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Old Jul 10, 2006, 11:29 PM // 23:29   #21
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Originally Posted by Wrane Latrobe
1) I question the effectiveness of the traps as a anti-melee tactic. Most builds have a draw in them.
Traps aren't really effective for preventing warrior pressure, but they're awesome against spikes. As a warrior player, few things annoy me more when trying to spike a target than a well-played defensive trapper. The sort of build Vindexus posted can watch the warriors constantly and lay a Dust Trap (which kills any spike, even through draws.) He can also spam Blackout whenever the warriors look prepared to spike. Even good warriors tend to give some indication - converging on or snaring a target if nothing else.

Trappers can also be used offensively, though I've never been as impressed with the pressure they create in that way. The conditions and damage tend to get removed too quickly to be really effective.
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Old Jul 11, 2006, 12:43 AM // 00:43   #22
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Originally Posted by JYX
I don't quite understand what you're trying to say here. Half running a flag or double running saves you time anyway, is there any need for further improvements on time by sticking speed boosts on both these guys? Surely, going into a match or making a build knowing you won't be relying on a single runner is a reason to drop speed boosts, not take additional ones.
I would say yes there is a need - most matches turn on the first morale boost, the recharging of the res sigs determines if you can keep pushing or if you are out of sigs and pushed back. Without a fact cast res this build needs sig's to recharge. Being able to push and pressure for morale is important.

The added flexibility of an additional speed boost (for arguments sake say the crip shot) allows them to harress the opposing runner independantly, repair the catapult via back door, eliminate npc's, and still have a good chance at survial; or run the flag as an alternate to the water snare emo, in situations that the water snares/2 hp are more valuable to the flagstand fight.
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Old Jul 11, 2006, 01:12 AM // 01:12   #23
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Originally Posted by Vindexus
Well we have plenty of anti-war. It was never intended for that purpose.
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Originally Posted by Vindexus
The Trapper will trap up the midline unless we really need him to trap the Warriors. The Trapper will also Debilitate a monk and Blackout enemy Warriors.
Wouldn't a e-denial mes be better in this role then (eg, Surge, Burn, weariness, Blackout, distortion, remove hex, res chant, drain enchant) allowing you to bring another sig on the emo while keeping the e-denial elements, and the defensive blackout.
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Old Jul 11, 2006, 04:50 AM // 04:50   #24
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Quote:
Originally Posted by Wrane Latrobe
Wouldn't a e-denial mes be better in this role then (eg, Surge, Burn, weariness, Blackout, distortion, remove hex, res chant, drain enchant) allowing you to bring another sig on the emo while keeping the e-denial elements, and the defensive blackout.
I'd have to say no. First of all, you lose Expel Hexes for Remove Hex which I don't think is really going to cut it against any medium hex team.

You get an edenial rate of 0.89 energy for second from Surge, Burn and Weariness together on a single target. The trapper gets 0.90 just from Debiletating Shot.

The surger also does less pressure damage.

The versatility of traps is also something I really miss playing with. It's really helpful against splits and is great for movement control. You can trap up where the enemy is to force them to move or at least shift around. You can also trap up where you don't want them to go so they either won't or they'll at least be hindered if they do.

Rangers also have more armor, which would allow them to more safely move up to offensively black out a monk than a mesmer could.

The surger would get a longer blackout and fast cast res is a good idea but I personally just don't see it help me win more matches than the trapper I've posted.
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Old Jul 11, 2006, 08:13 AM // 08:13   #25
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Quote:
Originally Posted by Wrane Latrobe
I would say yes there is a need - most matches turn on the first morale boost, the recharging of the res sigs determines if you can keep pushing or if you are out of sigs and pushed back. Without a fact cast res this build needs sig's to recharge. Being able to push and pressure for morale is important.

The added flexibility of an additional speed boost (for arguments sake say the crip shot) allows them to harress the opposing runner independantly, repair the catapult via back door, eliminate npc's, and still have a good chance at survial; or run the flag as an alternate to the water snare emo, in situations that the water snares/2 hp are more valuable to the flagstand fight.
I guess the disagreement is a matter of opinion then. While I agree completely that the factors you've laid out are important, I will also say that speed boosts are not necessarily the answer to either of them. The only thing I will disagree with is the ability for other people to run the flag as an alternate to the e/mo, if you really are half, double or hell...tripple running, then pretty much anyone can successfully run the flag.
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