Assassin spell: caltrops

Aotis Shamrock

Pre-Searing Cadet

Join Date: Mar 2006

Cripple foe and adjacent foes for 5-13 seconds, attack does half damage...

wow this looks like a pretty great spell, i think itll become part of alot of PvP builds

fiery

fiery

Banned

Join Date: Oct 2005

maryland

InYurFace Gaming [IYF]

R/

Matyr for the aielment. <-- Sp?

ZennZero

ZennZero

Krytan Explorer

Join Date: Apr 2005

R/

Is that the right description? guildwiki has this:

Spell. Target foe and all foes adjacent to your target are Crippled for 5...13 seconds. Caltrops has half the normal range.

No mention of damage at all. It seems to be a short range, AoE cripple with no other damage or effects.

swordfisher

Krytan Explorer

Join Date: Sep 2005

Zenn and Guildwiki are correct. But wasn't there another skill called crippling dagger? Cripple a single foe, inflicted a bit of damage, *and* counted as a lead attack? Also at half range, but I could see that be veddy veddy useful.

Mercury Angel

Mercury Angel

Avatar of Gwen

Join Date: Apr 2005

Wandering my own road.

Quote:
Originally Posted by swordfisher
Zenn and Guildwiki are correct. But wasn't there another skill called crippling dagger? Cripple a single foe, inflicted a bit of damage, *and* counted as a lead attack? Also at half range, but I could see that be veddy veddy useful.
If the description is right, and the cripple only triggers on a fleeing foe, then it could also be awful. 'Fleeing' is much more limiting than 'moving'.

swordfisher

Krytan Explorer

Join Date: Sep 2005

Yeah, I had forgotten about the fleeing bit. But it did inspire me to post on just that topic, saying that all skills which trigger on 'fleeing' should trigger on 'moving' instead. The 'flee' condition is so easy to avoid it's trivial.

Jas D

Jas D

Krytan Explorer

Join Date: Feb 2006

Oklahoma, USA

None

Quote:
Originally Posted by fiery
Matyr for the aielment. <-- Sp?
Not every monk is going to have that skill.

Yep, Caltrops sounds good to me.

Vermilion Okeanos

Forge Runner

Join Date: Feb 2005

Is it like illusion of haste + plauge sending in one skill, sure why not.

Andy_M

Andy_M

Wilds Pathfinder

Join Date: May 2005

Worthing, UK

(Don't fear) The Beaver

Hmmm, wonder if there is an elite version where the caltrops are dipped in droppings - causing poison as well. Metal-soled boots shout grant immunity from the basic skill anyway.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Quote:
Originally Posted by Mercury Angel
If the description is right, and the cripple only triggers on a fleeing foe, then it could also be awful. 'Fleeing' is much more limiting than 'moving'.
Crippling Dagger will most likely be changed to "moving" since the current change to bull strike and charge.

Seems only logical to update all skills with "fleeing" to "moving" otherwise it will never see play.

Caltrops has a 20 recharge and small aoe. Might as well use cripple shot. On the plus side its a spell so cannot miss (except to SB and OF like all spells) and a nice 1/4 casting so it does make it better than pin down. Would be good for oath shot rangers that use pin down currently to replace it with caltrops.

I think siphon speed is better than both of those options. Hexs are harder to remove. Has a 5e cost 5 recharge and last for 5...13. Speed debuff and buff all in one for very cheap and spammable.

Mercury Angel

Mercury Angel

Avatar of Gwen

Join Date: Apr 2005

Wandering my own road.

Quote:
Originally Posted by twicky_kid
I think siphon speed is better than both of those options. Hexs are harder to remove. Has a 5e cost 5 recharge and last for 5...13. Speed debuff and buff all in one for very cheap and spammable.
Yes, that was my thought as well. I think if any debuff becomes a common-use spell, it'll probably be Siphon Speed. Whether you're a warrior trying to catch a target or a hex spreader, it's simply awesome. You could snare warriors so that they can't keep up with your squishies without a speed buff, or you could snare the enemy's squishies so that your melee forces aren't kited quite so easily.
And of course, the movement buff is always nice too.

Ken Dei

Wilds Pathfinder

Join Date: Jan 2006

W/Mo

Caltrops, is one of the BEST Assassin skills there is period. I ALWAYS had it in my skill bar over the preview weekend. It didn't do damage but it kepted any foe I was after from getting away, and when used defensively it got entire groups of melees off monks.

They better not change this skill.

Fred Kiwi

Wilds Pathfinder

Join Date: Sep 2005

[cola]

I think it would be much better if there was a trap that assassins used, called caltrops.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Quote:
Originally Posted by Fred Kiwi
I think it would be much better if there was a trap that assassins used, called caltrops.
Definitly. /sign sign sign

Ken Dei

Wilds Pathfinder

Join Date: Jan 2006

W/Mo

NO. Caltrops is fine the way it is, besides caltrops are generally thrown, because if you see them on the ground you'll avoid them.

imortal

imortal

Ascalonian Squire

Join Date: Jan 2006

None and looking.

E/Me

I used crippling dagger to replace Gale to see how well It would work when GW:F actually did come out ( assuming Gale would be nerfed) and I wasn't impressed mainly due to the "fleeing" definition. If its changed to moving I think it could become pretty useable skill.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Quote:
Originally Posted by imortal
I used crippling dagger to replace Gale to see how well It would work when GW:F actually did come out ( assuming Gale would be nerfed) and I wasn't impressed mainly due to the "fleeing" definition. If its changed to moving I think it could become pretty useable skill.
About as usable as pin down its the exact same skill with half the recharge and a spell instead of attack.