Trappers Respite
It was 10s when the 23rd patch hit, then almost immediately changed to 30s with no warning or reason. It’s not like our traps are that good anyway, I think it was uncalled for.
Woah 20 sec increase……seems pretty steep . Hardly feel reverting the trait to 10 sec cool down or amending the trait to find a middle ground would make the trait over powered. Like you said before i don’t believe the traps are in a too amazing state right now and hardly ever used in my experience. Would just be nice to make the trait useful enough to consider as a different option for further build diversity.
Yeah 10 sec would be ideal even they have to create a lesser version anyway the only reason you would ever use traps on thief is because of the runes so yeah thief traps do suck.
The Dhuumfire thread
I think the worry about a 10 second cooldown is that one would get 5 stacks might and Vulnerability running all the time from the deadly trapper trait. 10 second cooldown would also give up to 6 seconds IMMOB every 10 seconds which IMHO is just too rich when added to all the other benefits.
(5 might stacks 5 vulnerable stacks 3 secs immob 10 secs poison 10 secs of 3 stacks bleed all unblockable is significant on its own. No you do not need trappers runes to use this.)
That said IMPROV does not work with resetting this trap and it should .
(edited by babazhook.6805)
Even though the trap is unblockable, enemies actually need to run in it for it to activate so the only guarantee for the trait is the 5 stacks of might ?! All other conditions require the enemy to directly run over the trap and only hit 1 target when activated (most of the time). I don’t think a lower cool down is a bad comprimise for a trait/skill that has no guarantee to hit in certain circumstances .
Even though the trap is unblockable, enemies actually need to run in it for it to activate so the only guarantee for the trait is the 5 stacks of might ?! All other conditions require the enemy to directly run over the trap and only hit 1 target when activated (most of the time). I don’t think a lower cool down is a bad comprimise for a trait/skill that has no guarantee to hit in certain circumstances .
They do not have to run over it. You can cast traps in battle right on top of an enemy. With Withdraw the respite means it will be at the end of the dodge but I rarely have people not chase me on a withdraw over the trap. Cast time sof our traps are very low .
Using an HIS or Skelk right next to an enemy will lay that trap on top of them. It is not too hard to do.
If you happen to use trappers runes you will than stealth. It actually easier to stealth like this then use CND meaning if it needle trap he nicely Imobbed for your backstab.
If you pull off a HIS right next to him in battle he will trigger that trap. You will be stealthed and if in trappers you will get an even longer stealth.
(edited by babazhook.6805)
It’s only because of a rune by itself it doesn’t compete with Mug, terrible design by the way that a rune made me remember thief had traps and again they can create a lesser version of Needle Trap if they have to the might and vulnerability are of no concern.
The Dhuumfire thread
A potential 30% uptime on immobilize is pretty strong. Now if they were to create a lesser version of this skill for that 10 second cooldown, (we know they can do this, they did it with signet of vamp on necro) then sure.
break. I feel like they should be back by now..”
A potential 30% uptime on immobilize is pretty strong. Now if they were to create a lesser version of this skill for that 10 second cooldown, (we know they can do this, they did it with signet of vamp on necro) then sure.
They also did it for Uncatchable/caltrops.
The Dhuumfire thread
Keep in mind, 10s CD doesn’t mean you get it every ten seconds. It’s on heal, so every 15 seconds at best (nobody traits signet cooldown, and then why would you use SoM every time it’s off CD), which is 20% immob uptime IF they don’t dodge through it, which happens often. You also don’t get the might if they dodge.
It’s only because of a rune by itself it doesn’t compete with Mug, terrible design by the way that a rune made me remember thief had traps and again they can create a lesser version of Needle Trap if they have to the might and vulnerability are of no concern.
What does having the trappers rune have to do with using a trap in combat? I can cast needle trap right on top of someone without trappers runes. I will just get the stealth but the enemy will be immobilized.
This Immobolize lasts longer then the one from panic strike.
Dependent on your build it competes very well with Mug.
It’s only because of a rune by itself it doesn’t compete with Mug, terrible design by the way that a rune made me remember thief had traps and again they can create a lesser version of Needle Trap if they have to the might and vulnerability are of no concern.
What does having the trappers rune have to do with using a trap in combat? I can cast needle trap right on top of someone without trappers runes. I will just get the stealth but the enemy will be immobilized.
This Immobolize lasts longer then the one from panic strike.
Dependent on your build it competes very well with Mug.
You’re telling me you can aford casting HiS right on top of the foe every time instead of picking Mug? Please make a recording of that.
The trait is better than slotting actual traps without the runes is what I mean similar to the guard trait that activates SoW on F1 but you won’t see a guard slotting signets as utilities.
The Dhuumfire thread
It’s only because of a rune by itself it doesn’t compete with Mug, terrible design by the way that a rune made me remember thief had traps and again they can create a lesser version of Needle Trap if they have to the might and vulnerability are of no concern.
What does having the trappers rune have to do with using a trap in combat? I can cast needle trap right on top of someone without trappers runes. I will just get the stealth but the enemy will be immobilized.
This Immobolize lasts longer then the one from panic strike.
Dependent on your build it competes very well with Mug.
You’re telling me you can aford casting HiS right on top of the foe every time instead of picking Mug? Please make a recording of that.
The trait is better than slotting actual traps without the runes is what I mean similar to the guard trait that activates SoW on F1 but you won’t see a guard slotting signets as utilities.
First I never said I can get an HIS off every time. You can not even get a MUG off every time.
You can do things to maximize chances.. I tend to use Withdraw as a heal as I stated before and even though the trap set at the end of the roll , 9 times out of 10 the guy chasing runs over it.
You can also withdraw forwards. Practice this enough and you can get pretty good at setting it off right on top of the enemy. (A larger circle like rangers have would make this easier) I used to withdraw forwards when i was testing on heal effects of various runes (Balthazar, Grenth)
HIS I use less often but all depends on the skill level. If you review some of the guys that put up videos they have no issues doing an HIS when right on top of a guy. I dont have that timing down but I get them off with Pistol off hand. Blind stealth or sometimes you already stealthed and need a heal (Ie you were immobed and did a BP and are low in health).
If you are using heals just to trigger the trap that really not the intent and you are btter off with MUG. If you not going more heavily into traps such as using deadly trapper and perhaps one other trap it not worth it and you should stick with mug.
If a player has an issue getting someone to trip his traps, a lower cooldown is not going to help here. Mug is not used because the benefits it provides that much better. The damage is not all that significant in the great scheme of things. It a single swing on a weapon and happens once every 20 some seconds. The heal a bit more useful but its real strength is it can fit many different builds and is easier to pull off. Most people will stick with mug for those reasons.
So a lesser version of needle trap (or even replace with tripwire if immobilise uptime is a worry – Knockdown on tripwire can be negated with stability ) that does not activate the vulnerability and might from deadly trapper trait in order to compromise for the shorter cool down of around 10 or 15 seconds icd on trappers respite? Sound slightly more fair ?
So a lesser version of needle trap (or even replace with tripwire if immobilise uptime is a worry – Knockdown on tripwire can be negated with stability ) that does not activate the vulnerability and might from deadly trapper trait in order to compromise for the shorter cool down of around 10 or 15 seconds icd on trappers respite? Sound slightly more fair ?
I prefer as is over a lesser version and certainly preder another needle trap over a trip wire.
I use respite with regularity and do not see a lesser version helping a lot( Unless one is using trappers runes then the boost more significant ). I tend not to use a heal just as It comes off cooldown so even with the lowest timed heal at 15 seconds , I am generally not using until after the 20 second point. I would rather have the full trap.
(in essence we are really only talking about one heal and that withdraw. SOM is not well served by this)
If the IMPROV trait fixed so this resets and the lower cooldown in fact occurs when traited sio it 24 seconds , I think it in a good place.
(edited by babazhook.6805)