TRAPSSSSSS!!!!!
I would be happy if they just replaced traps with combo fields.
Traps are crap (like venoms)
-Charr Thief-
It’s good to be bad!
Traps are crap (like venoms)
Venoms are better though! TEAM VENOM!
break. I feel like they should be back by now..”
Traps are crap (like venoms)
LoL venoms/traps is really powerfull this is only L2P issues.
Tripwire – 3 sec knock down every 25 sec is really strong and you kill all paper enemy on this single stun.
Ambus – perma minion, really good on venom share build.
Shadow Trap – easy combat breaker or powerfull offensive spell when you use dagger.
And venoms ? All venoms is great with venom share.
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian
Traps are crap (like venoms)
LoL venoms/traps is really powerfull this is only L2P issues.
Tripwire – 3 sec knock down every 25 sec is really strong and you kill all paper enemy on this single stun.
Ambus – perma minion, really good on venom share build.
Shadow Trap – easy combat breaker or powerfull offensive spell when you use dagger.
And venoms ? All venoms is great with venom share.
Troll much?
3 sec kd with an obvious white box when planted. Only fools fall for it.
Not perma minion, it dies in seconds and doesn’t even do much damage. The blind field is the only good thing it offers.
The trigger effect of shadow trap is nice, but you can’t escape combat easily unless it has triggered in a conveinient way. The non-trigger “stun break” has a cast time making it quite easy to interrupt or even kill them in the last second.
Ice drake, skale, and skelk venom suck. Neither have any impression in a fight compared to the other options. DV is good control BV good for combo’s, spider for leeching venom proc, that’s really it.
break. I feel like they should be back by now..”
Ice drake, skale, and skelk venom suck. Neither have any impression in a fight compared to the other options. DV is good control BV good for combo’s, spider for leeching venom proc, that’s really it.
Ice drake I agree sucks due to the amount of time each hit lasts. 1 second? How about we buff that to 3 seconds.
Skale and skelk however I find useful, albeit only if you’re running venom share. Skelk is useful because with those 4 attacks your allies are doing, they’re healing a lot of HP to themselves. Skale is useful simply because you’re adding up to 15 stacks of vulnerability that last 10 seconds, and an easily obtained 25+ stack of torment that lasts 5 seconds with a full party. That’s the only reason why I take it, it’s fun to watch a enemies in a backline die fast because of focus fire from the anti-backline havoc group.
So skale and skelk are useful, albeit only in group play. With the new changes to how Venomous Aura works in the new patch, it’s possible for a thief to run full apothecary and help the party wreck and heal, since it’ll be dependent on your own healing power and condition damage. So we might see more of that being ran in WvW in the future.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
(edited by RyuDragnier.9476)
Traps are crap (like venoms)
LoL venoms/traps is really powerfull this is only L2P issues.
Tripwire – 3 sec knock down every 25 sec is really strong and you kill all paper enemy on this single stun.
Ambus – perma minion, really good on venom share build.
Shadow Trap – easy combat breaker or powerfull offensive spell when you use dagger.
And venoms ? All venoms is great with venom share.
Weak skills cannot improved by L2P and the venoms are only good with venom share (if in a group of 5), but without it….
I know no other class, which skills are so dependent from a group like these from thieves.
-Charr Thief-
It’s good to be bad!
(edited by Black Teagan.9215)
@Ryu
Skelk has the misfortune of being a venom. By that I mean if your target blinds you, evades you, blocks you, reflects you, you consume a charge. If you use an AoE and miss a bunch you’ve just tossed all your charges out the door and gained nothing. The potential heal from skelk is no doubt high, but in practice its both heavy risk and easily interrupted considering the thief has no reliable stability (hammer train hurts). Skale torment doesn’t last long so although the pain might get there it won’t last long and if its spread amoungst a bunch of enemies its hardly noticeable. The vulnerability is nice but that’s about it.
It’s a very group centric build to the point where it depends on your allies to help you in order to help them. Hence why I enjoy venom share but am disappointed with it still.
break. I feel like they should be back by now..”
@Ryu
Skelk has the misfortune of being a venom. By that I mean if your target blinds you, evades you, blocks you, reflects you, you consume a charge. If you use an AoE and miss a bunch you’ve just tossed all your charges out the door and gained nothing. The potential heal from skelk is no doubt high, but in practice its both heavy risk and easily interrupted considering the thief has no reliable stability (hammer train hurts). Skale torment doesn’t last long so although the pain might get there it won’t last long and if its spread amoungst a bunch of enemies its hardly noticeable. The vulnerability is nice but that’s about it.
It’s a very group centric build to the point where it depends on your allies to help you in order to help them. Hence why I enjoy venom share but am disappointed with it still.
yup, venoms, outside DV is pretty meh for “solo” use. Just running with a ranger (thanks to pet) or mesmer (multi pet) will make a massive difference to how venoms behave and perform.
Currently @ some T1 server in EU
Woah, you made me remember we had traps.
Traps as a trait line needs to be removed. The concept of a thief standing behind a row of traps to kill things is dull game play, doesn’t fit thief mobility, and doesn’t fit GW2 gameplay. Therefore thieves shouldn’t be cramming traps onto their toolbar so traits for traps are never going to be worthwhile, so the category should be split. At least one of the traps can just be thrown into the trashcan and replaced by a new skill, a sensible stun breaker.
They would need to hire the best team of professional game designers possible and assign them to work on Thief and only Thief to pull off a proper fix on the traps mess Anet created, (and Thief in general probably).
Also Venoms are actually an awful idea, unless they became F key skills. Even if you make them work (I actually like Venom share in Spvp) it’s still a lame idea for utility skills overall. They’re like Signets but without the passive and all have long CD.
(edited by Doggie.3184)
^36 seconds when treated is not long at all.
I think traps should be renamed as “snares”. Cuz that is what they are. They cc, or ambush you, they do not hurt you in any noticeable way
Currently @ some T1 server in EU
^36 seconds when treated is not long at all.
Currently the longest un-traited profession healing skill in the game, when traited it beats healing breeze ( which can’t be traited), and beats all the 40 s un-traited healing skills,
And all those have rather decent effects like removes conditions, or healing allies
Thieves get a 45 cd heal ( because venoms) which heals for a good amount, if u don’t get block or blind, and require further traits to make it heal alies.
Is that really worth it?
http://www.youtube.com/watch?feature=player_embedded&v=Cg7mXXKqRI8
(edited by BobbyT.7192)
Anet you see thieves community even in traps thread talk about venoms
so pls do something about it or delete it
Traps allow you to create presence on point when you’re not there, but someone else is. Shadow Trap is a perfect example of this. Unless you’re talking about the ambush trap – its pretty useless for the same reason why thieves guild is pretty useless.
Traps have the potential to setup some nice damage. I would give them a shot if they removed damage from them so I can set them up while in stealth and so I don’t get randomly revealed when someone triggers it while I’m not there.
Infiltrator signet is still very good though, so I don’t know. Signet allows you to create a lot more offensive pressure and works sooo well with steal item skills.
traps as for now dont do anything
ambush – in duel its nice in venom share only
needle trap – immobilize and poison which cleans easily so you used 30 sec utility for nothing
tripwire – kd for 3 sec and then what
shadow trap – used rarely in pvp for fast moving in map
but thief need stealth, dodges, evades, blinds and combo or spike dmg which traps dont give them at all.
so maybe give traps more ability which can help the thief
traps must be radius area like ranger
2 traps should be condition base and 2 power base (like venoms do) or
2 traps stealth base and 2 traps boon/blind base
and lower cd as 30/24 seconds the thief gonna be dead without any good resource
thats why thief mainly use ss and sr and the 2 main utilities
so tripwire should do kd and 3k dmg (for 3 seconds as you want the aoe effect) – could be good in power base build for more spike dmg and to help keep distance while doing so
needle trap should get more conditions but shorter time like 1 torment, 1 burning, 1 confusion for 3 seconds and 3 seconds pulse for short aoe condi burst (so ppl will invest in 100% duration) and maybe be useful in wvw and pvp controlling areas and it wont be op as ppl can see red circle
ambush – give stealth to you when activate it and when trigger it and your enemies blinded also pulses for 3 seconds – could be good in the hands of p/p which has no means to stealth. and other setup wont use it as they need more power and ss/sr
I tried to make an all-trap build that used pistols once. It didn’t go well.
I think traps might work ok if you mix one in with other utilities, but I haven’t been successful with any sort of trap gimmick build.
Note by success in this regard, I mean some general effectiveness. That is, it can at least put up a fight against competent players, and defeat lesser skilled players. I don’t ever expect a trap gimmick build to have any sort of competitive merit.
Honestly, I think traps need a GM trickery trait to make them worth it. Just add a second charge to all thief traps and have them prepare/deploy like mantras.
Thus you could precast them, have the two charges, and use them as uninterruptable CC/gap openers.
This would make P/P a LOT more viable, and would add traps as a viable defensive replacement for evades or stealth.
Along with that, how about adding an elite trap to round out the mix? Decoy trap? Net trap? Explosive trap? Mark/recall shadowstep trap?
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
(edited by PopeUrban.2578)
We might have a decent class if they got rid of traps and venoms and replace them with something decent and modern…
And please make tripwire work like line of warding.
Traps in general is something I don’t use. But Shadow Trap is amazing in PvP - if you know your limits. It do unfortunately bug out all the time and has a very limited numbers of places it works - but once you know where it is priceless. I just don’t understand why they can’t change it to function as mesmer portals.... I understand the difference between shadow steps and teleport, but shadowstepping is so bugged that it isn’t any fun...