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World in Ruin Passive and Trapping webs

GusTheWizard
GusTheWizard
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I wanted to talk about the trapping web ability and the dks new cost reduction passive to poison Damage abilities.

World in Ruin
* Decreases the Stamina cost of your Poison ability by 25%,
Trapping webs actually doesn’t cost that much with this passive.

Trapping webs
* Hurl strands of cursed spider silk to ensnare your foes, reducing the Movement Speed of enemies in the target area by 50%. After 5 seconds the webs burst into venom, dealing 824 Poison Damage to the enemies within.
* A ranged ally targeting an enemy in the webs can activate the Spawn Broodlings synergy dealing 801 Poison Damage to them and summoning two spiders to attack for 15 seconds. The spiders bite enemies for 109 Physical Damage

This skill could be used on Stam dk to help get better uptime on Alkosh, the problem is the trapping webs synergy can only be activated if you’re 15 meters or further from where you placed it meaning the tank will never get the synergy

Stam dk could have some actual utility if you changed the synergy to be at the location.
Edited by GusTheWizard on November 3, 2018 10:23PM
  • ElFonz0
    ElFonz0
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    I would also like to add that the spiders summoned by the synergy are very strong if summoned by a stamina character, especially if using Shadow Silk.
  • WrathOfInnos
    WrathOfInnos
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    Yeah, the minimum distance synergy was an interesting idea, but didn’t work out well. 15m is a long way away, even ranged DPS are usually to close to synergize it. If they really want to make a synergy that excludes melee DPS and tanks, then it should be minimum 8-10m.
  • Ragnarock41
    Ragnarock41
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    Its pretty useless for PvP use, can't really talk for PvE though.
  • MaxwellC
    MaxwellC
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    I agree with Ragnarock, if we want some real changes in our sustain then this is definitely not one of them. Our sustain issues revolve around using stamina skills that deal physical damage with no real decent way to keep being offensive before running out of steam. We rely solely on our ultimates and potions and in the past we had helping hands but now that's gone.
    不動の Steadfast - Unwavering
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    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
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  • MashmalloMan
    MashmalloMan
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    Stam DK pve sustain is amazing. You need to recheck your build. Can't talk about pvp.. but there's a whole list of problems wrong with stam dk's in pvp.

    I agree with OP, they need to fix that skill. They need to make it actually useful, the delay is pretty awful, but the synergy is really nice. Would be much cooler if it was a 6 second DoT instead of delayed direct damage.

    Taking away the min distance would be great too. I remember reading about that in 1 of the recent class rep notes so ZoS is probably already aware.
    Edited by MashmalloMan on November 4, 2018 12:03AM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Ragnarock41
    Ragnarock41
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    Stam DK pve sustain is amazing. You need to recheck your build. Can't talk about pvp.. but there's a whole list of problems wrong with stam dk's in pvp.

    I agree with OP, they need to fix that skill. They need to make it actually useful, the delay is pretty awful, but the synergy is really nice. Would be much cooler if it was a 6 second DoT instead of delayed direct damage.

    Taking away the min distance would be great too. I remember reading about that in 1 of the recent class rep notes so ZoS is probably already aware.

    I think delayed direct damage is fine and stamDk already has way too many dots to their access anyways.(also counting PI and acid spray it makes a total of 4 poison dots which screams LACK OF CREATIVITY to me.)

    I think being a delayed direct damage ability makes trapping webs unique in that sense , though it really needs some work.
    I'm not saying turn it into a direct copy of sub assault but it could be something near that with a much smaller area and obviously ground based , I mean if sub assault is not a balance problem(which is a big argueable) then I can't even imagine how trapping webs can possible be.

    They can at least make it easier and faster to use,improve the base ability so that its not a dead skill used for the synergy and reconsider the range requirement on the synergy, and boom. StamDK might have a new toy to play with in both pve and pvp.
    Edited by Ragnarock41 on November 4, 2018 1:31AM
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