Trapper Rune on Thief?

Trapper Rune on Thief?

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Posted by: FrownyClown.8402

FrownyClown.8402

http://gw2skills.net/editor/?fZAQNAqYVl0MptplNxuJ8PNRSBx9CCQ79uFpI+dVCA-T1xGABAcCAM4BA4i6PRv/QeKB/QPQSK/IFwkitA-w

would a build like this work? I don’t play thief much. Just bored and thought id theorycraft a bit.


Bad Elementalist

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Posted by: Narkodx.1472

Narkodx.1472

Yeah but you probably want bountiful theft and shadows rejuv instead of what you chose

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Posted by: FrownyClown.8402

FrownyClown.8402

fair enough.

/15chars


Bad Elementalist

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Posted by: Sagat.3285

Sagat.3285

Check my signature.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

The rune promotes traps with condition damage yet Thieves only have 2 traps that actually deals condition damage…imagine that.

So building a condition damage using trapper rune doesn’t makes sense to me since you can deal much more damage using Undead or Kraits instead.

Sure trapper adds the ability to stealth, but with Dire set, condition build never needed stealth — so why weaken your condition build by using the trapper rune?

Doesn’t make any sense.

Instead, ignore the condition damage bonus from the rune and focus on the stealth mechanic. With this, you can give stealth to builds that normally wouldn’t have access to one, for example “Power build Revealed Training + Pistol Whip” or “P/P Power Reveled Training”. Think about that.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Sagat.3285

Sagat.3285

The rune promotes traps with condition damage yet Thieves only have 2 traps that actually deals condition damage…imagine that.

So building a condition damage using trapper rune doesn’t makes sense to me since you can deal much more damage using Undead or Kraits instead.

Sure trapper adds the ability to stealth, but with Dire set, condition build never needed stealth — so why weaken your condition build by using the trapper rune?

Doesn’t make any sense.

Instead, ignore the condition damage bonus from the rune and focus on the stealth mechanic. With this, you can give stealth to builds that normally wouldn’t have access to one, for example “Power build Revealed Training + Pistol Whip” or “P/P Power Reveled Training”. Think about that.

You usually save initiative to CnD with stealth on trap you can focus more on damage with p/d skills, the speed increase help with one weakness of the spec,traps are more damage oriented then what I used before ,Scorpion Wire,SR,Shadowstep, you can use standard condi traits minus the 2-3 points in Acro. It’s a trade off not a buff to it just a different variation which makes 3 of them adding Krait+Caltrops and Perplexity.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

The rune promotes traps with condition damage yet Thieves only have 2 traps that actually deals condition damage…imagine that.

So building a condition damage using trapper rune doesn’t makes sense to me since you can deal much more damage using Undead or Kraits instead.

Sure trapper adds the ability to stealth, but with Dire set, condition build never needed stealth — so why weaken your condition build by using the trapper rune?

Doesn’t make any sense.

Instead, ignore the condition damage bonus from the rune and focus on the stealth mechanic. With this, you can give stealth to builds that normally wouldn’t have access to one, for example “Power build Revealed Training + Pistol Whip” or “P/P Power Reveled Training”. Think about that.

You usually save initiative to CnD with stealth on trap you can focus more on damage with p/d skills, the speed increase help with one weakness of the spec,traps are more damage oriented then what I used before ,Scorpion Wire,SR,Shadowstep, you can use standard condi traits minus the 2-3 points in Acro. It’s a trade off not a buff to it just a different variation which makes 3 of them adding Krait+Caltrops and Perplexity.

That’s the part I don’t understand, there are better utilities and rune a Dire build can use other than trapper. IMO, picking a trapper rune only replaces one weakness with another.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Sagat.3285

Sagat.3285

The rune promotes traps with condition damage yet Thieves only have 2 traps that actually deals condition damage…imagine that.

So building a condition damage using trapper rune doesn’t makes sense to me since you can deal much more damage using Undead or Kraits instead.

Sure trapper adds the ability to stealth, but with Dire set, condition build never needed stealth — so why weaken your condition build by using the trapper rune?

Doesn’t make any sense.

Instead, ignore the condition damage bonus from the rune and focus on the stealth mechanic. With this, you can give stealth to builds that normally wouldn’t have access to one, for example “Power build Revealed Training + Pistol Whip” or “P/P Power Reveled Training”. Think about that.

You usually save initiative to CnD with stealth on trap you can focus more on damage with p/d skills, the speed increase help with one weakness of the spec,traps are more damage oriented then what I used before ,Scorpion Wire,SR,Shadowstep, you can use standard condi traits minus the 2-3 points in Acro. It’s a trade off not a buff to it just a different variation which makes 3 of them adding Krait+Caltrops and Perplexity.

That’s the part I don’t understand, there are better utilities and rune a Dire build can use other than trapper. IMO, picking a trapper rune only replaces one weakness with another.

Everything spec must have weaknesses just decide which ones you feel affects you the less, the power variations work the same way.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

The rune promotes traps with condition damage yet Thieves only have 2 traps that actually deals condition damage…imagine that.

So building a condition damage using trapper rune doesn’t makes sense to me since you can deal much more damage using Undead or Kraits instead.

Sure trapper adds the ability to stealth, but with Dire set, condition build never needed stealth — so why weaken your condition build by using the trapper rune?

Doesn’t make any sense.

Instead, ignore the condition damage bonus from the rune and focus on the stealth mechanic. With this, you can give stealth to builds that normally wouldn’t have access to one, for example “Power build Revealed Training + Pistol Whip” or “P/P Power Reveled Training”. Think about that.

You usually save initiative to CnD with stealth on trap you can focus more on damage with p/d skills, the speed increase help with one weakness of the spec,traps are more damage oriented then what I used before ,Scorpion Wire,SR,Shadowstep, you can use standard condi traits minus the 2-3 points in Acro. It’s a trade off not a buff to it just a different variation which makes 3 of them adding Krait+Caltrops and Perplexity.

That’s the part I don’t understand, there are better utilities and rune a Dire build can use other than trapper. IMO, picking a trapper rune only replaces one weakness with another.

Everything spec must have weaknesses just decide which ones you feel affects you the less, the power variations work the same way.

The power build has no access to stealth most of the time, so the trapper is an improvement, not a replacement to an existing weakness.

I agree that it still have weaknesses, but having a trapper rune reduces that number.

I can’t say the same with Dire build.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Sagat.3285

Sagat.3285

The rune promotes traps with condition damage yet Thieves only have 2 traps that actually deals condition damage…imagine that.

So building a condition damage using trapper rune doesn’t makes sense to me since you can deal much more damage using Undead or Kraits instead.

Sure trapper adds the ability to stealth, but with Dire set, condition build never needed stealth — so why weaken your condition build by using the trapper rune?

Doesn’t make any sense.

Instead, ignore the condition damage bonus from the rune and focus on the stealth mechanic. With this, you can give stealth to builds that normally wouldn’t have access to one, for example “Power build Revealed Training + Pistol Whip” or “P/P Power Reveled Training”. Think about that.

You usually save initiative to CnD with stealth on trap you can focus more on damage with p/d skills, the speed increase help with one weakness of the spec,traps are more damage oriented then what I used before ,Scorpion Wire,SR,Shadowstep, you can use standard condi traits minus the 2-3 points in Acro. It’s a trade off not a buff to it just a different variation which makes 3 of them adding Krait+Caltrops and Perplexity.

That’s the part I don’t understand, there are better utilities and rune a Dire build can use other than trapper. IMO, picking a trapper rune only replaces one weakness with another.

Everything spec must have weaknesses just decide which ones you feel affects you the less, the power variations work the same way.

The power build has no access to stealth most of the time, so the trapper is an improvement, not a replacement to an existing weakness.

I agree that it still have weaknesses, but having a trapper rune reduces that number.

I can’t say the same with Dire build.

I meant d/p d/d etc. specs with some varying in damage,utilities etc. all of them can stealth some sure but they trade in other things viable or not.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

The rune promotes traps with condition damage yet Thieves only have 2 traps that actually deals condition damage…imagine that.

So building a condition damage using trapper rune doesn’t makes sense to me since you can deal much more damage using Undead or Kraits instead.

Sure trapper adds the ability to stealth, but with Dire set, condition build never needed stealth — so why weaken your condition build by using the trapper rune?

Doesn’t make any sense.

Instead, ignore the condition damage bonus from the rune and focus on the stealth mechanic. With this, you can give stealth to builds that normally wouldn’t have access to one, for example “Power build Revealed Training + Pistol Whip” or “P/P Power Reveled Training”. Think about that.

You usually save initiative to CnD with stealth on trap you can focus more on damage with p/d skills, the speed increase help with one weakness of the spec,traps are more damage oriented then what I used before ,Scorpion Wire,SR,Shadowstep, you can use standard condi traits minus the 2-3 points in Acro. It’s a trade off not a buff to it just a different variation which makes 3 of them adding Krait+Caltrops and Perplexity.

That’s the part I don’t understand, there are better utilities and rune a Dire build can use other than trapper. IMO, picking a trapper rune only replaces one weakness with another.

Everything spec must have weaknesses just decide which ones you feel affects you the less, the power variations work the same way.

The power build has no access to stealth most of the time, so the trapper is an improvement, not a replacement to an existing weakness.

I agree that it still have weaknesses, but having a trapper rune reduces that number.

I can’t say the same with Dire build.

I meant d/p d/d etc. specs with some varying in damage,utilities etc. all of them can stealth some sure but they trade in other things viable or not.

My point is, there’s no tradeoff with S/P and P/P, only improvements.

In the case of P/D, you sacrifice a lot of condition damage just so you can stealth using traps…which is unnecessary since you already have a dagger offhand.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: FrownyClown.8402

FrownyClown.8402

The rune promotes traps with condition damage yet Thieves only have 2 traps that actually deals condition damage…imagine that.

So building a condition damage using trapper rune doesn’t makes sense to me since you can deal much more damage using Undead or Kraits instead.

Sure trapper adds the ability to stealth, but with Dire set, condition build never needed stealth — so why weaken your condition build by using the trapper rune?

Doesn’t make any sense.

Instead, ignore the condition damage bonus from the rune and focus on the stealth mechanic. With this, you can give stealth to builds that normally wouldn’t have access to one, for example “Power build Revealed Training + Pistol Whip” or “P/P Power Reveled Training”. Think about that.

You usually save initiative to CnD with stealth on trap you can focus more on damage with p/d skills, the speed increase help with one weakness of the spec,traps are more damage oriented then what I used before ,Scorpion Wire,SR,Shadowstep, you can use standard condi traits minus the 2-3 points in Acro. It’s a trade off not a buff to it just a different variation which makes 3 of them adding Krait+Caltrops and Perplexity.

That’s the part I don’t understand, there are better utilities and rune a Dire build can use other than trapper. IMO, picking a trapper rune only replaces one weakness with another.

Everything spec must have weaknesses just decide which ones you feel affects you the less, the power variations work the same way.

The power build has no access to stealth most of the time, so the trapper is an improvement, not a replacement to an existing weakness.

I agree that it still have weaknesses, but having a trapper rune reduces that number.

I can’t say the same with Dire build.

I meant d/p d/d etc. specs with some varying in damage,utilities etc. all of them can stealth some sure but they trade in other things viable or not.

My point is, there’s no tradeoff with S/P and P/P, only improvements.

In the case of P/D, you sacrifice a lot of condition damage just so you can stealth using traps…which is unnecessary since you already have a dagger offhand.

more stealth without wasting initiative. more stealth = consistent 5 stacks of bleed


Bad Elementalist

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

The rune promotes traps with condition damage yet Thieves only have 2 traps that actually deals condition damage…imagine that.

So building a condition damage using trapper rune doesn’t makes sense to me since you can deal much more damage using Undead or Kraits instead.

Sure trapper adds the ability to stealth, but with Dire set, condition build never needed stealth — so why weaken your condition build by using the trapper rune?

Doesn’t make any sense.

Instead, ignore the condition damage bonus from the rune and focus on the stealth mechanic. With this, you can give stealth to builds that normally wouldn’t have access to one, for example “Power build Revealed Training + Pistol Whip” or “P/P Power Reveled Training”. Think about that.

You usually save initiative to CnD with stealth on trap you can focus more on damage with p/d skills, the speed increase help with one weakness of the spec,traps are more damage oriented then what I used before ,Scorpion Wire,SR,Shadowstep, you can use standard condi traits minus the 2-3 points in Acro. It’s a trade off not a buff to it just a different variation which makes 3 of them adding Krait+Caltrops and Perplexity.

That’s the part I don’t understand, there are better utilities and rune a Dire build can use other than trapper. IMO, picking a trapper rune only replaces one weakness with another.

Everything spec must have weaknesses just decide which ones you feel affects you the less, the power variations work the same way.

The power build has no access to stealth most of the time, so the trapper is an improvement, not a replacement to an existing weakness.

I agree that it still have weaknesses, but having a trapper rune reduces that number.

I can’t say the same with Dire build.

I meant d/p d/d etc. specs with some varying in damage,utilities etc. all of them can stealth some sure but they trade in other things viable or not.

My point is, there’s no tradeoff with S/P and P/P, only improvements.

In the case of P/D, you sacrifice a lot of condition damage just so you can stealth using traps…which is unnecessary since you already have a dagger offhand.

more stealth without wasting initiative. more stealth = consistent 5 stacks of bleed

Sure, but the bleed damage is weaker. :/

Look at the Kraits, it has bleed duration + condition damage. With that bleed duration, you can maintain more than 5 stacks and the bleed is more potent.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Sagat.3285

Sagat.3285

Variation in condition is what makes conditions useful, p/d not worrying about CnD helps with that pushing the RNG cleansing gods on our side. I don’t really worry about boons on mine but with resistance I may switch to Bountiful Theft instead of Ricochet.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Deamhan.9538

Deamhan.9538

Well between ranger and thief, the thief is in a slightly better situation for using this rune. Only one ranger trap doesn’t do direct damage when triggered while the thief has two. Unless the damage from the called in thief (Ambush) counts however since Thieves Guild doesn’t, I doubt Ambush does either.

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Posted by: Auesis.7301

Auesis.7301

Here’s a Trapper that I advertised a while ago. It’s been updated since the patch that buffed the traps a little – I now use 00626 as I’ve found that gets the most bang for the buck.

Gnome Child [Gc]
Resident Thief

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Posted by: AsiraasiB.7165

AsiraasiB.7165

I’ve been running a trap thief for the last week (0/0/6/2/6)
I love it I run with three traps

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Posted by: Nephrite.6954

Nephrite.6954

I’d prefer sleight of hand over bewildering ambush. It’s keeps you flexible.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

I’ve been running a trap thief for the last week (0/0/6/2/6)
I love it I run with three traps

I’m actually thinking along that same line but with 00536 build. I’m still not sure if it’s worth not taking Rejuv.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: babazhook.6805

babazhook.6805

My own thief that uses Trappers is 6/0/2/0/6.

He also uses sinister armor over dire as I have found I have enough survival with all of the stealth and rather like the extra raw damage the build does. The Condition damage is as much as any other p/d condition build yet having more power so as to do decent CnDs and heartseekers as finishers.

Condition duration is a full 100 percent. This allows me to stack more of each type on and make short duration conditions into decent condition covers that can not be just ignored until they wear off.

I also like the full 5 second immobilize of panic strike , the 6 seconds immobilize on needle trap and that Pistol 2 turning into a full 2 second immobilize. If I throw in devourers and go two traps I get another 8 seconds of the same.

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Posted by: Sadrien.3470

Sadrien.3470

http://gw2skills.net/editor/?fZAQNAqYVlsMptplNxuJ8PNRSBx9CCQC8uFzI+dVCA-T1RAABAcCAQS9n13fYSlg5oHYMlfS/AAIFgiitA-w much better variant

also traps have more CC than normal d/p thief so is may be more vaible against classes with little access to stab who need to stealth or some such to cleanse, so thieves

Have fun. Be Alive. K Thnx Bye.

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Posted by: King Noob IV.3560

King Noob IV.3560

ya but no dmg just zzzz step on my traps get poisoned come on man use your daggers wtf is wrong with you you aint a thief by heart you’re a poser

D/D Elementalist takes no skill but is good at everything in the game.
Mesmer is unfun to play against and does everything better than thieves.
Hoping those two get gutted with nerfs

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Posted by: Sadrien.3470

Sadrien.3470

http://gw2skills.net/editor/?fZAQNAqYVlsMpzplOx7J0PNBNRxdNsCzg3XRXshaFAA-TVSAABKcEAKUTQ0nAAF1DAwDAAJ1fmUJ4YK/6Z/BSBAxYL-w this is the highest raw damage bleeds number i believe exists, as you can see the stealth attack is almost 2x as damaging. This is what i run if i want to run condi thief

I said mabye suggesting it was a very situational thing @ King noov IV

Have fun. Be Alive. K Thnx Bye.

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Posted by: Aomine.5012

Aomine.5012

It is not used on thief because thief got better stealth skills than ranger…. (Those stealth skills usually last longer, breakstun, or have other better function)