09/25/08, 3:36 AM
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#1
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Mike Tyson
Night Elf Rogue
Doomhammer
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Infraction for Bovii: WotLK Crap
Post: [Hunter] WotLK Talents & Abilities Discussion
User: Bovii
Infraction: WotLK Crap
Points: 2
Administrative Note:
Message to User:
Original Post:

Originally Posted by Catalept
What if it gave the ability to throw traps, thus keeping PoNE up on raid bosses while still at 30+ yards, and drop LnL-triggering explosive traps on CCed PvPers?
... now if you'll excuse me, I have to mail Satan some snow boots.
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I honestly like the concept of "throwing" traps. Though, the way they're going about it isn't right. Then again, have they really done anything the right way thus far?
Seriously though, they need to scrap the Ice Trap Shot stuff altogether along with our current traps. The problems with our traps have never been what they're addressing. And the solutions that they've giving still don't fix the problems. What good is a ranged Freezing Trap in PvE? What good is a ranged Freezing Trap in PvP when I'm LOSed, the target CC/magic immune, or it can just be dispelled again? For that matter, what good is giving Freezing Trap a "feedback" type kick to the dispeller when the root is only 4s and just as dispellable as the original trap?
This is what I would do. This is just me and how I have experienced the game:
- Trigger range for traps set at 5 yards (disallows "trap dancing") and the visibility of traps is now set at a stealth level equal to the level of the Hunter - X (does not impact Detect Traps).
- Freezing Trap, Immolation Trap, and Snake Traps removed.
- New Traps:- Deadfall Trap - Incapacitates the target for 20s (physical; see sap - all targets) and breaks after X damage.
- Snare Trap - Reduces the target's movement by 50% (physical) and does X damage + RAP*0.1 over 15s (physical bleed effect; see Immolation Trap).
- Smoke Trap (name pending) - Reduces the movement of all targets within 10 yards by 60% for 30s...in addition, reduces the time between attacks by 25% and increases casting time by 25%. Mana cost increased by X%.
- New Trap "Shots":- Smoke Trap Shot: Takes effect upon impact.
- Explosive Trap Shot: See the flame burst arrows in Shattered Halls; Takes effect upon impact.
What the above does is minimizes the weaknesses of traps in PvP, gives the player the ability to still use traps on boss mobs without having to lose DPS running in and out (who does that anyway?) and without reducing traps to a one-and-done sort of thing or a boss "adds" effect, and it actually provides some arena usability by allowing a player to AE snare a DPS train and provide some protection for a teammate. I could be wrong, though, in how people see it.
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