traps in the crit-tree?
It’s probably because you’re expected to get sharpened edges. But yea, who knows. The main draw to condition builds in this game is to bunker with them. Especially after dire gear came out and the horrendous returns on your investment with healing gear.
Just another one of those things you can chalk up to being a Ranger. Poor trait design is our specialty.
Welcome to Ranger traitlines.
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the whole of the rangers traitlines is a mess…
as is the petsystem
as are the weapons…
darn.. why was that my choice for my main class…
the whole of the rangers traitlines is a mess…
as is the petsystem
as are the weapons…darn.. why was that my choice for my main class…
Asking myself the same thing since hitting 80, but I would love the class if it would get some attention but, yeah, you know the rest of the story.
This should go in here as traps are also a major problem that needs looked into https://forum-en.gw2archive.eu/forum/professions/ranger/December-10th-Ranger-changes/page/6#post3151061
The point being that these traits should lie elsewhere , I would say wilderness survival mainly in to keep synergy to skills. However, the point made on this also raises other issues, mainly that both duration and condition amounts do not affect the damage on traps ( low or high). For this reason I have to state that traps are far from useless but do not reflect any benefit from traiting into them which they really should do . Trap condition damage should improve with condition damage levels and duration. Sadly they do not. But do put that in the above link, perhaps a dev will answer to that.
They should atleast swap expertise (condition duration) from the marksmanship-tree and prowess (critical damage) from the skirmishing tree, so a powerbuild doesn’t have to take the condition duration and gets critical damage instead, and a trap build gets its condition duration and loses the useless critical damage. Having to take a whole of 2 trees as power ranger for the crit makes it very difficult because you are toally screwed when you can’t max out wilderness survival. So the traps would get more condition duration, not only because it’s useful but also because trap potency was already wrongly nerfed, and a power based build gets atleast some critical damage without being forced to leave the wilderness survival tree behind, which is our only decent condition removal, which is also grandmaster tier…
If they were in wilderness, You wouldn’t be able to get Offhand Training or Martial Mastery, nor EB or Barkskin.
While you don’t gain much from the Crit Damage bonus of Skirmishing Tree, Precision you do gain from, allowing you to use things like Sigil of Earth and Sharpened Edges to Proc Bleeds off your Traps for example.
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Welcome to Ranger traitlines.
They mesh well with melee builds, since you can drop traps at your fit that instantly activate. Some good utility options with cripple/frost or fire+swoop. Definately doesn’t make much sense if using them for the condition damage though, which makes the 30pt trait really funky.
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Too be honest I dont mind where they are. It enables and encourages on-crit builds which does actualyl work very nicely with traps.
Also as Xsorus said.. if you move them to WS you suddenly have that traitline way overloaded.
I could see it working if they just flat swapped places with the spirit traits in NM.. would maybe make trappers tankier and power builds could play with spirits for a hybrid condition/DD/support build… but I wouldnt nessesarily think thats better than it is now.. just different.
Edit: Also all classes end up taking some stats they dont ideally need in order to take traits in a given line. Many classes would kill to have prec and crit in the same line so its a little sad to see people complaining about it.
Gunnar’s Hold
(edited by Cufufalating.8479)