Snare (tactic)

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A snare is a skill or tactic that slows or restricts enemy movement. Snares are useful as a melee counter, for countering kiting, or for preventing a player from attaining an objective in a particular PvP mode. For example, one might snare the flag runner in a GvG match, a monk rushing to heal a Guild Lord, or the relic runner in a Heroes' Ascent relic run.

A snare can be thought of as the opposite of a speed boost.

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[edit] General overview of snares

  • Body blocking. A team can heavily restrict or sometimes entirely stop a enemy movement by using their own characters' bodies as a living wall. Spirits, pets, and minions can help bodyblock an enemy character.
  • The crippled condition. Conditions are easily and cheaply removed, but they are also relatively easy and cheap to inflict. It is possible to stack conditions on top of the cripple to make it somewhat more difficult to remove; for example many Cripshot Rangers stack poison from Apply Poison on top of the cripple caused by Crippling Shot.
  • Hexes that slow. The water attribute of the elementalist, the illusion attribute of the mesmer, and the deadly arts attribute of the assassin contain many useful movement speed reducing hexes. Hexes are somewhat more difficult to remove than conditions, easier to cover to prevent removal, and tend to have more dramatic effects than the cripple condition.
  • Knockdowns. Knockdowns utterly stop an enemy target's movement and most actions for a short period of time. Knockdowns last two seconds (unless otherwise noted), but the effect can be augmented by the Earthbind spirit, the Stonefist Insignia, rapid casting of knockdowns with short recharges (such as Gale), or coordinated chaining of knockdowns from multiple teammates.
  • Incentives. A few unusual spells create incentives for a target to choose to restrict his own movement, for example the assassin spell Enduring Toxin. In addition, there are battlefield conditions created by various spells (such as wells, wards, nukes, traps and spirit spamming) that can convince an enemy to avoid moving into a particular area.

[edit] Snare Counters

  • Hex removal is most common, Holy Veil being cast beforehand in important situations allowing instant removal of a snare hex.
  • Condition removal is good against melee heavy teams for quickly removing cripple. Mending Touch is often used.
  • Stances can be used for several different reasons such as providing speed buffs, blocking attacks in order to avoid cripple, and preventing knockdowns.
  • Speed buffs themselves are a counter to at least some of the effects of snares. The balance between speed loss and gain will reduce the snare's effect. However, be careful of using enchantment based speed buffs when facing snares such as Icy Shackles.

[edit] Application by game type

[edit] Guild Battles

  • Snaring a kiting target can make attacking it much easier.
  • Snaring a retreating enemy can quickly lead to the death of that particular opponent.
  • The act of snaring melee damage dealers and kiting are a great way to reduce the damage your team takes.
  • Snaring melee damage dealers on a retreat reduces the number of deaths your team will take when it's most vulnerable.
  • Snaring enemies in the Guild Lord room makes it harder for them to escape, and can increase the damage they take from pulsing AoE from the Bodyguard such as Fire Storm.

[edit] Heroes' Ascent

  • Snaring the Relic Runner can buy your team time to stop their Relic Runner, and also give you more time to run a Relic.
  • Snaring an enemy Ghostly Hero on a Kill Count map can give your team time to kill it for its extra points.
  • Snaring can severely limit mobility on the capture points map and give your team the time or leverage to gain more shrines and therefore earn your team more points.

[edit] Hero Battles

  • Many HvH teams have a single dedicated runner capturing altars -- an important target to snare.

[edit] Player versus Environment Adventuring

  • In challenging elite areas, snares can be used as an important form of damage mitigation.
  • Some missions/quests are much easier to complete with snares.

[edit] Snares by profession

[edit] WarriorWarrior

Warriors have a few options for causing the cripple condition, and hammer warriors especially have many knockdowns.

  • Shove Shove is a touch ranged knockdown that does not require a successful attack. Sometimes seen as a part of assassin combos.
  • "Coward!" "Coward!" is a shout that can knockdown fleeing opponents.

[edit] RangerRanger

Rangers have many methods of inflicting the cripple condition. Ranger traps can be incentives for enemies to avoid an area. Ranger pets can aid in body blocking (although just as often, pets body block their own masters in PvP.)

  • Barbed Trap Barbed Trap, Spike Trap Spike Trap, Snare Snare are traps that inflict the cripple condition. Spike Trap additionally knocks down anyone caught in it's area of effect.
  • Tripwire Tripwire is a trap that knocks down crippled opponents.
  • Muddy Terrain Muddy Terrain is a nature spirit that slows both friend and foe, and prevents speed boosts. It is sometimes used by spike groups to inhibit enemy movement.

[edit] MonkMonk

Monks do not have many snare skills available. That being said, some of the AoE smite spells can provide incentives for an enemy to leave a particular area.

[edit] NecromancerNecromancer

Necromancers have a few skills that directly snare an enemy. Additionally, minions in large quantities can be used to body block an opponent (though the player has no direct control over this use). Some wells can provide a strong incentive for an enemy to avoid a particular area, e.g. Well of the Profane Well of the Profane. Necromancers may also use a plethora of enchantment removal skills to end speed boosting enchantments.

  • Weaken Knees Weaken Knees is an incentive for a target to stand still, with the punishment being a knockdown.

[edit] MesmerMesmer

Mesmers possess hex based snares in the illusion line. Because of fast casting, mesmers are often used a primary class for casting spells belonging to other classes. In particular fast casting air spike and eurospike often include a knockdown in the form of Gale. Mesmers have many enchant strips that can used to end speed boosting enchantments.

[edit] ElementalistElementalist

Elementalists have many potent slowing hexes in the Water Magic and Earth Magic attributes. Knock down skills, found in the Air Magic and Earth Magic attributes, can be used to disrupt an opponent's movement. Lastly, the Fire Magic attribute has many potent area of effect spells that can be used as incentives for an enemy to avoid a particular area.

  • Gale Gale has a short recharge, fast cast time, and long 2 second knockdown. The drawback of exhaustion can be managed by skilled players. Extremely popular.
  • Shock Shock is a touch ranged knockdown with a fast recharge, fast cast time. The drawback of exhaustion can be managed by skilled players. It has been a popular choice for warriors and assassins in the past.

[edit] AssassinAssassin

Assassins have a wide variety of methods for crippling or slowing targets. Assassins also have enchant strips that can be used to kill speed boosting enchantments.

  • Horns of the Ox Horns of the Ox knocks down a target. Very common in assassin dagger combos.
  • Dark Prison Dark Prison, Shadow Prison Shadow Prison slow targets and Shadow steps the assassin to the target. Shadow Prison is particularly popular because of it's short recharge time and effectiveness with just a few points in Deadly Arts.
  • Siphon Speed Siphon Speed slows targets while providing a speed boost to the assassin.
  • Shadowy Burden Shadowy Burden slows targets and makes them more vulnerable to the assassin's attacks.

[edit] RitualistRitualist

Ritualists have few options for direct snares. Spirit spamming can create incentives for enemies to avoid areas.

  • Wanderlust Wanderlust is a spirit that knocks down stationary enemies.
  • Earthbind Earthbind is a spirit that increases the duration of knock downs.
  • Binding Chains Binding Chains is a powerful hex-based snare which also prevents the target from attacking, but it ends when the target takes damage.

[edit] ParagonParagon

Paragons have few options for snares.

[edit] DervishDervish

Dervishes have a few skills capable of causing the cripple condition. The dervish also has a few enchant removal skills that can be used to end speed boosting enchantments.

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