+1
/15chars
It is utility. You use it to limit the movement of your enemies, you use it to chill and poison -> cd increase and lower healing, you use it to get rid of conditions, and you use it to fear enemies (to stop stomps and control the battlefield)
Oh, and you spam 1 for lifeforce
Don’t forget the higher dmg inflicted when entering DS with the staff equipped, since DS skills’ dmg uses the weapon dmg of the weapon actually equipped.
True! although in the (near) future when HoT comes out, greatsword will be able to fill that role as well.
With the amount of damage frost trap deals now it’s actually pretty good, but IMO it does need SOMETHING, and if glyph of power or w/e it’s called can be a stunbreak idk why frost trap couldn’t.
You know, cold trap, snap back into consciousness? LORE? CHECK. Stunbreak please.
Move all the physical damage to when triggered ! make it hit once. Buff damage.
Lower Spike Trap cooldown to 30 seconds untraited.
Make frost trap a stunbreak.
Balance!
With this change frost trap would go from never used ever in a trapper build to being one of the staples lol.
And I kinda get why they raised spike traps CD, because it’s really strong now, but I wouldn’t say it’s 40s CD strong, it should have been raised to 35s at most.
Nothing wrong with improving kitten skills. Not that I use frost trap or anything
It is utility. You use it to limit the movement of your enemies, you use it to chill and poison -> cd increase and lower healing, you use it to get rid of conditions, and you use it to fear enemies (to stop stomps and control the battlefield)
Oh, and you spam 1 for lifeforce
I reckon this trait should either;
A) Give 10% of Power into Healing Power for more sustain on all builds
or
B) Give 10% Toughness into Ferocity, because I’d love that
could we make it power into ferocity ? <3
Move all the physical damage to when triggered ! make it hit once. Buff damage.
Lower Spike Trap cooldown to 30 seconds untraited.
Make frost trap a stunbreak.
Balance!
Make all traps a stun break and remove a condition and then maybe they will be decent.
I think that would be a bit too overpowered with spike trap though.
No dude silly i s only you, because it is official GW2 Wiki – > read the name.
And he is right, they pretend it’s not a bug.So think twice before you write anything.
“Welcome to the official Guild Wars 2 Wiki, the comprehensive reference written and maintained by the players.”
take a chill pill
Move all the physical damage to when triggered ! make it hit once. Buff damage.
Lower Spike Trap cooldown to 30 seconds untraited.
Make frost trap a stunbreak.
Balance!
Auto attacks deflect projectiles. Can only activate 3 times every 10 seconds.
(for the entire duration of the auto attack animation , all projectiles are deflected).
This wouldn’t prefer sword though. It would actually create more imbalance with greatsword I suppose. Although it would be nice
Rune of the trapper also simply doesn’t work with healing spring for some reason.
That is being fixed as we speak.
They wont fix it bro, they are too lazy for that fix. Instead they decided to fix Rune description in GW2 Wiki http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Trapper
It says “The skill Healing Spring does not trigger the rune’s effects.”R.I.P.
You are silly :P. The wiki is not official. It states how things are currently implemented. And currently, healing spring is bugged to not work with the runes.
The benefit is to trigger on hit effects basically, sigils or traits can trigger for extra bleeds/torments/poisons or whatever. It’s actually very handy for that reason.
Auto attacking is more than sufficient for this though. So it’s probably better to not pulse physical damage on traps.
+1
/15chars
Well, considering the large reworks of many classes we’ve seen I figure it is as best a time as any to once again bring up the issue of pet stowing.
Surprisingly hysterical suggestion. Also leaping off small cliffs in WvW to flatten people with those bear paws.
That’s it! lol
A bear falls on you, you die.
Unfortunately pretty sure the game system can’t handle mid-air cast very well though It’d be so much fun.
If the game could handle mid air spectral walk, I’m sure it can handle this </3
IMPLEMENT IT ANET
Can I get a WOOP WOOP ?
I completely support this! +1
I have a few problems with the way stealth works on the ranger class currently. As stealth was a secondary defense mechanism not originally included on the vanilla ranger, in some aspects it is still rather clunky.
Issues with ranger stealth:
1. Traps pulse damage:
With trapper runes, this reveals you. We can no longer toss traps to the side and as such our traps will get activated. We should not be punished for this. I propose that the damage portion of traps should be moved onto activation. Increase the frontloaded damage a bit, but then have the rest of the traps only pulse their conditions, and not damage. That way we can lay down 1 trap to get stealth and not get revealed, and then we can juke somewhere to safely lay another without getting revealed.
2. Pet is unstowed in combat:
3. Pet follows you when defeated:
Both of these are unintuitive. And both of these say, “I AM RIGHT HERE, MY STEALTH IS WORTHLESS.”
To fix 2 and 3, I propose that we should be able to stow and unstow our pets whenever, with no cooldown. This is different from pet swapping. Pet swap should still have a cooldown, but right now, the pet mechanic is conflicting with our class mechanics.
-If we are put into combat, our pet should not automatically become unstowed. If we choose to leave it stowed, we are strategically deciding to do less damage, but at the same time this allows us to safely stealth without revealing our location.
-In one versus one, fighting a stealth class, our stealth is useless. If I stealth, and then the Mesmer stealths, our pet runs straight back to us. Allowing us to stow pets in combat furthers our skill cap, and allows for more skillful play.
-Additionally, our pet when defeated limps after us. Being able to stow a pet, when this happens (in combat) is something I would argue rangers need. Unstowing would return the pet back to either the health it had, or stowing a pet could add a rest feature which over time regenerates its health !
Either way, we are losing some damage in order to gain survivability. The ability to make such choices is needed by our underdog class.
Thank you
~Borne
(edited by Malchior.1928)
I definitely think it’s better to have all traps do damage one time when triggered.
When they fix healing spring though, we will hopefully have 1 trap that doesn’t reveal us when we stealth.
(edited by Malchior.1928)
You’re better off using zerker gear (with trap runes ofc). Either way, youll get bursted to zero. Why not do more damage first
get rid of spike trap and lightning reflexes run flame/frost/viper.. -snip- remain in stealth pretty much permanently in a fight if used properly..
In my style of play, mainly outnumbered fights, having this one stunbreak that removes immobilize, evades, and creates distance is without a doubt mandatory.
Also, If you’re in stealth most of the time, you’re probably not doing much power damage. So for anyone thinking of power traps I still argue that this utility setup is probably best.
Switching out one trap for another stunbreak or signet of stone is up to choice, but I think in order to make the most out of the runes, you need at least 1 trap, and Healing Spring (when they fix it of course).
Rune of the trapper also simply doesn’t work with healing spring for some reason.
That is being fixed as we speak.
While it makes staying in stealth harder, I recommend using hunters shot -> laying a trap where they wont step on it until they are chasing you out of stealth.
Although I would love it if they changed the dmg of spike and frost traps to being one time front loaded.
I’ve been wanting to try a build like this since the patch hit, is imagine it’d do quite well especially now that frost trap was buffed and actually does a lot of physical damage.
It’s pretty darn good ! I’m sure in the hands of a better ranger with more experience on the class in a 2+vX fight it can wreck. Normally I roam with a warrior. But this build is less about tactics and more about strategically placing your traps at a point in anticipation of your enemies, unlike just bursting them with the condi spec.
Actually pets didn’t even get really buffed, statwise they’re not doing so hot yet.
As for warrior, thats more of a kiting issue.
As for mesmer, they need their burst toned down because everyone can agree they are a bit too strong at the moment.
Thieves maybe too
And engi grenade bug as well.
But right now ranger is in a pretty good spot.
that build used to work well now its crap.the new patch skrewed use rangers over.thats why everones playing mesmers.rrename the game glass warskittena net
Nah, this build is actually very effective post patch. It’s even been buffed, so I don’t know what you’re getting at ^^
? why what
Troll’s is only good if you can take hits. The burst heal from HS is much better and you can set one in advance.
Muddy Terrain is not that good, easy to avoid. It’s harder to avoid a trap you can’t see. Also, frost trap gives you chill with longbow, and frost armor with leaps on gs.
In case you were thinking about running traps with a power build, I’ll share what I’ve become accustomed to.
:)
Justine is definitely showing the devs we need moar buffs. I agree
Try bugged engi grenades 100->0 in .5 seconds.
Try unpredictable mesmer burst from stealth 100->0 in 0.75 seconds
Try new thief burst, steal -> CnD -> backstab 21k dmg in 1 second.
xD
I think the only way HS could be better, is when it gets fixed to work with trapper runes. Right now it is in a great spot.
I cast HS, it healed me for ~4.3k hp. then later i triggered it, healed pet, and an ally and me for 1k and gave regen for 6 seconds (with trait).
The only thing not working is with trap runes.
Hopefully they fix it soon though
16 some hours until we die.
I hope someone makes a youtube tribute to Spectral parachuting. :’) You know, to commemorate a beautiful thing unique to Necros.
I am excited for the shout, because that is better (IMO) than all of our elites.
AND THIS IS WHY ANET NERFED PLAGUE AND LICH. Talk about elaborate marketing tactics.
Still no answer from devs ? : \ Quite disconcerting.
As much as we like leg specialist, it’s not actually a necessity. The cripple more than allows you to hit most of your gs and hammer skills.
BUMP
Bringing this thread back to our main concern:
Why was the functionality change of Spectral Walk implemented?
Can we, the necromancer community, get a solid answer to this question, from you, the ArenaNet staff?
Bringing this thread back to our main concern:
Why was the functionality change of Spectral Walk implemented?
Can we, the necromancer community, get a solid answer to this question, from you, the ArenaNet staff?
Despite the yelling, Thank you, Anet Staff
in Guild Wars 2: Heart of Thorns
Posted by: Malchior.1928
^^what she said.
I also have a small guild ! <3
Ideally, ANet has thought about this and has made the claiming of guild halls doable even with smaller guilds. I bet if more players are needed, you can always invite non-guildies into a party and have them help you out !
-There should be an identifying number or name at the start of the line,
-(how wonderful it would be) if we could assign preferred colors to each guild.
-ability to re-order the guild number assignments later on.
Can we make this happen ArenaNet??
3 players in a guild can have a guild hall ?
in Guild Wars 2: Heart of Thorns
Posted by: Malchior.1928
Ideally, ANet has thought about this and has made the claiming of guild halls doable even with smaller guilds. I bet if more players are needed, you can always invite non-guildies into a party and have them help you out !
As of Guild Wars 2: Heart of Thorns, this will no longer be a problem; we’ll be introducing cross-guild chat. From your main guild panel, you’ll be able to assign which guilds you can chat to with new channels, /g1 through /g5. You can then decide which channels will be visible in your chat tabs. The existing guild chat channel, /g, will continue to chat to your currently represented guild.
Say I am in the following guilds:
g1 : [BORE]
g2 : [LAME]
g3 : [SADD]
And I am following all three channels in my chat panel.
*If someone in BORE, and another person in LAME, both type something in guild chat, how will we know which guild chat to respond to?
Will g1/ and g2/ be different colors?
Or maybe, players can have their currently repped guild tag [BORE] or [LAME] between the user name and their comment?
How many nerfs do we deserve tim lol :P
Agreed
/15char
Are you arguing that Vital Persistence should be baseline?
I’m ok with this. However, would the damage get to be too strong with fear and chill dmg, and burning, and literally every damage condi possible ?
I know condi necro can’t stack massive bleeds like other classes without large investment in it but then again, I don’t really condi necro.
As much as I want to say that the dev clarification answers my question, it actually contributes nothing that we didn’t already know. It does not give any justifications relating to the intended change.
Maybe you could clarify WHY this change was implemented, Josh Davis?
Was it because ANet thinks necro mobility is “cheesy”? Or was it because it was fun? Or maybe the change is because necromancers were OP and just needed another nerf so that other classes like engi could beat it?
I just want to hear a valid reason. Please.
(edited by Malchior.1928)