I like burn guards that instantly apply 16 stacks or necros with dhuumfire hitting me for 6k.
Dead before you even realize they are on you.
P/P may be weak for 1v1 duels but in larger fights it is very strong as seen in the video. From the playing I’ve done in wvw groups, nobody lives long when I pop in and unload 3 times in a row while they’re busy with someone else.
it also requires a heck of a lot less setup to pull off compared to something like backstab.
Funny.
People don’t want the rune of the trapper nerf, instead only specifically the thief.
Yes because the runes are not the problem? They function the same way on Guardian and on Ranger and there’s no issue.
But the way thief traps are set up allows them to stay perma stealthed which is ridiculous. Why nerf the runes when you could just add direct damage to traps to bring them in line with the others?
For sure if you like them by all means keep playing them, but in my experience the goal of trapper ranger was to place the traps so they would not be triggered which is now almost impossible to do since you can’t place them where you want them.
Now you drop them and they get triggered whenever and you have very little say.
I do still run the spike trap on my condi build though, because in that situation I want them to trigger it in melee range so I can land my burst, but I’m also not using trapper runes.
Sic em is actually really strong vs stealth if you use it properly. It completely kittens all over thieves and mesmers when they don’t see it coming. otherwise though the skill is alright. Some pet builds use it, but pet builds are pretty rare.
That being said I thought the loss of the effect when commanding the pet was a bug?
back in the day you could pop it and guard with a jaguar and rack up crits on people up on top of walls. Good times.
We’re not going to agree on this.
Nope never. It because you apparently have never played a thief and do not understand stealth is not just stealth. The thief has a whole traitline with the bulk os their survival utilities premised on stealth. They have weapon skills that only work when stealthed.
If you can not grasp that point and continue to insisyte stealth is just stealth well you will not ghet a lot of traction here.
I’m quite clear on your argument i just don’t agree with you.
Creating, developing and supporting content requires resources.
Resources are finite.
GW2 already does more to support and maintain relevance on old content than any other mmo i’ve played.
This sounds like a necessary sacrifice.
Unless of course we are all willing to start paying a sub so that we can support the extra staff required to maintain old content indefinitely. No? Yeah, i didn’t think so…For a bit of perspective, ponder the following;
“Other” mmo’s already charge subscription fees and yet still simply leave old content to rot AS SOON as the new content drops.
I’d say our devs are working pretty kitten hard to allow us to keep as much of our cake as possible while eating it too…
Really? because it seems to me Anet has been great at putting resources into content that is TEMPORARY and never to be seen again.
LS is a joke. They could be putting those dev resources into permanent content, but nope. Also they’re canning the old Borderlands WvW map… because reasons?
explain to me how that is a good use of resources.
How you could find that less fun than repeating broken paths for gold over and over is beyond me.
You can toss around wordy like “tryhard” and “white knight” all you like, but it is obvious that you’re not interested in playing, it seems, any content that isn’t completely faceroll, or you’re just bored with the game in general.
You’re mad, specifically, because they’re taking the wheels off your gravy train, and now you might actually have to play the game to make some gold.
Cry me a river.
once a day is not “over and over” it’s just playing the game. and just because other people’s way of enjoying the game isn’t like yours (whatever that is… teq and playing your flute in LA?) doesn’t make you superior in any way. they removed farming long ago by adding daily rewards. now, 99% of the player base who run dungeons for gold go through all the easiest paths for the daily gold. it’s not OP, and it’s not broken. it’s a couple gold per hour. if you want to pick on farmers, go to silverwastes. it’s kitten like this that forces me to go into selling fractals (40g per hour) or flipping (60g+ per hour) they are making good old fashioned hard work obsolete.
You’re missing the point man. This is not about farming at all. This is about pushing the expansion. plain and simple.
So for a trap ranger stealth literally is the only defense. I still don’t see why thieves are a unique snowflake here that deserve 100% stealth uptime.
if thief gets revealed from traps , u wont see trapper thieves. coz they wont be able to kill anything
but i still see trapper rangers – mostly with LB to get a knockback followed by rapidfire out of stealth. oke thats not really OP but good enough for ppl to use it.
Sure they aren’t just using longbow 3? I haven’t seen a single trapper ranger with trapper runes since the change to trap placement.
Not saying they don’t exist, but they are the vast minority because that spec isn’t any good haha.
I’m pretty sure people who have been running dungeon tours for the best part of 3 years are ready to say goodbye to them.
I’m as tired of them as everyone else but I really don’t see how that justifies removing the rewards? Those rewards are the ONLY reason a lot of people are doing that old stale content at all.
No, the real reason they’re doing this is to make people buy HoT. Period.
We’re not going to agree on this.
Funny considering Fractals is not getting new content. Actually they want you to be doing raids… by buying the expansion.
They are making the base game garbage to discourage people from holding out. I feel that that is a much better tactic than providing content people want to play to incentivize them to buy… oh wait nope I don’t.
Seriously though I wonder how long it’ll be until the smokescale really does get nerfed…
Because you know it will. Dat smokefield and condi immunity on a low cooldown… it can’t last.
Soon these perma boon groups will also be invisible.
It’s gonna be FUN guys!
Have you tried the stealth fountain yet? Nope.
Have you been unable to flip SM during prime? Nope.
This feels like whining for the sake of whining.
I don’t need to cut off my arm to know it’s a bad idea and I don’t need to have my angus stretched wide open to know unlimited 2min stealth is an equally terrible one.
And this doesn’t even just apply to zergs. it also applies to gank squads that are already bad enough. prepare yourself because you’re going to be jumped… a lot.
How did they kill dungeons?
they removed dungeon rewards and are adding them to raids to “better focus moving forward”.
translation: they really really want you to buy the expansion and they’re willing to eff over the main game to do it.
They said SOME rewards. Not all.
Yes they said the liquid rewards which means gold. So we’re left with tokens… yay i guess? Tokens are fine when gearing up… and then they are completely useless and the gold made from token armor is totally not worth the time investment.
Let’s be real for a sec. In the old days dungeons were hard and people ran defensive gear. Then they learned the dungeons and everyone switched to zerk. Same thing happened with fractals, and the same thing WILL happen with raids.
People will discover the exploits and stack spots, and raids will turn into mindless button mashes.
I for one am very skeptical about this so called “challenging content”.
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.
A trapper thief is a condi thief? They’re even more condi than a condi thief.
Anyway. A ranger loses stealth when the trap is triggered, really? I don’t feel like gearing my ranger or testing that in pvp, so that’s why I ask.yes this because a ranger trap does direct damage. Rangers still used traps before trappers runes as they not as reliant on stealth as a thief.
Thief traps used to reveal you when using trappers runes because they had direct damage component. Traps were rarely used for this reason. You do not want to lose stealth if trying to clear conditions oir setup a backstab or get away.
Compare this to how a trap ranger/ guardian plays (or did before the trap nerf). They throw traps where enemies AREN’T in order to gain stealth and move around. I used to throw them onto walls and trees so they wouldn’t be triggered. Then when ready you bomb.
If thief traps broke stealth on activation would that have any effect on their ability to cleanse conditions in this manner? they could simply throw down a trap and get stealth to cleanse condis and heal.
Currently they sit in stealth 100% of the time, thus not requiring any creative trap use or danger at all which makes a trap thief miles better than a trap ranger or guardian ever was or will be.
It would also encourage them to use their weapon skills, which this current build completely ignores.
You compare apples to oranges. A thief relies on stealth for all manner of boons and benefits where a ranger does not.
They still have stealth on demand, it just isn’t permanent… it shouldn’t be permanent to begin with.
Here is the issue with throwing a trap down in another location to gain stealth. Any ambient creature triggers it. Players you are not targetting can trigger it. it becomes another reveal which thieves that rely on stealth try and avoid.
this is why you need to be tossing them in places they won’t be activated… every other class deals with this and it works fine. You need to be creative, which is what makes it fun and leads to an element of risk.
This is why so many thieves will not use specific sigils in comabt. they can trigger while stealthed. Other classes do not have to worry about that.
What sigil are these and why would other classes not also have the same issue when stealthed?
See bold.
I already answered that several times over. You just ignore the answer.
Look I played trapper rune ranger and trapper rune thief before patch and before the damage removed from thief traps. I know the difference. You apparently believe stealth is just stealth.
So one more time.
If my ranger trap triggered while my ranger stealthed there was little to no consequences. My rangers attacks on heals , condition cleanse and ability to survive were not predicated on stealth.
That you try to suggest all stealth the same for all classes so if a ranger can deal with it why not a thief than you really do not understand how the game works.
It the same reason reveal skills affect a thief more than a ranger.
Now to your sigil. If I am stealthed and have hydromancy on my dagger as I set up for a backstab , if I swap to that dagger set I am revealed.
If I am a ranger doing the same I have not compromised my ability to do damage.
I’m not sure I understand really given that a trapper ranger (pre trap nerf) sacrifices all stun breaks and condition removal (Healing spring was a joke and still is), and defensive utilities to run traps.
So for a trap ranger stealth literally is the only defense. I still don’t see why thieves are a unique snowflake here that deserve 100% stealth uptime.
How did they kill dungeons?
they removed dungeon rewards and are adding them to raids to “better focus moving forward”.
translation: they really really want you to buy the expansion and they’re willing to eff over the main game to do it.
A trapper thief is a condi thief? They’re even more condi than a condi thief.
Anyway. A ranger loses stealth when the trap is triggered, really? I don’t feel like gearing my ranger or testing that in pvp, so that’s why I ask.yes this because a ranger trap does direct damage. Rangers still used traps before trappers runes as they not as reliant on stealth as a thief.
Thief traps used to reveal you when using trappers runes because they had direct damage component. Traps were rarely used for this reason. You do not want to lose stealth if trying to clear conditions oir setup a backstab or get away.
Compare this to how a trap ranger/ guardian plays (or did before the trap nerf). They throw traps where enemies AREN’T in order to gain stealth and move around. I used to throw them onto walls and trees so they wouldn’t be triggered. Then when ready you bomb.
If thief traps broke stealth on activation would that have any effect on their ability to cleanse conditions in this manner? they could simply throw down a trap and get stealth to cleanse condis and heal.
Currently they sit in stealth 100% of the time, thus not requiring any creative trap use or danger at all which makes a trap thief miles better than a trap ranger or guardian ever was or will be.
It would also encourage them to use their weapon skills, which this current build completely ignores.
You compare apples to oranges. A thief relies on stealth for all manner of boons and benefits where a ranger does not.
They still have stealth on demand, it just isn’t permanent… it shouldn’t be permanent to begin with.
Here is the issue with throwing a trap down in another location to gain stealth. Any ambient creature triggers it. Players you are not targetting can trigger it. it becomes another reveal which thieves that rely on stealth try and avoid.
this is why you need to be tossing them in places they won’t be activated… every other class deals with this and it works fine. You need to be creative, which is what makes it fun and leads to an element of risk.
This is why so many thieves will not use specific sigils in comabt. they can trigger while stealthed. Other classes do not have to worry about that.
What sigil are these and why would other classes not also have the same issue when stealthed?
See bold.
A trapper thief is a condi thief? They’re even more condi than a condi thief.
Anyway. A ranger loses stealth when the trap is triggered, really? I don’t feel like gearing my ranger or testing that in pvp, so that’s why I ask.yes this because a ranger trap does direct damage. Rangers still used traps before trappers runes as they not as reliant on stealth as a thief.
Thief traps used to reveal you when using trappers runes because they had direct damage component. Traps were rarely used for this reason. You do not want to lose stealth if trying to clear conditions oir setup a backstab or get away.
Compare this to how a trap ranger/ guardian plays (or did before the trap nerf). They throw traps where enemies AREN’T in order to gain stealth and move around. I used to throw them onto walls and trees so they wouldn’t be triggered. Then when ready you bomb.
If thief traps broke stealth on activation would that have any effect on their ability to cleanse conditions in this manner? they could simply throw down a trap and get stealth to cleanse condis and heal.
Currently they sit in stealth 100% of the time, thus not requiring any creative trap use or danger at all which makes a trap thief miles better than a trap ranger or guardian ever was or will be.
It would also encourage them to use their weapon skills, which this current build completely ignores.
Well how else do you expect them to move HoT units? if you aren’t going to offer content to make people want to switch you need to make things so unbearable they’ll have to buy.
Honestly not surprised at all. RIP all of you who got excited and pre-ordered. It literally never works out well for the gamer does it?
then Anet be like… “please buy our expansion!”
Your are not the only one..
Think about it..
Noone will play regular Ranger after 23..
I will because I’m not buying the expansion.
I laughed
i’m assuming that your other set is either a shortbow or sword/torch. so at worst you have two evade skills (enough to wait it out on the immob), at best you have three, including one that has really high mobility, and if you had used it before the second trap, you’d have outrun him, because chances are he has zero mobility. you do know skills with built-in evasion still work when immobilized, right?
on your condi clears, you were way too fast to pop your heal. your health wasn’t low enough to justify it, and there weren’t exactly a ton of worrysome conditions on you. you burned it on 3 stacks of poison and a bit of weakness. also, entangle is also a survival skill. could’ve popped that for more condi clearing.
and last but not least, no shared anguish? that trait is kinda vital in competitive situations. ambidexterity is not worth losing an extra stunbreak.
i say that as someone that has ranger as his second most played profession and has been enjoying a condi/survival build lately. basic difference is that i go for shortbow instead of axe/dagger, and sharpening stones instead of signet of stone.
Yes I know there’s a lot of things I could have done… However I had no idea the thief was there. Thought the first trap was just leftover one which is why I used the heal. Also evading would do nothing when the condis are already applied, the shortbow is a terrible, terrible weapon. I could have used entangle sure, but I wanted to see what would happen.
To everyone else:
I’m not necessarily suggesting a nerf to trapper runes (i don’t think they are too strong) but the thief stealth should break on trap activation in fairness. that thief was in stealth 100% of the time. There’s nothing you’re going to do against that except flail around wildy.
Also trap ranger is barely a thing anymore. Since we can’t throw traps we can’t control the stealth. Nobody is running a trapper setup anymore.
Also does stealth not break on trap activation? it does for all the other classes…
why would you even stand in his caltrops….
Hard to move when perma rooted.
Been hearing a lot about trap thieves and the ridiculousness of this spec but I hadn’t experienced it until now. Needless to say my angus was not peppered.
Discuss.
Been wondering how they’ll implement actual mechanics that overcome the ridiculous skill spam. it already can get hard to see wtf the boss is doing in regular dungeons at times.
This thread is so full of fail. This is the equivalent to complaining that your thief buddies robbed you while you were out robbing someone.
lel.
I did map completion on my first 80 and then never touched it again. It’s strange too because i really enjoyed it but could never bring myself to repeat the process.
i would like to see footage of these amazing zerker druids and also the builds used.
Well it looks interesting at least. Ridiculous amount of kiting though
i would like to see footage of these amazing zerker druids and also the builds used.
No clue for raids but WvW is going to be nomad’s. I think GS could be a good secondary set. Sword/horn might be good too which is cool since finally we’ll have a use for warhorn? hehehe
“oh we can never balance for wvw or 1v1s” is such BS.
What a mind bogglingly bad idea… I can’t believe nobody lauhed this idea into oblivion when it was brought up.
Instead many people said it sounded awesome and implemented it. Wow.
Realistically though how often does your team use the foraged items? That is a legit argument fir keeping them the way they are but why not just bring a pet with a way better party buff like the stalker and its 5 stacks of might that affects the whole group and not one person?
you downed the player, not the pet. kill the pet if you don’t want them to use it.
/thread.
axe/dagger + Sword/torch master build!
Charr are my favorite race but it sucks only the cultural armor looks good.
the rest is a huge clipping mess that looks awful.
TFW Dhuumfire hits for 6k and guards get 16 stacks of burning in a second or so.
dis game doe.
DPS meters aside I wonder how long it’ll be until raids are on farm mode. I’m thinking maybe 3 months for the tactics to spread… Then even the lowliest of pugs will be waltzing through them.
remember when dungeons and fractals were hard? yeahhhhh
Remember that dev that used to be here and said that omg he loved ranger so much and played open world pve with it and the sword was awesome that’s why we still have to deal with the horror of auto root and leap?
Irenio is better than that guy I guess.
You don’t mention what kind of PVE you’re doing. For open world go nuts and have fun. For dungeons/fracts you should be running full zerker gear and bringing party buffs (spotter, traited frost spirit) as others have mentioned. if you have a warrior or ele you don’t need to stack might. they do it for the whole party a lot better than you although the stalker is fine to use at the start or if your have a kittenty pug lel.
I agree OP pets are kitten OP… wait a minute…
Yep I was afraid of this. Seems Anet is relying on the honeymoon period hype to sell the expansion but I have a feeling when people actually get down with the classes we’re going to be hearing a lot of complaints.
The druid is extremely one dimensional. After the initial fun of green numbers and zerg diving wears off druid will be boring as all hell. I don’t see it offering anything beyond some heals.
on the bright side ranger might finally have a meta zerg build? which is a plus i guess?
The craziest thing is, the F2 isn’t even my biggest complaint with the pigs. F2 can be worked around to some degree (it’s still ridiculous). My problem is their stupid charge that is so bad it misses in open world PvE. Now your pig is not only not knocking down the target, it’s no where near your fight, it’s charged off in another zone.
but surely the element of flair and confidence you project by running one makes up for it?