Page 1 of 3 123 LastLast
Results 1 to 20 of 60
  1. #1
    Founder Adrenas's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Post Artificer trap disabling

    Okay, I just messed around with an artificer a bit and I like them... but what about traps? Artificers get the skills to disable traps, but they have low hp and no evasion so they can't survive actually getting to many of the control boxes. Someone said that your dog can do the disabling and it has evasion, but they didn't elaborate. Looking at my dogs enhancements I don't know if I can build them to have the saves to evade traps and be tough/able enough to tank/defend me. Then there is also the fact that even with being able to send the dog... there are boxes that you personally can't see or target from the other side of the trap. Example would be the trap in VoN where you have to launch up to disable/drop ladder for the group. I won't be able to even search/see the box for the trap until someone has gone up and dropped the ladder. 1 hit from a trap is going to drop the low health artificer.

    I must be missing something here. Can anyone explain to me how artificers are supposed to accomplish disabling traps that they can't get to/see?

  2. #2
    Community Member grausherra's Avatar
    Join Date
    Dec 2006
    Posts
    0

    Default

    An artificer trapmonkey has a harder time of it than a rogue, to be sure. So far I've prioritized keeping buffs mem'd that can help plow through it (stoneskin, resists, etc) and I've prioritized saves on items. Other than that, I guess a splash for evasion >.<

  3. #3
    Community Member Calebro's Avatar
    Join Date
    Sep 2006
    Posts
    3,692

    Default

    It's a balancing factor.
    People claim that Artys are OP because of all the goodies that they get, but there are safeguards in place to keep them from being as OP as everyone claims.
    No evasion on a comparatively squishy trapper is one of those safeguards.
    .

  4. #4
    Hero Gkar's Avatar
    Join Date
    Oct 2008
    Posts
    0

    Default

    Quote Originally Posted by Calebro View Post
    It's a balancing factor.
    People claim that Artys are OP because of all the goodies that they get, but there are safeguards in place to keep them from being as OP as everyone claims.
    No evasion on a comparatively squishy trapper is one of those safeguards.
    Basically this...

    Artis can ignore the trap boxes that are inside of traps to play it safe, or if they really want to be trap wizards, 2 levels of rogue are in order.

  5. #5
    Founder Adrenas's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Unhappy

    Quote Originally Posted by grausherra View Post
    An artificer trapmonkey has a harder time of it than a rogue, to be sure. So far I've prioritized keeping buffs mem'd that can help plow through it (stoneskin, resists, etc) and I've prioritized saves on items. Other than that, I guess a splash for evasion >.<
    Argh. That's pretty much how I thought it would be. Sending the dog won't cut it because of how so many of the games traps are set up. I really want that Artificer capstone because it's really awesome, but it looks like to do traps i'll have to splash monk or rogue for evasion.. personally I find this to be a gargantuan design flaw to the point where it was almost silly to even give artificers disable traps, other than viewing artificer as a splash option for another class to get rogue skills rather than the standard rogue splash.

    I understand not giving evasion to artificer because of the non-trap related benefits of saving for no damage. But they could have at least made a specific trap evasion feat that only applied to traps. They made so many other new custom things for artificer... that seems like a small effort.

    edit note: Using the adjective gargantuan was overstating things, but before posting this thread I did a lot of searching for threads about artificers trap disabling abilities and didn't find any. It wouldn't be a surprise to the lammania users that artificers don't get evasion, but it seemed like a 400 pound elephant in the room that no one was talking about considering it had just gone live that day.
    Last edited by Adrenas; 09-15-2011 at 05:15 PM. Reason: note

  6. #6
    Community Member JeffreyGator's Avatar
    Join Date
    Apr 2008
    Posts
    184

    Default

    I think that some 90% or more of traps can be disabled without going through the trap or having to stand in it while searching/disabling.

    Artificers have other uses of int beyond a rogue's use for these skills and so thier ability mod should be higher.


    And a variety of other multiclassed toons without vowels thnk/r/s/rbll/sgmp

  7. #7
    Community Member dkyle's Avatar
    Join Date
    Oct 2009
    Posts
    3,930

    Default

    Quote Originally Posted by Adrenas View Post
    personally I find this to be a gargantuan design flaw to the point where it was almost silly to even give artificers disable traps, other than viewing artificer as a splash option for another class to get rogue skills rather than the standard rogue splash.
    I don't see how making one class less good than another at doing one specific (rather minor) thing is a "gargantuan design flaw".

    Rogues are the trap-masters. Artificers can do them too, but with limits.

    And Artis as a splash option? I don't see it being a very popular alternative to Rogue.

  8. #8
    Community Member Calebro's Avatar
    Join Date
    Sep 2006
    Posts
    3,692

    Default

    Quote Originally Posted by Adrenas View Post
    Argh. That's pretty much how I thought it would be. Sending the dog won't cut it because of how so many of the games traps are set up. I really want that Artificer capstone because it's really awesome, but it looks like to do traps i'll have to splash monk or rogue for evasion.. personally I find this to be a gargantuan design flaw to the point where it was almost silly to even give artificers disable traps, other than viewing artificer as a splash option for another class to get rogue skills rather than the standard rogue splash.
    Again, not a design flaw. A balancing factor.
    Sustainable ranged DPS
    Great AoE damaging spells
    Self healing
    A tanky pet that you can also heal
    Some of the best individual buffs in the game
    Superior UMD skills/abilities
    Trapping ability

    If you inherently give them evasion, they are just as OP as everyone claims they are.
    .

  9. #9
    Community Member licho's Avatar
    Join Date
    Jan 2011
    Posts
    1,005

    Default

    Its funny: In the same time there are topics where:
    Artificer complains that without evasion cant reach trap.
    And another:
    Where rogue complains that new class is stealing trap duty.
    So:
    It must be the balance.
    Artificers need to accept that for some traps Rogue is better, or splash Monk.
    And enjoy pets, buffs, spells.
    Rogue need to accept that Arties will have easier time to reach skyrocket DC.
    And enjoy improved evasion, 14d6 of SA, and vorpals (whatever pre gives)

    And go on & have fun.

  10. #10
    Founder Adrenas's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Default

    Quote Originally Posted by dkyle View Post
    I don't see how making one class less good than another at doing one specific (rather minor) thing is a "gargantuan design flaw".

    Rogues are the trap-masters. Artificers can do them too, but with limits.

    And Artis as a splash option? I don't see it being a very popular alternative to Rogue.
    Well, if you take that logic then nothing could ever be a design flaw. Also, handling traps isn't a minor thing. You've seen epic traps right? If you can't handle the role of dealing with traps then what is the point of having the skill? I see that as a big design flaw. That's my opinion. It apparently isn't yours and that's okay.

    I don't see it being a popular alternative to Rogue either, which would reinforce my opinion that it is a design flaw.

    Really, i'm just dissapointed because when I heard Artificers had the skills to disable/pick I was really excited to do some non-rogue trap-monkeying and now I see that I can't actually do so without splashing rogue like everyone else that wants to do traps without being a main class rogue. I mean.. if you have to splash rogue anyway..

    Oh well. Now I know the deal at least. Thanks for responding!

  11. #11
    Community Member grausherra's Avatar
    Join Date
    Dec 2006
    Posts
    0

    Default

    Quote Originally Posted by Adrenas View Post
    Argh. That's pretty much how I thought it would be. Sending the dog won't cut it because of how so many of the games traps are set up. I really want that Artificer capstone because it's really awesome, but it looks like to do traps i'll have to splash monk or rogue for evasion.. personally I find this to be a gargantuan design flaw to the point where it was almost silly to even give artificers disable traps, other than viewing artificer as a splash option for another class to get rogue skills rather than the standard rogue splash.
    No, it was a fine design, and fits my needs exactly :P I won't be a high-end trapmonkey, but I never wanted to. I can however clear most of the traps in my way, and get the bonus EXP to boot, which is all I want.

    Different classes for different taste :P

  12. #12
    Founder Adrenas's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Smile

    Quote Originally Posted by licho View Post
    Its funny: In the same time there are topics where:
    Artificer complains that without evasion cant reach trap.
    And another:
    Where rogue complains that new class is stealing trap duty.
    So:
    It must be the balance.
    Artificers need to accept that for some traps Rogue is better, or splash Monk.
    And enjoy pets, buffs, spells.
    Rogue need to accept that Arties will have easier time to reach skyrocket DC.
    And enjoy improved evasion, 14d6 of SA, and vorpals (whatever pre gives)

    And go on & have fun.
    Also funny, when I saw (or thought) that Artificers could do traps I was thinking that it might make some rogues happy because they wouldn't be the only trap-monkeys anymore and some of them that wanted to could focus more on assassination.

    Don't get me wrong. Artificer is still awesome/fun and I like it. I was just disappointed and do think that it is a bit of a flaw. In the end i'll just have to decide between the capstone and splashing rogue (monk would be less useful since i'd never be centered) like any other non-rogue class would have to do in order to handle major traps.

  13. #13
    Community Member Chai's Avatar
    Join Date
    Aug 2008
    Posts
    11,045

    Default

    Quote Originally Posted by Adrenas View Post
    Argh. That's pretty much how I thought it would be. Sending the dog won't cut it because of how so many of the games traps are set up. I really want that Artificer capstone because it's really awesome, but it looks like to do traps i'll have to splash monk or rogue for evasion.. personally I find this to be a gargantuan design flaw to the point where it was almost silly to even give artificers disable traps, other than viewing artificer as a splash option for another class to get rogue skills rather than the standard rogue splash.

    note: I understand not giving evasion to artificer because of the non-trap related benefits of saving for no damage. But they could have at least made a specific trap evasion feat that only applied to traps. They made so many other new custom things for artificer... that seems like a small effort.
    Its a class that understands mechanical things, including traps better than any other class, and uses technology to get around obsticles that other classes can use physical prowess to get around. Makes perfect sense to me that they dont get any kind of evasion.

    Im glad too. There are ALOT of threads where someone posts that it makes no sense that 2 rog / 18 something else is as good as a 20 rogue at clearing traps. Here we have another class that can do it, but not as well in some specific cases.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013 (when concurrency was ~4x what it is today)

  14. #14
    Founder Adrenas's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Default

    Quote Originally Posted by Calebro View Post
    Again, not a design flaw. A balancing factor.
    Sustainable ranged DPS
    Great AoE damaging spells
    Self healing
    A tanky pet that you can also heal
    Some of the best individual buffs in the game
    Superior UMD skills/abilities
    Trapping ability

    If you inherently give them evasion, they are just as OP as everyone claims they are.
    That's why I was suggesting a specific trap-only evasion like ability. To let them fully take on a traps role without giving them the ability to dodge fireballs and the like. I'll still play my arti anyway. My intention for the toon was decent ranged dps, spells/umd for group support, and clearing out traps. I'll just have to scrap that last purpose or splash rogue is all. I really like the class either way.

  15. #15
    Community Member DarkAlchemist's Avatar
    Join Date
    Jun 2009
    Posts
    0

    Default

    Quote Originally Posted by Gkar View Post
    Basically this...

    Artis can ignore the trap boxes that are inside of traps to play it safe, or if they really want to be trap wizards, 2 levels of rogue are in order.
    I would think 10 levels of rogue for the imp evasion or 9 monk since they are already low health.

    I am so very glad my job was not taken from me as a Mech II rogue by some upstart arti.

  16. #16
    Founder Adrenas's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Wink

    Quote Originally Posted by DarkAlchemist View Post
    I would think 10 levels of rogue for the imp evasion or 9 monk since they are already low health.

    I am so very glad my job was not taken from me as a Mech II rogue by some upstart arti.
    That settles it. Now I have to splash the rogue so I can be an upstart arti stealing your job .

  17. #17
    Community Member
    Join Date
    Oct 2006
    Posts
    103

    Default

    Quote Originally Posted by Adrenas View Post
    Okay, I just messed around with an artificer a bit and I like them... but what about traps? Artificers get the skills to disable traps, but they have low hp and no evasion so they can't survive actually getting to many of the control boxes. Someone said that your dog can do the disabling and it has evasion, but they didn't elaborate. Looking at my dogs enhancements I don't know if I can build them to have the saves to evade traps and be tough/able enough to tank/defend me. Then there is also the fact that even with being able to send the dog... there are boxes that you personally can't see or target from the other side of the trap. Example would be the trap in VoN where you have to launch up to disable/drop ladder for the group. I won't be able to even search/see the box for the trap until someone has gone up and dropped the ladder. 1 hit from a trap is going to drop the low health artificer.

    I must be missing something here. Can anyone explain to me how artificers are supposed to accomplish disabling traps that they can't get to/see?
    Dear Artificers,

    Congratulations. Traps are now your problem, as we can go back to doing what we do best, killing stuff. All the best!

    - Rogues ...

  18. #18
    Community Member dkyle's Avatar
    Join Date
    Oct 2009
    Posts
    3,930

    Default

    Quote Originally Posted by Adrenas View Post
    Well, if you take that logic then nothing could ever be a design flaw.
    I didn't say that one class being better at something can never be a design flaw. Just that making one class better then something than another class is not inherently a design flaw. It could be a design flaw, but you haven't made a good argument for it being one. You basically just say that Artificers should be full standins for Rogues, but I don't see why. Artificers get things Rogues don't, Rogues get things Artificers don't. Trap-disabling is simply a less central ability to them than it is to Rogues (where it's not even that central to begin with).

    Also, handling traps isn't a minor thing. You've seen epic traps right? If you can't handle the role of dealing with traps then what is the point of having the skill? I see that as a big design flaw. That's my opinion. It apparently isn't yours and that's okay.
    There are lots of traps where an Artificer suffices, even in Epics. And there are rather few traps that matter, anyway. Yeah, you're going to struggle with the eVoN5 traps, but so what? Lots of splashes without Improved Evasion struggle there. And it's not like anyone actually runs that thing anyway...

    Really, i'm just dissapointed because when I heard Artificers had the skills to disable/pick I was really excited to do some non-rogue trap-monkeying and now I see that I can't actually do so without splashing rogue like everyone else that wants to do traps without being a main class rogue. I mean.. if you have to splash rogue anyway..
    You can do some traps. Just not all of them (at least not easily).


    Now, I do think Artificers are rather underpowered. But I don't think their trap-skills are the problem.

  19. #19
    Community Member bhgiant's Avatar
    Join Date
    Feb 2010
    Posts
    564

    Default

    I think when you say to yourself, "****, I get X ability if I splash but I lose out of Y ability if I do," and you are having a difficult time making that decision, the design was perfect. It's all about balance, without it, we'd all be playing that ONE class that was better than all the rest.
    Quote Originally Posted by Cordovan View Post
    We are not working with the aliens to send messages that are picked up by your microwaved meatloaf dinner. At least I don't think so...
    Proud member of Tyrs Paladium

  20. #20
    Community Member dkyle's Avatar
    Join Date
    Oct 2009
    Posts
    3,930

    Default

    Quote Originally Posted by Adrenas View Post
    Also funny, when I saw (or thought) that Artificers could do traps I was thinking that it might make some rogues happy because they wouldn't be the only trap-monkeys anymore and some of them that wanted to could focus more on assassination.
    A Rogue that took focus away from assassination to be a trap-monkey was doing it wrong.

    A Rogue doesn't need to give up any DPS whatsoever to get epic traps. 6 INT, full ranks in Search/Disable is enough. The rest is gear.

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload