Johnny Johnny – Ranger (Ehmry Bay)
Hárvey Wallbanger – Alt Warrior (Ehmry Bay)
Not really, if you take a look at the mastery system, glide for example, it has a stealth mastery. Seems only fitting as one example of the possible use.
New map has a lot of varying heights – perfect for gliding. Ever play Aion? Fighting and flight. Ever think or connect the NCSoft and Arena Net dots? Aion was a big part, fail, of NCSoft a few years back.
Also gliding has a time window associated with it. You have to decide when to stop, fall a bit, slow down, etc. It is actually a pretty significant skill much like that of dodge and should be considered.
Should only be one new map, not replicated x3 to replace the original borderland maps.
They should have replaced the new map with EBG, left the other 3 alone. Change those up for supply chain stuff so there is a reason to go there such has increasing the ruin buffs, or increase supply, something along those lines. The idea is to make them flow together and provide a reason to send 5 to 10 people to the smaller maps to take something that allows a buff or more supply to those working the center / larger map.
Instead you have a very large map x 3 that doesn’t feed into EBG at all. It is new, so you will get a few to go check it out. But once the novelty wears off it will be a ghost town just like the originals.
Personally if it was me I would have:
1. Kept original borderland maps
2. Make those the entry point for supply camps and egress into EBG
3. Replace EBG with new MAP
4. Grant egress into other servers borderlands via tower or castle portals
This forces people to pass through, take camps, and defend while heading into the new map. It forces people to take towers, castles, or other things to gain access to the borderland maps. Borderland maps is the supply chain that people are flowing through, new defenders, reinforcements, etc.
Stop their supply chain, delay them, and it goes from there. Just a thought.
Only, I can’t, b/c smokefield isn’t my F2 anymore.
I see what you did there…
He was nerfed damage wise. Maybe the poor creature went into hiding before they do anything further to him.
I leave for 2 hours….
Anet, I’m in a small wvw roaming guild. An extra smokefield was great to get past your new sentries. Nerf the smokescale’s damage if you must (ugh), but please put the smokefield back as the f2. I don’t need more damage, I need more utility.
WvW new maps = garbage. Size is fine, but did we really need 3 of the same map? Next time please swap out EBG with the new map – leave smaller borderland maps for resupply…
EDIT: On topic – good thing I never found the new pet to experience it in all of its pre-nerf glory. Just about ready to go back to my Guardian since the Ranger is in such a bad place right now.
One beta test weekend, what did you expect? Miracles? Dancing ponies or bears on beach balls? We got what we deserved – be glad nothing else happened.
Things are not too grindy at all. Im already 70% done with my elite spec being unlocked and I’ve played for 5 hours between 2 days, I don’t understand how people are having problems with this. The mastery system is great, THIS isn’t a grind, its progression through maps that you will eventually get by just progressing through the maps naturally. It blows me away what people mistake as grind, there is no grind, just play the game and do the content, you will get there eventually and its ACCOUNT bound so once is good enough.
Glass half full, empty argument I guess really. To me, it seems very unorganized and I actually have map complete on my Guardian. It was pretty much a no brainer. Create a character, follow the hearts through the zone, get required POI, vistas, and JPs, then progress to the next similar level zone. Repeat.
Silverwaste seems to be more unorganized or chaotic. To me anyway. Maybe I’m just too old, but I’ve spent about 3 hours so far and just finished gliding 1, one vista, and 2 POI’s. In this sense, it seems a bit much. I have 23 points to my Rangers name and need 60 to unlock the staff… I see stuff all over the map, hero points, green ticks, but there really isn’t anything with an overlay or pointer to say start here, go there, and do X, Y, and Z along the way.
Just some stilly killing of NPC’s that are in my way while I run around trying to make heads or tales out of it. So yeah, frustrated a bit and almost willing to say forget it and go back to WvW.
Oh, and no gliding in WvW? Seriously?
Oh, one more thing. New map x3? Bad call. Should have replaced EBG with new map and leave others connected for supply chain stuff.
2016 or bust…CU will be released…
New map is a bust. They should have replaced EBG only with the new map for a change up. Then leave the borderland maps for supply chain stuff with linkage to borderlands such has main gates or tunnels.
Nope. We get 3 of the same large maps to align with the former small 3 maps, that little to few people already played. If…EBG is the main playground, then simple logic should have changed that map, and only that map..
Go figure.
Masteries. The name should have trigged a bad memory but alas it didn’t Any of you who played DaOC back in the day they had a PvE expansion pack called Trials of Atlantis. Guess what it had, master levels. See the connection? PvE/Raid content that you had to do, originally in order, which gave you abilities. Said abilities broke the RvR/PvP system beyond repair and it sadly tore apart the game so much it died a rather quick death. Not only master levels they also introduced artifacts. Powerful weapons that you needed to farm some more, in groups in most cases, for the scrolls to make them…
I don’t know about HoT. I can see the OP’s issue and concern. I have map complete on my Guardian, so he has 200+ points. Ranger, not complete and tomb’s leveled but it is my main more or less now. Can’t really do much with regards to the Druid with 23 hero points sadly. Enter new area after doing the initial story, and, well, frustrated to say the least. I’ve always leveled slow so this isn’t my thing…
I mainly do WvW so this is a bit of a ball buster. More so when you are ignorant of the actual content and route/path necessary to make reasonable use of your play time. When it feels wasted, or forced, it really isn’t fun.
That is my issue personally. Forcing one to PvE or play a format that you are not used to or want to…
Somehow I don’t think position and easy would work well in the fast pace zerg warfare we call WvW…
Client code hasn’t even been out for 24 hours yet it is the end of the world and the sky is falling. Give them a bit of time, it will sort out.
Granted, I will say we probably knew this was going to be the case anyway with only one public beta weekend compared to the others. However, go visit the other profession forums and you will see similar threads.
Oh well.
Open a ticket to Arena Net and ask them to make all GW2 maps and zones a FFA area. Then proceed to make porcupines out of them all. Yes, kill them all. Every last one of them then proceed to use their kittens for runway lights.
There, problem solved. Well, maybe not. Just ignore humans in games. Make some friends who like to do instances/PvE. Then continue to nurture those relationships/friendships and you will be 10 x’s happier. Join a like minded guild.
Honestly, Guardian or Ranger I have had similar experiences so I no longer run fractals let alone any dungeons. I play the game to escape reality.
They should have said something righteous and stop with those negative waves. Again, see opening statement and lets go get em!!!!!
Hard to say what happens when there are that many of the same class regardless if it is Ranger. Usually when it happens to me, and I’m on my ranger, at least I know I’ll be odd man out I usually am running a sustain/cele double melee build. I’ll let the other two party at range and it usually works out well.
Pug play, not to say it is bad, but as others pointed out usually it is for daily, just practicing, working on builds, etc. Some people/friends play and communicate or target assist, but in general unranked matches are just that. A play ground.
I solo roam glass hybrid longbow, sword/torch and I recommend dire stealth traps or some mix that has toughness/vita. We are losing guard stacks which is 2.5k health. That’s huge. Keep in mind just because you are running solo, that doesn’t mean enemy will, infact count on them not.
If you plan on flipping camps ever(assuming it will still be possible solo) and learn how to stack npcs, bonfire/traps will wreck them pretty fast.
If you plan on running druid, it will potentially become even stronger If spiketrap/flametrap will proc ancient seeds. Can just stack your traps and rub hands together in corner waiting for some poor soul to step on them.
Several good points here although I personally don’t run glass much (although I have a set when I choose to).
First – loss of health tomorrow for WvW ranks. This is actually huge, maybe not as much as say a Guardian, but still something to factor in. That is, if you used it as part of your stat distribution, traits, sigils, food, or anything else. Just flat out comfort even.
Second – flipping NPCs and camps. Speed kills. Sometimes you just need that extra burst to save or control the camp before the enemy enters the circle… It has happened to us all at one point or another, but if you are controlling sentry points, NPC and supply camps, Glass/Max DPS comes in handy. Once you are comfortable
I run LB/Axe/Torch with trapper runes so do well scouting and flipping camps. But there have been times when I said Oh Poo, because I needed that faster DPS So good points here.
Outside of raids though? Highly doubtful Healing Power will ever be a necessity ever unless people want to chug whiskey bottles while playing one-handed in Nomads gear in WvW blobs and not feel totally useless.
Yes, I was talking more about raids although I am assuming, maybe incorrectly, that it will carry over to WvW. Guardians and Cleric gear had a solid run for over a year if not more with certain builds.
Guess we will find out over the next two weeks. Not sure how I side tracked the thread, my apologies.
Why are you playing Druid if you don’t like Ranger? Druid is ranger with extra heals and an underwhelming weapon and set of utilities. So really, it’s ranger. Same pet mechanic, weapons, traits, and everything.
So yes, if people really want to throw on full healing gear and convince thenselves by RPing a healer that a trinity exists and they are effective, then they should be progress gated before they create the same stigma for Druids that base rangers have had and still have.
According to the developers, Druids are just that – they are that trinity. It exists as they see it and I’m pretty sure if you raid you will have one if not more in your party.
According to the developers, or according to your interpretation? Eles, Guardians, and Engis have always been able to heal their allies too, therefore trinity right?
Druid is an option for healing support just like Ele or Guardian or any other healing options in the game, Druid just has more of them than other classes.
You aren’t pigeonholed into healing power or anything at all actually. You run full damage, and then have some extra self and AoE sustain options through healing.
That is not a trinity.
Right, it isn’t traditional MMO healing trinity – but notice I didn’t say that. I said that is what the developers are saying or leaning to. Thus, according.
Maybe you should go check out the live streams or data on GW2 official site. This isn’t an interpretation thing. It is what has been said. Also changes happened since BW3 with regards to the Druid and healing. Healing stats will be required.
Why are you playing Druid if you don’t like Ranger? Druid is ranger with extra heals and an underwhelming weapon and set of utilities. So really, it’s ranger. Same pet mechanic, weapons, traits, and everything.
So yes, if people really want to throw on full healing gear and convince thenselves by RPing a healer that a trinity exists and they are effective, then they should be progress gated before they create the same stigma for Druids that base rangers have had and still have.
According to the developers, Druids are just that – they are that trinity. It exists as they see it and I’m pretty sure if you raid you will have one if not more in your party.
I can’t speak for PvE but I have used, and do use it from time to time, in WvW. But it is more of a specific setup to use with certain sigils. I never run it solo, but HAVOC groups, yes.
Ideal? No.
Who doesn’t have 200 ranks in WvW?
Oveall I find it interesting that player quote druid for healing with 0 healing power, when Arenanet has acknowledged that BWE3 druid healing was too powerful needing balancing. I believe druids will now require healing power to heal. So it’s going to be interesting were they end up.
Most classes got 2 to 3 beta weekends (public anyway) – Druid got one. We all know it isn’t going to be balanced in any way shape or form. The only question is if it will be on the positive side that makes it OP or the negative side which gives Arena Net time to review data and adjust.
My money is on the OP/Busted June 23rd type broke…
Well you know, um, you guys gave me a bow! WTF, over. I mean what am I supposed to do with all of this heavy armor I am wearing. It is hot, makes me sweaty, lose stamina, and can’t dodge worth a kitten to save my life. Last time I read the note on the inside of ma shield it says something along the lines of:
“Guardians are devoted fighters who protect their allies and smite their enemies by drawing from the power of their virtues. True guardians are brilliant tacticians and selfless defenders who know when to sacrifice their own defenses to empower their allies to achieve victory.”
Maybe, I mean just maybe, Johnny stole my staff and placed his bow in my day pack. I heard him talking of this new Druid who is supposed to be great at group healing and support. Radiating golden bombs of light and green numbers in both Raids and WvW. Johnny could have stole my mandolin and I wouldn’t have cared, but my staff, um, I can’t really support myself out of a wet linen cloth sack without it. This shield, um, hate to admit it, but we use it for playing cards on after a hard days work of fighting.
Seriously though, I honestly would have expected once a more unique role of support/healing comes into play that the Guardian would have been the go to class. I wasn’t expecting the Druid. Go figure.
Then again I don’t play GW1 so maybe the Druid is the bees knees. Then again, Druids and Revs will be all the grass is greener play for a while I guess until the first OP or broke one rears its ugly head. Then maybe after a few months the Guardian will be in that happy spot again…
It is possible to dodge/avoid traps. Not even that hard …
If you could see them…
I’m not sure if they allow you to dodge upon trigger or running into them (I’ve never honestly paid attention. The only issue I have found that is when a big o’l Char comes stumbling and a bumbling on my spike trap and does the flip flop animation – a part of me always loses time for the giggle factor. Just as much as the little cute and cuddly Asura’s. You think they are all full of golden bombs of light and love until they place a dagger between your ribs
Hole in wall, WvW, EBG, dredge tunnel.
Goto place when being chased because more often than not most don’t know about it. Those that do, and still follow, usually end up getting killed. Great place for a last stand and choke point.
I don’t think it is a bug, that pets don’t gain stealth. They count (more or less) as an independent character. Just like other AI. And don’t compare them to minis, those are only visual things like skins, and don’t (or at least shouldn’t) affect combat at all.
No, they don’t affect combat. However, when the stealth class gains stealth they are invisible but the mini isn’t. So follow the bread crumb and you find said stealth player and fight resumes. To me, it is a bug just has the pet should gain stealth in a similar effect of gaining stealth.
Most skills and abilities can be countered by competent players so not sure why that would be specific to traps. For example, we all know how to counter a glass/zerk longbow ranger who is targeting us with rapid fire, right? Yes, dodge yet how many posts did we see in this forum by players asking for it to be nerfed…
But I could be wrong and it is just my opinion.
Edit: Getting totally off topic of the OP’s post for which I apologize. I did watch the video and thanks for sharing. I run double melee in sPvP but not in WvW so hats off to you.
(edited by Crapgame.6519)
Low tier troll build? I guess ignorance is bliss.
Low tier because of the pets who can’t stealh and the damaging component of traps.
Troll build because you rely on stats to survive, it’s a condi build, you unreasonably choose a full traps bar for stealth over stunbreaks and active cleans, it’s easy and successful against disorganized PUG, preferably played with another troll build etc.None of the best ranger youtubers play trapper, absolutly none.
Pets lack of stealth is a bug. No more than any other stealth class who has a mini out.
It is about choices, not everyone needs a stun break.
It isn’t all about organized play – Organized can be solo, scout, small group/havoc.
Youtube has nothing to do with skill – it is a social media tool.
Not everyone runs Meta nor does playing a meta build != skill.
Tier != skill. It is a population and wall clock coverage thing, everyone knows it.
It isn’t about people being sensitive, it is about the attitude that anything non meta or tier 1 being a troll build or not valid. People try different things. People choose to use the traits, runes, sigils, armor, and other stats differently. People play to have fun, not conform to a box as you are alluding to. There is nothing wrong with playing a trapper ranger no more than someone running glass/zerk.
Heck, the OP was running a double melee build with traps in WvW. Not even the freaking LB yet you want to say he was running a troll build. Go figure.
(edited by Crapgame.6519)
Trapper ranger is a low tier troll build. You run half the time with another trapper ranger, so yeah, you can successfully reach your goal, even with 40 hours of play.
Aww geeze, get over yourself. Why post merely to belittle someone and their chosen style? Regardless of your opinion on the matter, the build works, he’s successful with it and appears to be enjoying playing it. Not only that, but he actually has friends to play it with.
+1 nice video, mate.
Well said Heimskarl.
Here I was originally going to say something along the lines of Oddball, “Why don’t you say something righteous and hopeful for a change?” But you pretty much summed it up.
Problem with WvW, pets, and minions is that it is a sheer numbers game. PvE is a bit more controlled, same with sPvP (player cap). WvW – not so much so the balance is a bit more difficult to do.
Personally, would be nice if they addressed the lack of pet stealth when running trapper runes. This will be a issue in sPvP as well so should have a somewhat higher priority I would think.
Edit: I would also think other stealth classes would appreciate this fix because I am assuming player mini’s get treated the same way or same code when stealth. I just followed a thief last night who had a mini out Stealth + mini = following the bread crumbs to a free loot bag.
Trapper ranger is a low tier troll build. You run half the time with another trapper ranger, so yeah, you can successfully reach your goal, even with 40 hours of play.
Low tier troll build? I guess ignorance is bliss.
Edit: To OP – I run a similar build but prefer axe/torch with long bow. Build is perfect for small scale skirmish, works with zergs, and excels at scouting.
(edited by Crapgame.6519)
“Anything” remotely tied to “perma” CC won’t last long.
Well, the only leg one has to stand on is that the Rev had 3 full beta weekends whereas the Druid 1. Mathematics or statistics aside, the odds favor the Druid being broke upon release. If not broke, seriously obvious that the single weekend of beta play hurt it. The developers would also have to ignore the obvious and have a blind eye to its state.
The only question is, will it be on the OP side of broke or the unplayable side. June 23rd patch bugs and balance issues along with the few previous do not shed any positive light on the current state of the game.
But…as one person said, if you can’t play the ranger with the cards dealt then don’t and re-roll/re-tomb to the grass is greener camp. You are not losing any money. Who knows, maybe you will have some fun…
Just goes to show how broke the system is and why it isn’t going to get any better.
Only hope left is that CU will provide a better format of play if it launches in 2016. Right now the glaring flaw in front of us has been, and always will be, the system used to match servers. It is also one reason why the two hundred pound gorilla didn’t do a similar format and locks maps to random people with set numbers (aka WoW/Wintergrasp).
DaOC / Redcaps Grab a PAC healer + 2 suppression Spiritmasters = tons of exp and quick levels. Several sources outside in RvR zones as well that allowed similar pulls of non stop exp.
Darkness Falls similar when you controlled entry or managed to play cat and mouse to survive when you logged in and lost it. Other MMO’s had similar places.
GW2 has champ farming routes and EoTM.
I feel like you just didn’t read what I’ve written in this thread. It is opportunity cost to use traps over a stun break. But where is the opportunity cost on DH traps?
You only feel this way because we don’t agree with one another. That is perfectly fine and we can still be friends.
My mind, they work and don’t need it. Would it be nice, sure. Ok, I hear you and say sure, it would be nice. However, there are other means to get that stun break so we have to make choices. Maybe “A” more difficult choice say than other classes – in your example the DH.
I also don’t really care, no disrespect, what other classes have. Especially the Dragon Hunter. Its new. Has gone through 3 beta weeks for the public and has some changes recently and even a rather large bug fix. Just how this will effect traps on other classes remains to be seen so maybe you will get what you wish for. I don’t know. My view is that I really don’t like the whole class A has it so class B and C need it also. Pretty soon every class will look the same (of course yes, this is a bit of a exaggeration but you should get the idea). The two ton MMO I won’t mention, WoW, has this problem although it took about 8 years to get there.
Healing spring isn’t that bad of you are running trapper runes. It actually makes the slotting of LR rather easy if that is what you want. When used strategically you can place it such that everyone can run to when they need a top off. Just depends on the build I guess.
Anyway, no big deal and don’t sweat it. We disagree but I have read everything you wrote down.
well it looks like we’re getting trapper runes in spvp on HoT’s release. it will make things a little more interesting, but what bothers me is that it wont solve the massive underlying problems with traps. everyone is gonna be hyped about trapper runes, and we’ll soon forget that traps every had probs.
that being said, trapper druid will be kinda cool.
Might be really strong in Stronghold where stealth isn’t punished. Trap stealth+Celestial Shadow+leaps/blasts in Shadowscale smoke field… Ranger will actually have a lot of access to stealth for a change. It will be interesting to say the least.
I actually just saw that the runes are now in sPvP as well. May change my stance a bit since I think it will force the developers to take a look at them. I just hope they don’t get adjusted negatively.
switching to rev.
Hard not to based on the last round of beta weekend play. I would wager there will be an abundance of them running amuck.
People can reapply, other can clear. It is a vicious circle. I’m actually just questioning why traps. I hear the points raised. Just questioning no more than why I would question people still wanting AoE targeting of traps. I feel they work fine, if not better, the way they are and would rather them fix granting stealth to our pets upon placing of traps.
I actually run traps with trapper runes, slot 3 + healing spring and entangle, and they work well in most play styles in WvW. Solo camp, HAVOC, NPC flip, scouting, and even zergs. And you are correct. Once you get CC’d the game is over and /release is the only option. But like I said I don’t think it would really matter because once I clear that lock down another is typically right behind it, then another, then another.
Stealth from trapper runes is a completely unrelated issue. Already mentioned why traps should get a stun break.
I think your argument is weak. By that reasoning, all stun breaks should be removed, all stab should be removed, and all condition clears should be removed since it doesn’t matter because once you clear conditions or break stuns then “another is typically right behind it, then another, then another.” We should just let everyone kill everyone with no counter-play.
So you are saying that Rangers don’t have any options on the table for removal of CC? It is about choices. You want to slot all traps, its a choice you make. You could have taken LR. You can slot traps and still have a stun removal if you choose. This isn’t about what every other class has and we don’t.
Well the Ranger has other stun breaks. Trapper has zero, which means that you have to slot a non-trap stun break or be completely reliant on party stab/breaks. Otherwise, you will die from stunlock.
From a WvW perspective, trapper could actually be pretty interesting in wvw zerging for example if you didn’t get shredded by condis and stuns. You can’t run triple traps and you can’t really run double traps for that matter because you need a stun break and something like SoS.
I don’t see the argument as to not giving a trap a stun break just because CC is “out of control”. That is like saying we shouldn’t get a condition clear because people can just reapply conditions after we clear them. Trapper has no choices, you HAVE to take non-traps or else you blow up. The point is, if you add a stun break to a trap it could see more use, even in non-trap builds, then simply being forced to take something like QZ or LR.
Most professions have 1 stun break or stab per skill type. We don’t have one on traps or spirits. Its understandable that spirits don’t have it as they are similar to banners for example which do not have it either(very minor stab on BS). Traps are much more active gameplay and could really use it.
People can reapply, other can clear. It is a vicious circle. I’m actually just questioning why traps. I hear the points raised. Just questioning no more than why I would question people still wanting AoE targeting of traps. I feel they work fine, if not better, the way they are and would rather them fix granting stealth to our pets upon placing of traps.
I actually run traps with trapper runes, slot 3 + healing spring and entangle, and they work well in most play styles in WvW. Solo camp, HAVOC, NPC flip, scouting, and even zergs. And you are correct. Once you get CC’d the game is over and /release is the only option. But like I said I don’t think it would really matter because once I clear that lock down another is typically right behind it, then another, then another.
giving trap(s) a stunbreak will exactly solve OUR problem, which is a general lack of on-demand stability. if traps stun-broke, I would slot them. simple as that.
I see your point, but is the game balanced around what you or I would do? Or is it balanced, if we call it that, based on choices?
By no means am I singling you out – just a point based on your “if” comment. Do we not have any other stun break options? Back to my choice comment. I don’t know, maybe other classes have a easier time or get more with fewer choices. I only have played a Guardian and Ranger so ignorant.
traps need secondary functions to them, and they would be usable. their damage is great. so I’m talking stun breaks, boons, condi clears, and possibly stealth every now and then.
traps cannot be slotted now because we need at least one stun break and preferably an invuln or a second stun break.
a lot of this goes back to us not having usable weapons.
Opinion, granted, but CC in this game is over the top now and needs to be seriously looked at. I don’t think granting a single stun break will do much of anything.
So are you arguing that we should not get a stun break added because we need more than one?
Trapper has two big holes, condi cleanse and lack of stunbreaks/stab. One of those should be addressed, the other can stay for counters. If they want to give Ranger core better condi removal instead of just trapper, that’s fine too. Pigeonholing builds into WS for reliable condi cleanse is realllllly bad for diversity.
My argument is rather giving trap a stun break isn’t going to address the larger problem. CC is the problem.
I don’t think it is as large of a problem in the confined space and limited players that sPvP offers. I think it is broke in WvW where the fights can be of any size such as X vs. X.
The game is about choices. Gear, sigils, runes, traits, food, among other things. So looking at the Ranger as a whole should the CC break be on a trap or provided by another means? That is the perspective I am discussing it at anyway and as I said it is an opinion with regards to the primary meta I play, WvW.
Thus giving 1 or 10 it won’t matter when CC in my opinion is so out of control tied it with AoE.
traps need secondary functions to them, and they would be usable. their damage is great. so I’m talking stun breaks, boons, condi clears, and possibly stealth every now and then.
traps cannot be slotted now because we need at least one stun break and preferably an invuln or a second stun break.
a lot of this goes back to us not having usable weapons.
I wouldn’t say that but I guess it depends on what format of play you are talking about. sPvP I can see an argument because the CC isn’t that bad and usually manageable. At least in ranked play. Unranked, well, probably not unless a group is queued.
WvW the CC is so broken that a trap could offer 10 stun breaks and you would still be locked down. It honestly reminds me of the days in DaOC after launch. Midgard had pac healers who could CC just about the whole zerg for a long time, while the suppression spiritmasters would just PBaOE / Nuke them down like a hot knife through butter.
Opinion, granted, but CC in this game is over the top now and needs to be seriously looked at. I don’t think granting a single stun break will do much of anything.
Several threads here discussing traps, how they work, post 23rd patch of June.
Honestly, I’m in the camp that says they work perfectly fine once you adapt to the change. Only thing I would prefer to be fixed ASAP is the fact our pets are not gaining stealth upon placement of a trap. That is the only glaring flaw I have with them with regards to PvE – WvW.
I don’t run traps in sPvP.
No idea how they will work in sPvP mainly because of what you may have to give up in order to use them. Glass half full/empty. Also trapper runes are not an option in sPvP.
WvW, on the other hand, will make some interesting play until people catch on. Probably more use in small scouting parties or solo play. I use the trapper runes on my Ranger to scout/flip NPC’s and camps, they work very well. I will be trying them on the Guardian as well but jury is still out.
i think judging wvw builds by looking at gvg fighting is erroneous.
90% of wvw does not resemble gvg stackstack blast stack blaststack at all, even in zerg fights. siege weapons and walls disrupt the normal course of buffblasting gameplay.I find LB power ranger to be good at picking out targets in a big fight and downing them at long range, and the barrage’s ability to cripple a lot of targets at long range is pretty useful.
Ranger doesn’t have anywhere NEAR enough stab to hang around warrior/guardians. They would need to be grouped with guardians and be babysay stability. Why should ranger be leeching the stab over revenants and warriors?
why would a power ranger with 1500 range be sticking with the blast stack when it charges :/
Pretty much what Shoe’s said. Let the warriors and guardians man the front line, Rangers should be at range and assisting the primary target for instant take down. You should also be after the thieves roaming the back lines trying to take you and your ranger brothers and sisters out. You have 1500 range for a reason – it wasn’t for the ignoring and passing out golden bombs of light and love.
Play right, play smart, and Rangers are just as good as any other class provided you are playing to your strength. This isn’t about the build posted or any other belly aching in the thread. Regardless of the tier you roll, WvW is a numbers game 90% of the time.
There are builds with gear that let Rangers and even Thieves run with the zerg pack or even lead them. We have a very good Thief commander on Ebay but again, players, skill, build, team, etc.
Anyway – me personally when in a zerg I am 100% staying at max range AND assisting to insta-gib targets.
This is so far the best Dragonhunter thing i have seen
https://www.youtube.com/watch?v=oTBsV-A0eLk
Side note, anyone else notice how the Guardian’s bow and/or traps are easy to avoid? Especially LB 5 When it lands, it is pure gold. However, I have only had it successfully land a few times. It is a lot like hunting ducks in that you have to lead the target due to the mechanic of it.
Sad – Theif Short Bow does more dmg.
youre comparing the 900 range thief weapon to a 1200 range guardian weapon.
thief… dps…
nvm, logic.We can compare Ranger longbow at 1500 range if that would make your kitten feel better in some matter of fashion?
/rollseyes
The ranger’s longbow is better than the Guard’s, but the game isn’t played in a vaccuum with only one weapon. As you can clearly see in these vids, comboing the longbow with the greatsword puts out some pretty kitten hefty damage while maintaining decent survivability AND the ability to bail the F out if need be.
Ironically it never felt that way when I played it. If I want to run a bow, it will be on a Ranger so I can play at 1500 range. That is, if you want to kill anything quickly or apply any form of pressure. To me playing DH with a bow and traps felt more like a support.
Then again, I really don’t see why the Druid trying to fulfill the primary healing role when to me it seems the Guardian is more built for it. No more than why the Guardian has a bow /boggle.
It will be interesting to see how trapper runes work with the Guardian though and something I’ll be testing day one.
I’ll just it this way.
Ranger trapper died since removal of Ground targeting trait for traps.
Hardly the case and don’t use that argument as a crutch. Traps work the same way and perform the same role. You just can’t toss them like you used to ala 360 degree ground targeting. Furthermore, you had to spend a trait point previously in order to do so, so you actually come out ahead for this very reason.
Play style has changed, I’ll give you that. However, they work just as well and just as effective than they are on June 22nd, 2015.
Care to explain how traps and trapper runes are as good as before with the current system because I don’t see it at all.
Having them drop at your feet IE: where melee enemies are hitting you from completely negates the stealth you get since it breaks upon trap activation.
Care to explain how they are not as good as before the patch? Is your stance that because you can no longer toss them 360 degrees while moving circa ground target that they don’t work the same? Or is it that you feel that you are not as mobile because of it?
The underlying mechanic is the same. You place the trap, you gain speed and stealth. Pet does not, that is a bust. So we now tactfully place them to kite or lure them into rather than running amuck and tossing them out like skittles. Trust me, I used them before the patch and felt the new mechanic post patch felt a bit wonky. However, over time I see that there really is no difference once I came to terms.
I use LB, axe, and torch. Maybe it is because I try and stay at max range. I use the traps more defensively to alert me when enemies are trying to sneak up on me. They work great. My play style is more target assist and keep at max range. Furthermore, in solo play or small HAVOC groups I’m using the traps to deny entry. So if I’m flipping a camp I can place them at the choke points of some camps, or place them around known entry points for the more open ones. If we are being pursued then I place them to slow the enemy down. In the borderland maps and ruins, then make fighting larger numbers a bit more even.
I also use them in larger scale fights or busting zergs. They have their use. Are they pro, great, the bee’s knee’s? Probably not. But at the end of the day you shouldn’t be getting hit or be up close and personal either unless you have a build for it. What I am saying is they work the same fundamentally outside you dropping them at your feet. It doesn’t require you to stop like a Guardian does in order to get max tics on our symbol of swiftness, right?
Just my opinion and your mileage may vary. I’ll also leave it that I hold the right to be incorrect No harm, no foul.
I’ll just it this way.
Ranger trapper died since removal of Ground targeting trait for traps.
Hardly the case and don’t use that argument as a crutch. Traps work the same way and perform the same role. You just can’t toss them like you used to ala 360 degree ground targeting. Furthermore, you had to spend a trait point previously in order to do so, so you actually come out ahead for this very reason.
Play style has changed, I’ll give you that. However, they work just as well and just as effective than they are on June 22nd, 2015.
Well, you cannot throw them offensively, you cannot throw them tactically, you litterally have to walk on location to post it, i mean who the kitten had this idea on first place to downgrade mechanics?
Can we expect mesmers to place clones and Phantasms the same way, it’s similar mechanic, you deal damage and you place them from range on target. Imagine mesmer running to location dropping a clone, every one would kitten them up.
It’s literally a joke right now, and i stopped using trapper because of that, reason?
Every class is so mobile and has so many stun breaks that your traps simply don’t come on upper hand, ever.
Um, I guess. I mean I just drop them and move on. I can drop them just as quick as before. Compare that to say my Guardian who has to stop for a few ticks to get full symbol of swiftness speed to max. That isn’t mobile and frustrating. This trap deal, just doesn’t seem to be on the same page.
The one thing that I think that actually breaks them is the fact that our pet does not also gain stealth when the effect hits us. WE stealth yet the pet follows us while not. That to me is sort of a deal breaker but even then I just roll my eyes at the lazy dev or bug or whatever it is and move on.
But no big deal. We disagree is all and that is ok.
I’ll just it this way.
Ranger trapper died since removal of Ground targeting trait for traps.
Hardly the case and don’t use that argument as a crutch. Traps work the same way and perform the same role. You just can’t toss them like you used to ala 360 degree ground targeting. Furthermore, you had to spend a trait point previously in order to do so, so you actually come out ahead for this very reason.
Play style has changed, I’ll give you that. However, they work just as well and just as effective than they are on June 22nd, 2015.
Guardian should have been healer, not Druid.
I don’t believe the OP said what format of play. Having said that these come about every so often with similar results. Some hate them, some love them, some are middle ground, others say why bother. Note to everyone, not everyone rolls meta builds. Crazy as that may sound, it is true.
Trap runes are not viable in sPvP – they don’t exist.
They are in PvE and WvW.
PvE is mostly a zerk play ground today, and probably will come expansion. So, they are not really ideal.
WvW, they work. Most don’t like the way they work post June 23rd patch because you now have to set rather than toss in any direction. Me, it doesn’t matter which way they are, they work fine the way they are for most WvW formats. Solo, HAVOC, and even Zerg.
They give you stealth, speed, and CC. They allow you for the most part ways to reset the fight. Basic condition build focus. I run LB, Axe, and Torch because I like the range vs. some classes. SB also works if you want to spool up some quick bleed and in a small HAVOC group for those trying to disengage or run away. Spike trap is great. You typically are placing traps now to use has kiting tools or escape routes for you or you and your team. No more than using healing spring has a safe run-to spot for a quick regen.
Trap builds in WvW won’t put someone down as quick as a glass build. However, they do give you more survival. It really comes down to your comfort level and play style. For me, trapper runes and conditions are a good combo for what I do and don’t limit my ability to win vs. any classes if “I” play well.
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