky line about making rapid fire remove 1 condi per hit ;-)
Well, if we could get a light field trap… :P
Something I thought would be interesting was if we could choose when to activate our traps without needing someone to stand in it, that way we could get access to fields on demand….
But then I don’t know how we’d manage the cooldowns. Would the CD start when you activate the trap like mesmer mantras…? That would be a significant drawback I suppose.
Or give traps secondary functions. I always thought that thief shadowtrap was very interesting in that you could either choose to destroy and teleport back, let someone activate it and choose to teleport, or let someone activate and ignore, but know that someone was in the area.
I don’t agree that traps are “obviously” not viable in pvp. My main for the last season was an effective axe/torch – shortbow condi trapper. I was two pips shy of Diamond, all solo queue.
It’s an unusual, high condi pressure set-up that’s tons of fun and surprisingly tanky. I’ll compile a build and link later, but I just wanted to let the naysayers know a trapper build CAN be effective in pvp.
+1 to above. I also run very tanky A/T SB condi trapper and have a lot of fun with it since most of the people take rangers lightly. When you wreck them then you get “no skill condi” messages. I absolutely love it
Edit:
This is my pvp build which I run for ages and am very used to it. I’ve run settlers amulet before the last patch and also 2 birds. Recently I started to experiment with smokescale+bird. The signet is purely for mobility. If you have any ideas how to improve, feel free to try it and suggest…
(edited by Deadly Moonshiner.1354)
If you like traps, quit kittening around and run this setup!
Highlights: Insane stealth survival, mobility, AoE, condi + power burst, team condi clears.
This build can change team fights quickly with it’s AoE skills and can fair well in most 1v1s with trap bombing / rabid fire / bristleback combo or simply out ranging your opponent while killing with longbow and pet then stealthing/evading to keep positioning (key to survival) but, as a roamer you should be matching numbers 1st, plusing fights 2nd and stealth de-capping 3rd in order to win the game.
Stealth options: 4 traps, LB #3, CA exit, CA #3 or Staff #3 into Smokescale field.
Tips: You are a glass ROAMER focus targets that are your biggest threat. Trap bomb anyone that may port to you. Leave traps on the node or in choke holds to do the same. Pre-stealth with LB #3 to annoy someone trying to target you then focus them when they get on a different target. Move onto the node to unload your AoE skills and team support then get out with Staff #3 and CA stealth super-speed try not to stealth the node if you have it capped. Use any one of the stealth to safely stomp along with pet block.
Too much burst on the other team? Just slap on Mercenary swap a couple sigils and you are good to go.
It’s an extremely fun build to run! I used it and a variation of the old meta Cele Druid to get x2 Legendary. Feel free to hit me up in game.
I absolutely love running this build but, I think Search and Rescue is going to be the best thing for a Druid/Ranger to bring in a tournament so I’ve been working on a lot of variations for that, maybe I’ll post it when I’m a bit closer to settling on one.
Leaderboard Peak Rankings: #2 Solo Arena | #11 Team Arena
(edited by Guard.6751)
My trap build depended on settler amulet, so I have to test new trapperbuilds these days. Although I am quite positive that any ranger trapper build won’t be truly effective in pvp with a decent skill level or teamQ. All the traps except the bleeding spike trap lack too much for that.