Talk:Trap

From Guild Wars 2 Wiki
Jump to: navigation, search

I don't like the sound of these new traps, if you can even call them that now. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 23:47, 21 July 2010 (UTC)

I don't see what's so different about them - it's the same basic concept, with the mechanics just tweaked slightly RandomTime 23:48, 21 July 2010 (UTC)
Can't stack individual traps, can only take a maximum of three (leaving no room for other utility), end when you leave them. That's not a slight tweak, that's pretty much a kill unless they are super-powered (in which case, they are just going to be overpowered gimmick skills). Then again, they may manage to pull it off without being stupid. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 23:56, 21 July 2010 (UTC)
I never knew you could do that in Guild Wars (I've never played ranger, didn't care for it) - so I had no idea about trap mechanics. 3 traps out might be as effective, and you're putting this in a GW player's perspective. A lot of stuff changes in GW2, and that includes build design. Don't knock it until you've tried it RandomTime 00:00, 22 July 2010 (UTC)
My point is that traps in GW2 must be more powerful than traps in GW to be useful (as it took a stack of 10+ traps to be useful, and you could leave them in a choke point all the way across the map). The point that they become useful in GW2 may not be as powerful as a stack of 10 GW traps, but it may also be the point where gimmick teams use them to quickly make stacks of eight/sixteen significantly stronger traps (at which point, would kill anyone walking into them). So I'm worried about how they are going to balance traps to be useful for lone rangers, but not overpowered in ranger teams. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 23:21, 22 July 2010 (UTC)
Who are you to decide that traps can't be weapon skills? --98.21.142.175 00:38, 6 August 2010 (UTC)
I didn't decide that, they were listed as utility skills. Apart from that, they would make terrible and nonsensical weapon skills. Unless you really like bad gimmicks. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 06:49, 6 August 2010 (UTC)
if u r a charr u can get 1 more trap - they have a racial ability to place mines - apprantly Getefix 08:33, 25 August 2010 (UTC)
Yeah, but it still takes up the same skill slot a ranger trap would. It is also supposed to be weaker than any of the ranger ones. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 00:30, 26 August 2010 (UTC)
I think the reason why traps disarm when the ranger wanders to far away is due to the persistant nature for GW2. They're all for helping each other out, but random traps all over the map would probably just become super annoying. That's just my thought on it. Plus, I don't think a trap should be able to do significant damage unless that is it's purpose -- to snare, disarm, trip-up, etc are all good goals for a trap to accomplish, and I think that may well be their purpose in GW2 -- to set the enemies up for a good ambush. 24.213.186.130 16:23, 2 February 2011 (UTC)
Not exactly, the traps don't necessarily have to do a lot of damage, if the negative effect they have is strong enough. Trapping a warrior in a Dust Trap might be worth wile if the blind duration is strong enough. Since he won't be able to harm you for a decent amount of time, giving you the chance to pump out free damage. As everything, it's all a matter of balance. Deshiba 22:45, 23 September 2011 (UTC)

Underwater Participation[edit]

Do these work underwater? --Eclipse143 20:12, 13 July 2011 (UTC)

You get a whole new skill set under water, so I think not... Deshiba 22:45, 23 September 2011 (UTC)

Shrapnel Mine + Traits[edit]

Is Shrapnel Mine affected by the Thief and Ranger traits, since it is a racial skill and not a profession skill? -- Fey User Fey Zeal Blue Sylvari Tango.png 05:39, 12 August 2012 (UTC)

Critical Hits[edit]

Does physical ticks of damage that trigger 2-3 times, or on deployment on target trough Trapper's Expertise can trigger critical hits and supplementary conditions from On critical sigils? (such as Frailty or Earth).Skolven (talk) 16:34, 5 March 2014 (UTC)


Active Time[edit]

Ranger traps stay active if not triggered for: Flame Trap - 90s, Spike Trap 5min, Viper's Nest - 60s, Frost Trap - 60s. Dorid The Blue (talk) 10:01, 18 August 2015 (UTC)