Jun 12, 2006, 03:19 AM // 03:19
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#1
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Resurgance of Trappers?
Watching Obs mode and looking over builds, there seem to be a lot more Trappers around lately. I've always felt that they were a decent character who's often outshined by other things, but I haven't seen them in builds much until recently.
So why the sudden increase in trapper population? Is there some change in build, tactics, or the metagame which has made trappers more viable? What are they doing now that they wouldn't have done a month ago?
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Jun 12, 2006, 03:27 AM // 03:27
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#2
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Academy Page
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trappers focus, more available traps, it just makes traps a bit more annoying.
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Jun 12, 2006, 06:52 AM // 06:52
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#3
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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I have always liked trappers as they have a dual purpose, good for both defence and attack. Dust trap is an awesome defensive skill if placed near your monks, as is barbed trap (any ground control skill is worth looking at in a build imo).
As to why there is a sudden resurgence, my opinion would be that the previously highly popular adrenal spike is having difficulty with ritualist spirits, and teams are looking at ways that they can make degen/pressure work, as degen completly bypasses these spirits, taking one enemy character out of the game for the most part. Trappers are extremely efficient degen machines, as well as having nice defensive utility as said.
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Jun 12, 2006, 07:30 AM // 07:30
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#4
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Site Contributor
Join Date: Mar 2005
Location: Herts, UK
Guild: One Hitter Quitters [QQ]
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Nature's Renewal.
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Jun 12, 2006, 11:00 AM // 11:00
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#5
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Re:tired
Join Date: Nov 2005
Profession: W/
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I have personally always liked trappers; the same gound controll as a Warder, but with an offensive twist that can also be applied very easily to defending your backline. With the variety of snares and Warrior hate they can inflict, they are appealing. And Spike Trap is pure ownage.
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Jun 12, 2006, 11:11 AM // 11:11
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#6
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Banned
Join Date: Sep 2005
Location: Behind the bush once again
Guild: Guillotine Tactics [GanK] ~ Leader
Profession: W/E
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In no way is trapping equivalent ground control to wards. Wards are enduring defense whereas traps come in a burst or two and can be set aside by a simple martyr or RC.
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Jun 12, 2006, 11:15 AM // 11:15
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#7
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by General Typhus
In no way is trapping equivalent ground control to wards. Wards are enduring defense whereas traps come in a burst or two and can be set aside by a simple martyr or RC.
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They are ground control, just in a different way. You run up to an opponent and lay a trap; most of the time their reaction will be to kite away from it. This allows you to influence the movement of the other team. Fill up a chokepoint with traps, suddenly it doesn't become very appealing to push through it. A snare trap can definately be compared to a Ward vs Foes; the same AoE, basicly the same effect. The difference is one causes a condition that can be removed, the other has a much higher energy cost.
Remember; this is GvG, not tombs. There is no Healing Seed, and hardly ever Martyr or RC.
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Jun 12, 2006, 11:17 AM // 11:17
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#8
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Banned
Join Date: Sep 2005
Location: Behind the bush once again
Guild: Guillotine Tactics [GanK] ~ Leader
Profession: W/E
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Quote:
Originally Posted by JR-
They are ground control, just in a different way. You run up to an opponent and lay a trap; most of the time their reaction will be to kite away from it. This allows you to influence the movement of the other team. Fill up a chokepoint with traps, suddenly it doesn't become very appealing to push through it.
Remember; this is GvG, not tombs. There is no Healing Seed, and hardly ever Martyr or RC.
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Oh, my mistake, I didn't realize this was the GvG area. Yeah, trapping is quite a bit more effective ground control in GvG, especially with the flagstands.
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Jun 12, 2006, 11:56 AM // 11:56
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#9
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Quote:
Originally Posted by General Typhus
Yeah, trapping is quite a bit more effective ground control in GvG, especially with the flagstands.
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The thing that appeals is that if you lay a spike and/or barbed trap in the kind of areas their monks will kite into, then you have made your warrior's jobs easier. If you lay a dust and/or barbed trap in an area where your monks will kite into then they have quite a bit of protection from enemy warriors. If you also throw into the mix the other kind of skills that rangers are good at bringing, such as blackout, distracting shot, or spirits and, as JR says, the ability to deny certain parts of the map to enemies, or even make them think twice about entering an area, then I think you have a strong character in certain build types and on certain maps where control of chokepoints is key to victory (jade, burning, meditation come to mind)
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