Hey guys , this is not one of those topics where i complain about how or why traps are in the skirmishing line . I actually think this is perfectly fine . My gripe is with the fact that ranger has to spec a master and a grandmaster trait to just make traps usable . THIS is not ok in my mind , so i have come here to perhaps give a solid suggestion for making traps not only a better and more usable utility but also eligable for power builds as well .
On to my suggestion :
-The first part has to do with the traps themselves . Honestly i feel as if the flame trap is perfectly fine as it is at the moment . It has a solid cooldown and a very good active . Fire is a good combo field and damage source .
When it comes to the frost trap the only problem i have with it is that its cooldown is too long and there is no damage component to proc on critical effects . So , my suggestion would be to lower its cooldown from 30 seconds to 25 and to give a small damage component to each pulse .
Poison trap is where I start noticing problems . Some people would say to make it a field , and I am perfectly fine with that . Another suggestion would be , if the devs think that ranger has too many fields already , to give it a weakness effect as well as poison . Logically it would make sense , one is poisoned and weakened by snake bites .
Now to my most radical suggestion concerning the utility group itself . Give spike trap a good physical damage component , i.e. a burst . Again, it would make sense as you would have huge spikes poking you from the ground . Also it would make trapper a viable build for power builds with spike and frost trap .
Onto the traits :
-I feel as if it is rather silly that one has to trait two times to make traps usable . It would be quite awesome if the AOE bonus from the master one and duration bonus from thE GM one would already be included in traps .
So considering this , my suggestion would be to move the cooldown reduction effect to the master tier and combine it with the trap throwing , making a new trappers expertise trait . Trap potency * would be changed in effect to transfers 1 condition per enemy hit on trap activation from the ranger to the oponent . It would make for quite an interesting dynamic and give rangers much needed condition removal other then EB .
Consider a power ranger trapper that also has solid condition removal . Or a condition trapper using bark skin . or a trapper beastmaster with condition removal build arround power and precision . Or a debuffer . Possibilities are endless .
TY , my 2 cents . I hope people read this and a debate starts going
definately longer range , perhaps like the warrior shield bash
after thinking about it i have come to the conclusion that the endurance trait nerf is tier1 BS . Why ? Ranger has no other defensive mechanisms other then dodge . Warrior has vigor , blocks , mobility , natural health and toughness , condition removals . Thief has stealth and a lot of dodgs . Mesmer has clones and stealth.. the list goes on .
The ranger only has endurance regen . Thats it . There is no natural sustain build like most classes have , only ranger has to go heavy into defense and HPower to get it . This is 1st class tunnel visioning from the devs right here . NO, JUST NO!!!
i want bleed back on maul !!! Vulnerability is pointless . Give maul bleeds back , and buff it to 5 stacks
there are many builds that use the LB . None of them are useful
I actually like scarlet , but i hate the way the story is presented . Only tidbits of information within the game itself and considering that most achievements are done by zerging just cheapens the whole experience .
It is pointless as you need to go 30 into MM for it to work . This is a major issue with signets
More active condition removals and improvement of utilities that would supplement glassy builds . Better power scaling too .
the problem is you have to spec deep into a line to make a utility USABLE . For example , vigorous spirit is a waste of a trait .
Make it so its default for spirits to have more HP and chance to proc , and give each spirit active a condition removal if the trait is equiped .
Same for trap mastery . Make the duration bonus default and move the cooldown reduction to the tier 2 trait . Then make a proper critical damage trait for power builds .
Also , signet and wilderness traits only give cooldown reduction . A cool effect could be added to both .
Signet of the hunt active is pointless , perhaps making the active give a few seconds of stealth instead of the bonus damage could give the power ranger survivability toos boost needed ?
Heal as one is useless , very nice place to put condition removal in an interesting way . For example , for each condition cleared up to a max of 3 , the pet gets a boon .
MAKE THEM UNKILLABLE!!!! seriously . It is the only class specialty that has a major drawback and is a godkitten ball and chain at least 50% of the time
it wouldnt be OP to buff pet hp . but thats the least of its problems in wvw .
Honestly, Heal as One and protect me seem the best candidates for condition removal . Also , lightning reflexes would seem good for removing cripple, immob and chilled . Perhaps even torch 5 .
i wish i was on an US server so i could kick your kitten
i thought this topic had to do something with fractals of the mist… lol
more active condition removal …. MOAR
Honesty , i get trashed by a competent warrior , thief and mesmer in WvW . Either they kick my kitten or they reset the fight and then kick my kitten
What about more active condition removal for rangers ? What about pet durability in WvW ?
3 more traits for vigor , so yea…
It is just a band aid , it does not affect the real problem : lack of active condition removal , really bad pet AI and low survivability , having to trait 30 points into a line to make utilities usable .
Active condition removal ?
my suggestions for traps :
1) grandmaster trait condition duration and cooldown reduction removed . Condition duration applied by default , 20% redution moved to the master tier trait
2) physical component damage increased , especially to the spike trap . Making traps useful with power builds
3) new GM tier trait that transfers a conditions from the ranger to people who step in traps .
There, i fixed it and made ranger much more versatile
proper power scaling , massively improved pet AI , trait rebalancing and redesigning
i got it for my female warrior , am only using the boots and chest , added aetherblade pants and shoulders for a steampunk look . Works pretty well for me
Sigh , wrote 2 paragraphs then deleted . No point . If BM was OP and got nerfed , then by all means , nuke the ranger further
and a weakness effect …. hell yea me want
The content is ok as free filler content . But honestly , we need an expansion at some point
hillarious ! Remember the last time we heard "bunkers doing INSANE damage " ? Yep, I do , our pets got gutted
he had 3 signets , so its not traited shouts . He had fury and swift on swap so thats at least 15 into skirmishing . 30 into wilderness is a given for a build like this … or for any ranger build atm . At least 10 into nature magic . Cleric 99% sure .
If i had to quess , it would be 0 20 30 20 0 . If he is using longbow , he must be using quickdraw , martial mastery for GS cooldowns as well . Emphatic 100% , 33% extra regen duration and either natures protection or evasive purity . Perhaps extra 30% pet critical damage
doesnt it heal allies as well ?
what new armor skins ? i cant seem to find any lol
actually , i dont think so . Necromancers and other classes are better in PvP with condition spam because they have an easier time both spamming and removing conditions , which is irrelevant in PvE as the AI is dumb . Perhaps rampager trapper with shortbow , etc etc
They have said that condition damage will be buffed in dungeons in the near future . If that happens ranger will be much more viable
i met a ranger like you with my warrior in WvW once . He died
it got nerfed because it was burning ON TOP of other conditions that the necro would apply : torment , bleed , poison, cripple , fear and chilled . All with relative ease and in huge AOEs .
Guardians with burning is kind of pointless as it is the only damaging condition they have .
Condi warriors are a scary sight because they bunker at the same time due to OP adrenal heal and healing sig . Usually played with rabid with inbuilt toughness giving amazing synergy .
Engis… ugh where to begin .
The problem is this , other then the spirit build with quirky yet kind of OP mechanics , the ranger has to specialize giving up a lot to do not very much . Look at trapper , or how they nuked our beastmaster builds . Our condition removal forces us into condi or hybrid specs due to EB being GM wilderness . Lack of other active removal . Really bad power scaling . Lots of conditions but either single target, or AOE in utility slots leaving us defenseless to pressure
U can play everything with a ranger if you are good enough . The problem is , a brainless warrior is more efficient then an average ranger . But u can compensate with enough skill
Hey guys , as much as i love the torch i feel as if it is pretty limited in its use at the moment . It is simply apply burn then apply more burn… in an AOE . Compared to other offhand weapons it seems lacking somehow .
My proposal would be to make it a team support weapon in some manner , by adding additional effects to its abilities .
Some ideas for the throw torch skill /not all at once lol/ *
-Throw torch applies blind on hit or
-Throw torch applies a 2 second daze on hit or
-Throw torch applies a 1.5 second knockdown on hit
All of these make sense , the ranger is throwing a big flaming stick in your face hahahaha
Some ideas for the bonfire skill *
- Bonfire removes cripple , immobilize and chill when cast in an AOE or
- Bonfire converts 1 condition into a boon every X seconds or
- Bonfire applies swiftness and regeneration when passed through
Of course , I am just tossing around some ideas to kind of beef up the torch because it is very very dull and could use some love .
my2c
necro lich form with a power build , 5k autoattacks .. droool
is the tower permanent content ?
our heals healing pets should not come into consideration. Hell , pets should be heavily resistant to damage in the first place…
The problem , imho , is that for any ranger build you have to go into GM to make it usable . It is very noticable for traps . it is 30 in skirmishing or bust . To make them usable…
how about just nerf it slightly ? maybe the damage or the stun radius . Or increase cooldowns ???
i wish traps were stronger
nice and balanced that is …yes yes
The good
-new tooltips and floaters
-methodical approach
The bad
-random ranger changes
-pet changes seem as if they were made to just fill up the patch notes
The ugly
-ranger pet AI , usability and responsiveness
u can run beastmaster as well . Tis true
PvP – good to great , depending on flavor of the month
WvW roaming – great
PvE – amazing to useless , depending on the dungeon
WvW zerging – meh , overshadowed by other professions
well, depends on the area a player feels he is lacking in , but i would go for power food