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Trap Beast - Needs buff

Siv
Siv
Soul Shriven
Volcanic Rune is bigger, does more dmg, activates faster, fun to use, and has range. A 6 second immobilize isn't quite enough alone. This skill, along with Fighters Guild skills in general, needs buffing.
  • NordJitsu
    NordJitsu
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    100% agree.

    I think quite a few non class skills and stamina skills need buffs.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • Rev Rielle
    Rev Rielle
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    I think being a trap it should last a lot longer than it currently does. 5 minutes or similar would be a lot more appropriate.
    If you can be anything, be kind.
  • Gilvoth
    Gilvoth
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    agree, agree, agree, and AGREE!
  • apterous
    apterous
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    it is weird indeed for a physical trap to just vanish after 30 seconds. what happens to it? lore friendly explanation please.
  • PurpleFox
    PurpleFox
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    apterous wrote: »
    it is weird indeed for a physical trap to just vanish after 30 seconds. what happens to it? lore friendly explanation please.

    Magic
    IGN: Sophie Daedric-Heart
    Class: Night-Blade
    Pack Master of Hircine's Wolfpack
    Don't Sell the gift, instead, give the gift.
  • Gisgo
    Gisgo
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    If a 30 seconds duration wasnt bad enough it takes 4 seconds for the trap to be active so you cant even use it to escape someone that is following you.
  • PurpleFox
    PurpleFox
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    May i just say that none of this is of immidiate concern. Fighters guild powers are already overpowered as **** and with your bonus on us wolves, who by the way need a complete overhaul you clearly dont need any more buffs. If anything fighters guild skill lines need a nerf.
    Edited by PurpleFox on May 20, 2014 1:25AM
    IGN: Sophie Daedric-Heart
    Class: Night-Blade
    Pack Master of Hircine's Wolfpack
    Don't Sell the gift, instead, give the gift.
  • apterous
    apterous
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    Gisgo wrote: »
    If a 30 seconds duration wasnt bad enough it takes 4 seconds for the trap to be active so you cant even use it to escape someone that is following you.
    morph it so you can place it up to 28 meters away. put it few meters in front of you and just run through, enemy follows and boom, there you go.
  • Gisgo
    Gisgo
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    apterous wrote: »
    Gisgo wrote: »
    If a 30 seconds duration wasnt bad enough it takes 4 seconds for the trap to be active so you cant even use it to escape someone that is following you.
    morph it so you can place it up to 28 meters away. put it few meters in front of you and just run through, enemy follows and boom, there you go.

    Tried it, didnt like it. Double trap ftw!
    It just needs a longer duration or a faster activation.
    Edited by Gisgo on May 20, 2014 1:28AM
  • Gisgo
    Gisgo
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    PurpleFox wrote: »
    May i just say that none of this is of immidiate concern. Fighters guild powers are already overpowered as **** and with your bonus on us wolves, who by the way need a complete overhaul you clearly dont need any more buffs. If anything fighters guild skill lines need a nerf.

    The only good skills in the fighter's guild line are circle of protection and flawless dawnbreaker (and just for the passive).
    Just because WWs need a buff it doesnt mean the fighter's guild needs a nerf.



  • apterous
    apterous
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    then it's just a choice (preference) you made over other choice that prevents you from using it like that.
  • belugian
    belugian
    volca rune is magicka, trap is stamina. it can be handy. about to test it anyway
    Stradius (AD)
  • belugian
    belugian
    tried , had fun but mostly useless :)
    Stradius (AD)
  • NeroTheDk
    NeroTheDk
    Soul Shriven
    Gisgo wrote: »
    apterous wrote: »
    Gisgo wrote: »
    If a 30 seconds duration wasnt bad enough it takes 4 seconds for the trap to be active so you cant even use it to escape someone that is following you.
    morph it so you can place it up to 28 meters away. put it few meters in front of you and just run through, enemy follows and boom, there you go.

    Tried it, didnt like it. Double trap ftw!
    It just needs a longer duration or a faster activation.

    This^

    I have recently been using this on my StamDK and when it hit (traps) the enemy player it does allow for some sweet combos. At least for me. I have noticed though making this activation faster or according to the tool tip “arming it.” To 0 seconds instead of 1.5 would make it more effective in a fight. Especially on front bar with main damage in hand.
  • Anyron
    Anyron
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    Both fighters and mag guild needs rework. These skills are there since launch and outdated. You compare rune and trap beast but lets be honest, both sucks.

    Also its trap beast. How you can trap someone who isnt beast?
  • MashmalloMan
    MashmalloMan
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    Anyron wrote: »
    Both fighters and mag guild needs rework. These skills are there since launch and outdated. You compare rune and trap beast but lets be honest, both sucks.

    Also its trap beast. How you can trap someone who isnt beast?

    This thread is almost 6 years old and none of the comments should be taken seriously when these abilities have gone through numerous changes.

    The only things that need to be changed is adding minor force to volcanic rune then..

    Barbed trap is great, but lightweight trap needs something extra so it's not a complete damage loss vs barbed trap. The cost reduction helps nullify the fact that you need to cast it more frequently, but it does less overall damage and duration for the same function, just ranged. I'd like to see it become aoe or deal increased up front damage with instant arming.
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