Ranger Archive
Thread: Focus on Top 5 List: Traps
I am not a ranger yet, but plan on mastering this profession cause I think it is cool.
There are all sorts of directions you could go with traps. This is something that could really define this class I think.
Here are a couple of ideas.
Area traps: With the rangers ability of concealment and mask scent, he could go into a lair area undetected and place an area trap that covers 5 to 10 square meters. Any creature or personthat comes into this square triggers the trap. The area trap should be restricted to non-damage effects like blind, stun, or immobilization as I feel that damage area traps would be too powerful and have balance issues.I think the area trap should be active for a designated period of time like say 30 min in which time any creature or person that moves in the area of the trap would trigger it. The ranger would also get the skill to detect and disarm a trap that was laid by another ranger. This would make large pvp battles alot of fun and add strategy.
Smoke bomb: This I guess would not necessarily be a trap again, the ranger could use his stealth abilities to enter a lair areato throw a smoke bomb. The smoke area of effect would slowly increase and creatures that the smoke covers, will not be able to aggro people that are fireing on them until they move out of the smoke area.
LSD trap: LOL! one of my personal favorites. This trap when thrown on a creature causes that creature to halucinate to think that the nearest living thing next to it is threatening its life and will thus go berserk and attack.
Interesting idea....
Leadhead101 wrote:
I am not a ranger yet, but plan on mastering this profession cause I think it is cool.
There are all sorts of directions you could go with traps. This is something that could really define this class I think.
Here are a couple of ideas.
Area traps: With the rangers ability of concealment and mask scent, he could go into a lair area undetected and place an area trap that covers 5 to 10 square meters. Any creature or personthat comes into this square triggers the trap. The area trap should be restricted to non-damage effects like blind, stun, or immobilization as I feel that damage area traps would be too powerful and have balance issues.I think the area trap should be active for a designated period of time like say 30 min in which time any creature or person that moves in the area of the trap would trigger it. The ranger would also get the skill to detect and disarm a trap that was laid by another ranger. This would make large pvp battles alot of fun and add strategy.
Smoke bomb: This I guess would not necessarily be a trap again, the ranger could use his stealth abilities to enter a lair areato throw a smoke bomb. The smoke area of effect would slowly increase and creatures that the smoke covers, will not be able to aggro people that are fireing on them until they move out of the smoke area.
LSD trap: LOL! one of my personal favorites. This trap when thrown on a creature causes that creature to halucinate to think that the nearest living thing next to it is threatening its life and will thus go berserk and attack.
My input here would not be for a specific trap per se, but for more trap functionality against social mobs. My experience with most mid-level to upper-level creatures is that I can usually handle one or two on my own, but three to five usually will do me in every time, especially now that my old, trusty probots have lost their armor. So, traps that could restrain or lure social creatures away from their fellows would be really helpful. They might also go a long way to addressing the combat imbalances that we are so familiar with -- that is, some uber elite combat char being able to harvest more thanus because he/she hassignificantly highercombat capabilities than we do.
Iseult
Master Ranger / Mediocre Pistoleer
Bloodfin
Message Edited by Iseult on 03-25-2004 07:11 AM
At the bare minimum ..give us some new schematics for traps. It has been done for other crafting professions. The lights/candles are perfect example. If we're not going to see love anytime in the near future for our profession - at least give us something that works to tide us over please.
Adhesive mesh: increase the duration on mid-level on up. A piket will move after a few seconds (2 traps per kit is expensive if it doesn't last long enough to providea worthyreward).
All these complaints about adhesive mesh duration. Are you still shooting during the adhesive mesh? I tried timing a few of these the other day (when an MBH friend told me they were completely useless) and they held a Rogue Fambaa imobile for about 90 seconds (minute and a half--plenty of time to get away). When shooting, that dropped to about 5 or so. I use the adhesive meshes on bad pulls, not for combat. The phenacine works much better for kiting. While it might be nice to have a trap that keeps stuff from moving under fire for a long time, it would be very exploitable. The only real problems I see with adhesive meshes are the stack size and the ability to hit (that rogue fambaa ran through quite a few stacks for the small number of tests I tried). I'd still love to see an AoE version, though.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
Nemo0 wrote:
All these complaints about adhesive mesh duration. Are you still shooting during the adhesive mesh? I tried timing a few of these the other day (when an MBH friend told me they were completely useless) and they held a Rogue Fambaa imobile for about 90 seconds (minute and a half--plenty of time to get away). When shooting, that dropped to about 5 or so. I use the adhesive meshes on bad pulls, not for combat. The phenacine works much better for kiting. While it might be nice to have a trap that keeps stuff from moving under fire for a long time, it would be very exploitable. The only real problems I see with adhesive meshes are the stack size and the ability to hit (that rogue fambaa ran through quite a few stacks for the small number of tests I tried). I'd still love to see an AoE version, though.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
I can't say for sure about the adhesive mesh (I rarely use it except when specifically testing it) but I did try it several times on the same fambaa (and 2 others that spawned from the same spot). I threw it and immediately peaced (maybe it's not damage but actually attacking? I know you can get agroed for "attacking" a creature lair from well outside range). I know it's not exactly thorough testing (I only went through about 10-15 stacks or so) but it is definately worth looking into. I might do a slightly better test if I ever bother to collect enough polymer to make a crate.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
Slow poison - Reduce creatures attack speed by, say, 30%.
Fear trap - large bang and flash of light to scare creatures off, as per warning shot but with 10-20 sec duration.
Lure Trap - to bring high level creatures from their herds (as promised by Devs last August)
Trip-wire - static KD trap to effect humanoids as well (as promised by Devs last August).
Static damaging traps to lure creatures over; maybe including bleed effects.
More AOE traps in general with a decent AOE effect; allot of creatures are large in size and therefore it is rare for an AOE trap to effect more than 1 critter; the area needs to be much larger.
Traps to actually stick higher level creatures.
Overall aim: Traps should enable a ranger to be desired as a (i) debuffer; and (ii) crowd control source for HIGH LEVEL creature hunting groups. Currently, traps are useless unless for soloing or maybe pairing up against creatures. In fact as they take so long to throw and therefore detract from my damage creatures actually take longer to die if I use traps.
They need to be able to dish out EVERY state in the game. Including knockdown.
AOE versions of all states.
DOT traps.
Should be simple enough, make the melee/ranged state rules apply.
They need to deal out poison and maybe disease.
Bigger stacks.
State durations follow ranged/melee rules
The only state that would seem to be ranger unique would be ROOT, (if memory serves me)
How about some new traps for new damage types. Trap types I would like to see and their uses.
- Spike Trap - Bleed
- Shrapnal Bomb - AoE Bleed
- Polymer Web Trap - AoE Adhesive Mesh trap
- Gas Bomb - AoE Poison
- Poison Dart - Poison
If I understand you correctly, the ROOT trap (Adhesive Mesh) is actually a Scout trap.
Flynn_Nomad wrote:
They need to be able to dish out EVERY state in the game. Including knockdown.
AOE versions of all states.
DOT traps.
Should be simple enough, make the melee/ranged state rules apply.
They need to deal out poison and maybe disease.
Bigger stacks.
State durations follow ranged/melee rules
The only state that would seem to be ranger unique would be ROOT, (if memory serves me)
Some sort of sleep trap that puts all creatures to sleep, allowing you to tackle them one by one.
Also first strike on a sleeping mob should have a higher damage multiplier.
A trap/bomb that causes creatures to agro on the closest thing to them... (including eachother)
Definetly some AOE mesh traps, for when things go wrong and you have 5 or 6 mobs on your ass.
Knockdown trap would be great!! AOE as well.