Ranger Archive
Thread: What would you like to see traps do?
JascoSmlee wrote:
I'd be happy if we could just use traps against NPCs and players.
yup, i agree, that's all i want. at minimum they should work on npcs.
WildBil2Me wrote:
What about universal combat specials (that worked with both ranged and melee weapons) which replaced certain bugged traps?
They'd deal damage as well as apply certain states.
I would support that: universal combat specials that applied a range of states such as stun, intimidate, dizzy, and a smaller range of traps that did things like root, lower melee or ranged defence, increased accuracy etc. Plus some general accy and speed mods somewhere in the tree as well.
Have been testing tka with master ranger on CU and with only a single combat elite the attack options are very limited and the attack speed is so slow. Took me 30 mins to kill a dewback lair, level 65. The hide yield per creature was over 400 units but it was seriously slow to do the lair. My guess is something like swords,tka, scout 0040 will actually end up harvesting at a faster rate because of the bonus to speed and accuracy double mastery gives you since the general speed and accuracy mods stack across professions. When I get some time I will test this out.
Will be slightly sad if master ranger single combat prof is once again not the best template for harvesting.
- Root/snare/slow traps
- Debuff traps
- Anti-aggro traps
- Aggro traps
- "Fear" traps
We also need group abilities:
- Target painting traps