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Originally Posted by doomsayer
illusion of haste
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Originally Posted by Str0b0
Spike Trap...aggravating to get and limited in it's utility. Sure it cripples and does knockdown but honestly it's not that hard to hold the aggro and keep the monsters in the AoE of the trap.
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!!!!!!!!!!!!!!!!!!!!!!!!!!! The only reason UW trapping groups work as well as they do is because of spike trap! It hols then there long enough to kill them. Otherwise, you would have to lay down atleast twice as many traps.|
Originally Posted by sh4ft3d
!!!!!!!!!!!!!!!!!!!!!!!!!!! The only reason UW trapping groups work as well as they do is because of spike trap! It hols then there long enough to kill them. Otherwise, you would have to lay down atleast twice as many traps. |
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Originally Posted by Matsumi
I was trying to think of a use for keystone signet, couldn't really find one, but then I thought maybe there is one...
say you're using up some skills that have a long recharge time, and you have a couple of signets also, use them, then hit keystone signet. For some of the skills that have long recharge times, would the disabling part in a way shorten the recharge times if they're really long? Or would it just stack on to skills that are already recharging? Does anyone know what I'm trying to get at? lol |
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Originally Posted by Matsumi
I was trying to think of a use for keystone signet, couldn't really find one, but then I thought maybe there is one...
say you're using up some skills that have a long recharge time, and you have a couple of signets also, use them, then hit keystone signet. For some of the skills that have long recharge times, would the disabling part in a way shorten the recharge times if they're really long? Or would it just stack on to skills that are already recharging? Does anyone know what I'm trying to get at? lol |
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Originally Posted by CKaz
new ele elite second wind - read that bad boy... lmao
I like how ele energy options pretty much have to be elites and often have to cause exhaustion. Like the 2 new ones. OK... |
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Originally Posted by Str0b0
Not true at all. Spike trap is so not necessary for UW. I can't count the number of times I've cleared UW without a single person using spike trap in the group. It took no more time than usual. It took no more traps than usual. We laid traps till QZ wore off then did two more sets afterwards, which I understand is pretty standard timing. There really shouldn't be a significant amount of time between them hitting the traps and them dieing either if everyone has 16 WS. It should be more or less instantaneous which again makes spike trap's snaring and knockdown effects pretty pointless in my opinion. I think that when the trapper build was being concieved they took it because it was the only elite trap. This was back when everyone assumed that a damage dealing elite must be good. Then it just kind of hung around. Still this is only my opinion on this. The fact remains though that it is not necessary for UW and my continued success with 4 and three man groups is testament to this. I'm sure others could tell you about successful trap groups without spike trap as well.
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Originally Posted by Shinsei
Poison Arrow. Oh hello apply poison! What's that? You're a cheaper method of poisoning people AND you're not an elite? That's unpossible!
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Originally Posted by Byne
Poison Arrow = 5 Mana
Apply Poison= 15 mana Wow, apply poison is cheaper... |
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Originally Posted by sh4ft3d
I have actually been trapping for a long time, and I dont think anyone can deny that spike trap is useful. It does more damage than barbed trap, costs less under normal circumstances (without EW), and provides an interrupt (albeit slow) by knockdown. Very useful in recovering from botched coldfire attempts if you are with a less experienced group.
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Originally Posted by Formina
2. Amity
Plus a bunch of other ones -_- |
| Apply Poison= 15 mana |