Greatsword _______ insane damage!
+1
I don’t want to break it for you but …
…
Traps are useless for dungeons. The only use I can think of is Fire field.
Nothing more… Out of all the 4 traps we get, the only use is nothing but fire field.
That might as well change in HoT, but currently – there is no reason whatsoever.
PvP as others said Wolf. Other very strong pets are the krytan drakehound and jungle spider, but they can never replace the wolf so pick either of these two as the second pet.
PvE people are pretty wrong with jungle stalker. It’s the second best. The best is the jaguar. Ideally you take both but keep in mind jaguar deals more damage. Also worth mentioning the drakes. They are the only pets that cleave and are tankier than felines. They shine in fights where there is a lot of aoe that might kill a squishier pet or if you need to hit multiple targets.
There are also utility pets that have niche uses. Porcines can give you stuff similar to thief steals like stealth, fear and invulnerability, red moa gives a pretty long duration fury, jungle spider has 2 immobilizes etc.
And this is wrong.
Jaguar is the pet with highest self DPS. By allowing it to have 100% crits (note that Jaguars already have almost 40% themselves), for 6 seconds with a 30 second cooldown, it’s like boosting the SELF dps by 60%*20% = 12%.
If we assume that the DPS is 30% of the ranger, than increasing it by 12% gives 33,6%…
… So Jaguar’s ability increases your total DPS by 3,5% roughly.
Jungle Stalker gives 5 targets 5 might. That equals 150 power for 5 people. 150 power increase the DPS by roughly 6,8%. For NO ONE BUT YOU.
And you ignore that this goes to 5 people. While your pet is going to get the very same amount of DPS boost since Nature Magic.
If we assume everyone has the same Direct DPS – than Jungle Stalker increases the DPS of one of you (we can assume yours) by 34%.
Beat that with the Jaguar, Sir. Maths disagree with you.
All the wolves are good even the Hyena. Hyena can DPS stuff fast with his f2 buddy.
Lacks Math.
Hyena even with the summoned Hyena buddy will only deal 75% of the standard wolf pet.
50% without the second Hyena buddy.
Title says it all.
Edit: The specs giving me trouble are GS/LB for warrior. And D/P / S/P Thief.
Any way to use S/D on Power by the way?I can’t dent some warriors.
Even in protracted, long fights, some of them don’t take damage at all – I can’t believe this is skill – since zero damage just keeps going and going and going.
Those who take zero damage usually deal the same amount.
… They’ll sit on point forever.
If we are talking about the standard ShoutBows with abilities and traits for the same effect as Signet of the Stone – than just don’t focus the warrior. He is support anyways.
You are not supposed to fight those 1v1. Ever.
PvE = Jungle Stalker
PvP = Wolf
To be frank…
…
I kinda got used to WD being immobile. But I’d definitely welcome an added stability or toughness into it. A quality of life improvements are always welcome.
I doubt we’ll get it mobile.
Are you asking for PvP or PvE?
Rangers are different.
Our highest DPS output comes from autoattacks
Exceptions:
GS = Maul
Longbow = Barrage, Rapid Fire
Off-hand Axe = Path of Scars
Rangers are played of a way of autoattacking and waiting for opportunities to use your other abilities. Not the other way round.
If you find yourself out of cooldowns, you are most probably doing it wrong.
I think the only problem is that reflects in general are hard to use in competitive. It is indeed very situational. You need to either anticipate a huge single projectile, or use it on a barrage of smaller ones (RF), in which case the person will just stop attacking at a certain awareness level (not new to class). If the melee damage of WD was better, it would make more sense that you can’t move or cast while using it, because it would shut down both ranged and melee attackers. As it is, it’s not that bad to just stand in WD and eat it, and the ranger does nothing but look amazing as he dies.
PoS is fine as is.
There’s also that lovely part where both you and your pet get reflection.
Hello Warriors/Rangers attacking into both of you at the same time with your Signet of the Stone active.
But again, this is also situational.
OH axe needs a rework for pvp. Whirling Defense is unusable/suicidal, and while PoS does massive damage, its CC remains too slow and clumsy.
and it’s a powerful situational for PvP, too.
it’s not. ever.
You can’t have everything. If PoS were reworked so a to be easier to hit, they would reduce the damage for sure. Use PoS as another link in your chain CC, it’s no good just throwing it out there.
WD is trash, so OH axe never gets used. LB power builds always work best with GS, and sword/x is almost always the less versatile option. even then, OH axe is not used.
This only proves that you have no idea.
Not only you are skeptical as hell, you can’t even get out of the meta that someone else made for you (which means you didn’t think for yourself even for a second).
It’s fun that neither PoS nor WD is ever powerful for you, while it was a game changer for me countless of times.
What is more likely to be true? My experience that shows that it is useful (that I can prove) or yours based on your lack of experience that only shows you haven’t tried ?
Any suggestion on how to make it less ‘trash’?
Create the conditions under which it lands.
Don’t ask others to do it for you. You have the way. Plenty of them actually =) It’s a different weapon from others. This is not the one that makes stuff. This is the one that turns the table if you make it happen.
@Skullface
Ranger announcement was done the way it was, because…
He didn’t even actually want to be the one to do it, since he saw the changes… Practically on the spot right and there.
We can’t blame it. We should be glad we got any at all.
Guyz… I was wondering…
With off-hand training separated into various different weapon-specific traits …
I wasn’t able to find one for Off-hand Axe.
Was whirling defense addressed in the podcast, or did they forget about that one? The AoE increase on the bubble would be welcome. If we can’t move while channeling it, I want it to be helpful to my team as well.
Without the trait, half of the uses I could think of are gone. Any intel about this?
OH axe needs a rework for pvp. Whirling Defense is unusable/suicidal, and while PoS does massive damage, its CC remains too slow and clumsy.
It’s a meta for PvE, and it’s a powerful situational for PvP, too.
You can’t want it best for everything. Moreover … If you find it suicidal, than you have no idea how to use it, not to mention you have no idea what builds to use it with.
Thinking about using no.5 for damage in zerker setup… Hmmmh… Bad boy =D
(edited by Tragic Positive.9356)
GS for … Celestial … ?
That’s news for me. It lacks lots of … Everything. Insufficient condi cleanse, insufficient condi pressure, insufficient direct burst, insufficient defenses…
There are hundreds of times better setups for Celestial Shortbow.
With deaths embrace and chill of death traited I have taken players from 100% health to the downed state.
I once wiped several players by dropping my wells on point right before going down.In a downed state fight vs. a ranger all a necro has to do is use the fear to interrupt the pet and drop the poison field on the ranger, the life steal with the traited extra damage will do the rest.
I’m not saying ranger’s downed state isn’t strong, it’s great in certain situations. It’s down right OP underwater. But in different situations other downed states are better. An easy example is ele’s fighting in front of a tower door in WvW.
I’m aware, that’s why I said that Ranger is the best fighter, since in your downed state you still deal 30% of your normal damage in addition to the standards of a downed state.
With traits, this damage can go up into 56,5% of your normal DPS (quickness + Enlargement) plus your own in downed state.
I didn’t say it has the highest survival rate. Just that it has the best fighting possibilities. Damage, sustain and CC wise.
So could you point me to a good frost spotter build? Zerk gear with mainly what runes?
Exactly what Heimskar posted. Exactly that, but instead of the Nature’s Protection trait, you should pick Vigorous Spirit for more Party Damage boost.
And you might consider swapping Sick’Em! for Signet of the Wild. That one gives BOTH you and your pet 25% damage boost. It’s more efficient.
Also, you don’t have to run double melee build as ranger. The longbow 5>2 combo is one of the best fight openers you can get. So feel free to swap one of the weapon sets he posted for the longbow you wanted.
The only trick is not to use the Longbow for autoattacks. Sword / GS will beat it. Sword is currently the best DPS weapon we can get, however, if you are new to the mechanics, I’d suggest you playing GS for a while till you get used to melee combat.
EDIT: This is the final meta version you’d like to run.
http://gw2skills.net/editor/?fNIQNAsXTjMqUxarKmsw1ag9gadAEwjO3MoD8VFZ80HviA-T1BFABCcEAAa/BkU+p2JAAgHBQhq/clSQSBExwI-w
But as I said, sword is hard-to get used to if you are new to melee combat. Greatsword is not that far behind in DPS, so feel free yo use it instead of Sword/Axe.
(edited by Tragic Positive.9356)
Frost Spotter pretty much this, you don’t want to swap out S/A for SB.
Sir, you took the wrong trait, Vigorous Spirits is what you aim for in PvE =) (NM line)
Everything including PvE currently sticks to Zerk gear (Power>Prec>Ferocity)
Also… Melee will always be more powerful than Ranged. However, I sometimes find myself sticking to ranged combat kiting around in higher fractals. 1 wrong dodge and I usually end up downed.
If you want a competitive build for PvE – You’ll rarely be able to stick to longbow.
If you are not searching for a competitive one, than you can basically run a Condition tanky Longbow build and no one could say a word. It’s your own way of playing, and you’d be a burden if you don’t want to play a melee frost spotter (that opens fights with LB and swaps for the rest of combat afterwards) regardless of what you choose to play. You might be a slightly smaller burden, but still a burden. Doesn’t really matter.
They should switch it with Rendering Attacks. Then all the Minor traits are direct pet buffs and you make Instinctual Bond an Adept choice.
Might as well delete it if they do that.
I kind of disagree. If they switch it, it allows it to be merged with another trait, or buffed so that it can actually be relevant.
This is what exactly my way of thinking.
and there’s no discussion that Rangers are currently the strongest downed skirmishers.
I guess you haven’t run power necro with traited downed state yet.
I have. Just as I was able to beat them anytime when we both got downed. Plenty of times where I got downed while he still had 25% of his death shroud.
I didn’t say anything about the damage. I was talking about fighting possibilities. Ranger’s interrupt is AoE, can have 2 interrupts thanks to the pet (even 3 if you can manage), the highest sustain in downed state, and the damage is not that bad.
Now the Necro is not even close to being a threat to this arzenal.
@Lazze
Definitely.
I’m actually totally hyped about the upcoming ranger changes. Even though I am a science student and I have a really strict measure, I can see the huge love we got.
And I’m just sad about the community that won’t stop b**ching around it. I would definitely tell them to go play Necromancers as mains, since they didn’t get anything at all, while we got everything we wanted, as well as some huge cool and unique stuff (that for some reason people cannot appreciate enough, because Ele or what not).
All the build choices we got, all the flexibility, roles we will be able to fit, the unique mechanics such as Strider’s defense that got absolutely immense boost … And people won’t stop their complaints.
I mean … I’m seriously thinking of making a few support threads just to say my thanks to them. They really deserve it.
Instinctual Bond: When you are downed, your pet gains quickness.
After all the changes being made prior to HoT, I’m confused as to why this trait (and others as bad as it) still exist and are considered viable by the devs. I think a lot of the changes are good so far, but this in particular is just confusing. Has anybody ever actually utilized this trait effectively on a consistent basis?
I actually have.
… In PvP, constantly. I used to play Bark Skin build (currently under 25% health).
Even if I began to lose I turned the table upside down. When I saw I am about to go down – I could either get an almost instant fear for bonus interrupt which bought just enough time for my team to ress me up…
… Or in duel scenario I was able to blow 4K damage in 1,5 seconds just from my pet alone (Enlargement plus Marsh Drake). I usually downed my target, and there’s no discussion that Rangers are currently the strongest downed skirmishers.
Has no one realized that pets are constantly dying from conditions, and not direct damage?
Yet, no changes addressed condition cleanse for our pets. <sigh>You have pet swap for that, its on a 15s CD if you spec into BM and is a complete cleanse. I don’t really think there is any need for pet to have any condition cleanses at all. All they really need is a reduction in the penalty for swapping from a dead pet.
Which means you don’t need protection for the pet either, since it’s also a 100% heal.
…
Am I right?
Haha I was just stating in reference to the builds that would actually find it a near mandatory trait. Most ranger condi builds ive seen don’t have TOO much trouble with being ganked. But your right thieves aren’t the only threat on the field. There just the threat that has been our iconic enemy since early game when almost the entire class saw rangers as “free loot bags”.
Hmmh… In reality, in my theory-craft I went through, GlassBow ranger would end up running Marksman, Skirmisher and Wilderness Survival (Bark Skin).
There is a possibility to run for the protective ward, of course… But I have a feeling that having bark skin and much needed condition cleanse from Wilderness Knowledge (former SotF) will help you survive the burst from Thieves and being caught of overall.
Thieves are enemies of everyone with less than 2200 Armor. But on one thing I couldn’t agree more. We really had it rough throughout such a long time. It would be nice to finally have a place of being the PvP predators, like Eles and Engies have been as far as I can remember.
And about the protection for the pet… I don’t know. It would definitely be fine to give them some but I personally do not feel the need… Has no one realized that pets are constantly dying from conditions, and not direct damage?
Yet, no changes addressed condition cleanse for our pets. <sigh>
(edited by Tragic Positive.9356)
Probably because wed end up losing that aoe weakness proc. Which will do more agaisnt a thieves burst rotation than protection will (causing them to fumble is a higher damage reduction than protection they may just strip off).
Also with weakness hte worst that can happen is they go BACK into stealth to cleanse it. Buying you 2-3 seconds of not getting ganked. Worst that can happen with prot is they steal it when your trying to retaliate and suddenly your doing less damage.
You are overlooking the fact that Thieves are not the only class in the game.
Just as well the Glassbow Ranger is not the only build you can run.
Moreover… Did anyone say a word about the trait not giving weakness alongside the protection?
(….) Muddy Terrain are other examples of skills that have low success rates in terms (…)
The contrary. A skill that has helped me disengaging fights, catching up players, and CCing multiple players before cleaving in teamfights doesn’t equal to a low success rate in my book. The cast time is a bit itchy, but MT is together with LR both staples on my utility bar in pvp. It could be stronger, but that doesn’t mean it has a low succes rate.
Patch of scars bolds down to timing. The behavior of the skill makes it harder to land in 1vs1 skirmishes. It’s golden (not to say deadly) once you time it right. Path of Scars -> Maul will be devestating with the new opening strike traits, especially combined with SoTH inbetween.
I can see mastering the combo of SotH applied to 2nd hit of Path of Scars > proccing omen of Clarity for the Maul afterwards.
How much could we get? 12K combo? Don’t forget that for this to happen we don’t need a tiny bit of precision. SotH applies Opening strike for 25% more damage and and interrupt goes up for 50% more for Maul, with newly applied fury from Weapon Swap resulting in another bonus 25% and guaranteed crit.
If you know you’re going to CC someone, why not “pre-cast” the wolf howl?? Oh you just stun broke hilt bash? Now you’re feared, and at the end of the fear you’re in an undodgeable entangle. Makes no sense to me.
Fear + Entangle is indeed a strong CC combo, both skills are on a long cooldown though.
But Hilt Bash is a good example for “high missrate on moving opponents” due to the short self root and low range. And it doesn’t even stun when it hit the front. Usually not the best option for starting a cc chain. Even the not directly controlable (i know, they are somewhat controlable) long cd/casttime kd from canines are better than Hilt Bash most of the time.Btw I don’t have much problems with CC’ing my opponents, just saying that many (NOT all) CC skills, especially those from pets, are less reliable than similar skills from other classes.
That’s why we are compensated with the amount and value in them. That’s a fair trade, if not a rewarding one, assuming that you can master their use through experience – which I find a good way to differ bad rangers from the good ones.
ok so I was thinking the pet got 4 seconds of protection with fortifying bond, but it gets 2, and then does scale with boon duration (getting closer to 3 with minimal investment), but this is also the current version, which could see change potentially. Really, if you want closer perma protection on pet, you could just go additionally into WS, a fantastic trait line, for free dodge roll protection.
I also like the idea of pulsing 1 sec protection 4 times.
I find a protection that literally cannot be stripped too powerful.
… Why not make it that the trait gives X seconds of protection to the Ranger and Y-2 seconds to the pet? It isn’t that hard to think over.
More CC does not mean better CC. Lots of the rangers hard CC and immob options suffer from long casttimes, long cooldowns, high missrate on moving opponents and/or lack of direct control.
I don’t want so say, all rangers CC skills are bad – this is not the case of course – just want to explain, why it is not so completely ridiculous, that other classes are more famous for (reliably) chaining CC.
You have ways to land the “unreliable” CC you are talking about.
If you can’t find one – we are okay with that and free to help and explain how.
If you don’t want to know how, or refuse to do it because it is more difficult than Engie’s work … Than I’d probably suggest you to roll those faceroll classes. I sincerely do not know what did you expect after saying something like what you just did.
By the way, Longbow Point Blank shot is currently one of the best decapping tools we can see in game. Even if you have a stun breaker, you’ll find yourself out of point anyways (unlike other decapping launches). The travel time of the effected person is almost instant. The cooldown can be now brought into 4 seconds. Only then we’ll be talking the CC.
Staff with a mix of AoE and support. The Thief stolen skill “Healing Seed” could be good, another water field with a nice animation.
You mean the healing spring that we have had ever since I can remember?
We already have the best water field uptime thanks to this.
It already does everything the Healing Seed does, but better. Not to mention you can get Healing Seeds from a vendor.
That is a horrible idea.
I only want a bonus blast finisher. Other things – I’ll wait to be surprised.
Hyena has half the power of a normal canine, but that is why you get two of them. The CC was kinda the point.
Hyena deals 50% of the normal pet…
… And the spawned one even 25% of normal one.
But the CC, oh god, the CC!
But I sincerely believe that as the ranger already has the most CC in the game, so far, this is a bad idea.
Man, have you ever played engineer ? Or Warrior ? Ranger’s CC are average at best.
Let me see…
… Greatsword Block pushback, Greatsword Hilt Bash daze/stun (3 sec), Short CD Path of Scars pull (5 targets), Hyena knockdown x2, Wolf fear (5targets), Wolf knockdown.
I just counted 7 CC that can be applied one after another. How much do Engineers and Warriors have in sequence use? Hmm?
On the other hand, while I haven’t played warriors and Engineers much, I’d say that you still haven’t played Ranger enough.
Was thinking about this the other day. Try out a Hyena as one of your pets, its F2 is another summon and you can actually get two extra hyena summons for total of 3 of them for 4 seconds if you trait for the CD on F2. Lots of KDs/cripple then and you still have the birds.
Hyenas provide very little damage, though.
The only thing they provide is the CC, and unfortunately, the spawned hyena disappears once you swap pets.
Personally I’d take this trait without getting eight seconds of protection for myself. I don’t need a trait to give me a near constant 33% damage reduction. The weakness application is more than enough to stop a thief from bursting me before I have a chance to defend myself, and this trait combined with Wilting Strike will give the ranger pretty high weakness uptime. Especially combined with mainhand axe.
However, this concerns the trait itself. Not the uptime you can get if paired with other effects such as weapons or utility skills.
While I agree with your points… I have to say that mathematically – that trait would be weak for being a grandmaster tier.
Rangers currently have no skirmishing boons or boosts that would provide them with casual durability. Signet of the Stone is on a way long CD to be counted, and so is Protect Me!.
With the protection we used to have in Nature Magic traitline gone – 8 sec protection is just about right alternative of giving us back the durability with a strength of a Grandmaster Tier.
The weakness alone can very easily be avoided, plus it’s a roulette rng.
…
I know its a buff, but the offhand axe is weak right now.
For PvP, that is.
It’s one of the meta weapons for PvE. But I sincerely believe that as the ranger already has the most CC in the game, so far, this is a bad idea.
There are thousands of ways to secure your target in place in order for Path of Scars to hit. It’s a great tool for chain-CC. Right now, we don’t have a viable tanky build that would promote Power based weapons, but with Heart of Thorns – that will change.
I’m already counting on my off-hand axe for PvP. And I don’t want it buffed just so they can nerf it to the ground again.
Use the birds for swiftness and strafe side to side, you will be surprised how many bleeds you get. Plus, Sharpened Edges has no ICD so you can get a bleed every shot from that, the Air sigil does great damage because of the fast fire rate, it goes off on CD all the time and more bleeds from the earth sigil too. You have SoTH on that build too, so 25% run speed and 50% up time of swiftness.
I might be wrong here but …
… Why would I want an Air Sigil on mostly condi-based weapon?
I always use Sigil of the Earth. 60% chance on crit to apply a bleed. I rarely go high power values with Shortbow equipped.
But for that playstyle you seek:
Lightning Reflexes
Muddy Terrain
Signet of the huntThose are the best to keep enemies at distance. Also, take entangle as your elite.
This, with drakehound/spider + wolf. My favorite LB setup by far (maybe using SoR instead of SotH). Even good players can wind up getting completely overwhelmed by the sheer obnoxious CC spam, which is not good when you’re up eating a full glass LB.
He’s talking about Open World and PvE
Off-topic, but what makes axe strong? I haven’t touched that in a while ankitten ot sure how it applies conditions better. Also I heard that poison will be made to stack in intensity, so while we won’t be the only ones, SB#2 will get a buff.
Mainhand axe stacks might on it’s auto attack and might increases condition damage. So basically you apply conditions with your first set then switch to axe, then stack might which will make the conditions already on the target start ticking for more and more damage.
Plus Splitblades is a pretty good bleed applier in it’s own right.
~ Axe is not flank restricted.
If I’m correct, the throwing part will be baseline for all traps.
I think someone of the devs said that.
But for that playstyle you seek:
Lightning Reflexes
Muddy Terrain
Signet of the hunt
Those are the best to keep enemies at distance. Also, take entangle as your elite.
I dunno Heimskarl. I watched the video where Anet devs and play testers were trying out Stronghold and when someone playing the Revanant used a taunt it looked very much like it pulled the victim’s targeting to the taunt user.
Plus it’d be a pretty useless taunt if it didn’t pull aggro to the user. Taunts have always been a way to pull attention to the user.
That’s why I find creative to ignore the aggro part, since that one works completely different in GW2. A Crowd Control of this sort – I like.
What I think is nice that the trait itself allows beastmasters to use other pets than a Wolf.
Up until now, every single PvP ranger was forced to pick a wolf, because there was no discussion. Now you can run double birds for severe burst damage and have the control that Wolf Provided.
Or you can run Ice Wolf and have almost the same results, since the pet family is the same. But what is the most important…
Is that you can taunt enemies with 1 pet, then swap to wolf > and fear them away, which is going to be a nice and long lasting chain CC tanky build if you decide to play it with GS and/or probably Axe+Axe.
@Gotejjeken
I was hoping for them to open gates for ambush possibilities. The traps with arming times definitely lower the active part of the design…
… But then again, the same goes for Signet users (which is not rare for most of classes).
Trapping the key paths at WvW (they stated there will be more narrow paths in the new maps), bunkering a point in sPvP – those all are very useful tools… I still find few uses for them in PvE, but the meta might change when Expansion comes out (they weren’t used in PvE ever even now).
And for the question what are they supposed to do:
The current answer is to deal damage. Just like Barrage or Maul, or autoattack from Shortbow.
And I’m hoping to see a change into a strategical device that ALSO deals damage if used correctly.
Also, the numbers are not really important. The idea behind it matters. I will be fine with 1sec arming time and lower benefits, be it an immobilize or other bonus conditions as long as I’ll feel that I actually “trapped” someone.
2-3 second arming time? That would totally destroy traps imo, they would be mostly unusable in combat, only useful to set them up and move off somewhere else.
That’s kinda the same reason everyone QQd about turrets, you could place them somewhere, to defend a point, then go somewhere else.
I’m thinking an arming time of 1 second or less would be ample.
Unless they were super powerful or you could place multiple instances of the traps so you could stack them up to kill something instantly like in GW1, nobody would ever use them again.
I don’t know why anyone would want an arming time of 2 or more seconds.
I believe … Destroying them for DPS purposes and making them powerful… TRAPS, is the whole point of this thread …
That’s why we are discussing what should be the trade off. I believe bunker or roamer trap ranger would totally be a thing with the proposed changes, be it a global 2 sec root for all traps on trigger, or additional effects on traps via the trait, such as blind and knockdown.
I thought you guyz understood the point. I mean… I may be able to edit the original post to say it word by word but …
Just one example of the power of the root I suggested would be 6 (3×2 separate) seconds worth of Immobilize all in the condition fields. Which is basically blowing all of the cleanse and defensive cooldowns of your enemy.
The other idea that Wondrouswall said was to provide a boost to utility that Trap Ranger would bring by basically doubling the condition arzenal of drastically lowering the enemy’s way to fight back (blind,weakness,knockdown,chill).
All of those changes seem fair to me, taken into account they still won’t be instant.
(edited by Tragic Positive.9356)
Slow is a going to be a new condition that makes animations and cast time speeds halved. Think, the opposite of quickness. Paired with chill, it can be a powerful addition to frost trap.
That might be true, but I have a feeling that AoE Winter’s Bite would have the upper hand.
But we can’t really test it yet. So many theorycrafting changes are going to be washed away by practice once the expansion comes out live.
What do you suggest in terms of function? Doubling the stacks will still make it a condi bomb right?
Not really.
… If the arming time of 2-3 seconds is going to be present, you won’t be able to use it for standard DPS. That’s a lot of time to literally walk out of it.
If you wanted them “not to be a condi bomb of any kind at all” you’d have to change the whole ability as such, which I find sci-fi. We already know it’s not going to happen.
I think that stepping into a trap, and getting burned with 2 stacks of fire for 3 seconds while being immobilized for 2 of them is much more Trap-defining than watching a campfire for 6 seconds that you use for DPS, and not for trapping people at all.
The idea of adding additional effects on traps is nice too. But I might have found the idea of adding Chilled effect to the trap that chills people… Strange. I might just not have understood what the poster meant.
But if we get rid of the initial idea of being rooted on trigger, that would be cool too.
Blind on Fire trap is cool.
Weakness on Snake trap too, even though I might like torment, as well. You can already apply weakness through leaps and blasts.
On Spike trap… Here could be the rooted bonus from the trait.
About Frost Trap, I like the idea of people tripping on the ice, being knocked down. The chill effect alone is rather weak for it’s cooldown.
Greetings, my fellow Rangers.
So I was thinking, currently the traps are being used but AoE condition bombs. Which is wrong and absolutely non-defining to what traps are supposed to be.
Greetings!
Care to explain why?
Because one of the definitions of traps is:
- A stratagem for catching or tricking an unwary person.
There’s literally zero connection to the definition. Necromancer’s wells are a good example of AoE condition design.
Traps should not be pokeballs. Not even granades as we all use them today.
Greetings, my fellow Rangers.
I had an idea of how to change ranger traps, because they do not feel like traps at all (unlike thief ones).
So I was thinking, currently the traps are being used but AoE condition bombs. Which is wrong and absolutely non-defining to what traps are supposed to be.
So what my suggestions are:
I’d be absolutely fine with traps having arming time of … Nice 2-3 seconds. That would be no problem for me. Traps are supposed to be pre-set before combat and rewarding if the enemy steps into them without ranger even being there . That being said, my idea is:
- “The traps now have an arming time of 2 seconds after being cast”
- “When the trap is triggered, nearby enemies are rooted for 2 seconds, (5 targets.)”
- “Trap mastery no longer increases condition duration, but applies double the stacks of original amount. Ice trap provides knockdown when triggered on all enemies hit. Area of Effect increase stays unchanged.”
What this change would do is provide a huge support on strategic points, while allowing a clear counter-play.
But the biggest concern is:
The traps would finally feel like “ kitten , I triggered it!” and would give your team the opportunity to strike, just as traps are supposed to.
Ideas?
(edited by Tragic Positive.9356)
Anyone speculating that druids will get new pets?
- Nature spirits- ANet probably made utility Nature spirits stationary to differentiate Druid’s Nature spirit and the utility.
- Spirit pets- Pets but transparent.
- Oakhearts- Because they’re cool.
- Sylvari pets- Just because…
Speaking of spirit pets, Ranger’s F5 skill could be Pet spirit form. It would give them a spirit form that gave them a way better F2 skill. Or morph the druid and pet together to make a transformation like the WoW series.
I didn’t really like WoW much from the gameplay point of view.
But if I wanted anything for druid to get – that would definitely be “Nature’s Grasp”.
“Your XYZ ability steals some portion of the enemy magic, removing 2 boons.”
If we are talking about thematic or cosmetic things, I’d want a spiky wall of thorns launching all enemies back. I can see it happen >)
Hey, Naphack…
Did you think of using Healing Spring? Since you mentioned that you intend to imitate turret engie, you should be of use for your team as well …
Also, the healing spring provides you with 3 leap finishers. Or 4 if you utilize the sword cooldown on Monarch’s Leap. That’s a lot of healing, and bonus condi removal.
In teamfights the heal blasts are quite powerful (if your team knows about it)