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Trapping Webs

Sordidfairytale
Sordidfairytale
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Please add major brittle/berzerk/vulnerabillity/slayer to the synergy so people use it.
The Vegemite Knight
  • Kahnak
    Kahnak
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    Please add major brittle/berzerk/vulnerabillity/slayer to the synergy so people use it.

    I think the biggest issue with this synergy is that you still have to be a certain range away from the ability to use it. As in, it's a ranged synergy. Now with everyone running DW or 2H there are only a few people that will even see it. I believe Inner Fire still works this way, as well.
    Tombstone Reads: "Forgot to get good"
  • Sordidfairytale
    Sordidfairytale
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    Kahnak wrote: »
    Please add major brittle/berzerk/vulnerabillity/slayer to the synergy so people use it.

    I believe Inner Fire still works this way, as well.

    No, in update 44 they changed it so that Inner Fire and it's morphs no longer had this range restriction. Only Trapping Webs has it now. It would be fantastic if they did the same thing to Trapping Webs though.
    The Vegemite Knight
  • El_Borracho
    El_Borracho
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    Congratulations. You have stumbled across the worst skill in the game. Trapping Webs either needs a total overhaul or just be deleted from the game.
  • YandereGirlfriend
    YandereGirlfriend
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    Congratulations. You have stumbled across the worst skill in the game. Trapping Webs either needs a total overhaul or just be deleted from the game.

    Quite right! This skill is SO BAD on so many different levels. But it could be really neat!

    1. Increase the radius to something respectable like 6m
    2. Drop the wonky range activation proviso
    3. Up the number of takers to 3 as seems to be the mini-trend for new synergies these days

    The resulting skill would be fantastic and a PvE staple.
  • Avran_Sylt
    Avran_Sylt
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    Congratulations. You have stumbled across the worst skill in the game. Trapping Webs either needs a total overhaul or just be deleted from the game.

    Quite right! This skill is SO BAD on so many different levels. But it could be really neat!

    1. Increase the radius to something respectable like 6m
    2. Drop the wonky range activation proviso
    3. Up the number of takers to 3 as seems to be the mini-trend for new synergies these days

    The resulting skill would be fantastic and a PvE staple.

    Oooh, upping it to 3, and then organizing it so all players take it = spidermancers and their army of 12 spooders. And possibly up to 36 spooders in a Trial, lol.
  • Kahnak
    Kahnak
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    Kahnak wrote: »
    Please add major brittle/berzerk/vulnerabillity/slayer to the synergy so people use it.

    I believe Inner Fire still works this way, as well.

    No, in update 44 they changed it so that Inner Fire and it's morphs no longer had this range restriction. Only Trapping Webs has it now. It would be fantastic if they did the same thing to Trapping Webs though.

    Oh wow, that was JUST recently. Okay.

    Talk about totally forgetting that a skill even exists. Lol
    Tombstone Reads: "Forgot to get good"
  • ZhuJiuyin
    ZhuJiuyin
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    Trapping Webs is full of Bugs. Although the synergy of this skill is very strong, the spiders summoned can not only be buffed by Daedric Prey and Unleashed Ritualist, but also allow remote players to trigger Aegis Caller without getting close to the boss. The Aegis triggered by Black Widow Caller will also be buffed by Daedric Prey and Unleashed Ritualist at the same time, because Black Widow's attacks and procs are considered pet damage.

    So yes, please redo Trapping Webs.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • Kahnak
    Kahnak
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    ZhuJiuyin wrote: »
    Trapping Webs is full of Bugs. Although the synergy of this skill is very strong, the spiders summoned can not only be buffed by Daedric Prey and Unleashed Ritualist, but also allow remote players to trigger Aegis Caller without getting close to the boss. The Aegis triggered by Black Widow Caller will also be buffed by Daedric Prey and Unleashed Ritualist at the same time, because Black Widow's attacks and procs are considered pet damage.

    So yes, please redo Trapping Webs.

    "Trapping Webs is full of Bugs."

    Lol. I see what you did there.

    Honestly, I don't think the damage is the issue. Functionally, the ability works very similarly to Fire Rune, or more specifically, Scalding Rune. It you compare the tooltips side by side, I feel like you could very reasonably expect similar damage from Shadow Silk if you could count on people using the synergy. Generally, the issue with people using synergies seems to be trying to get them to save them for the tank so they can apply Alkosh instead of DPS mashing X as soon as something pops up on their screen. There just aren't enough people seeing the synergy. I don't know what kind of flavor they were going for with a ranged web synergy, but it's pretty much the sole reason nobody uses it. They really don't even have to fix the synergy - just remove it and have the spiders spawn when the poison damage is applied after 10 seconds. There aren't enough people using it in any meaningful way right now for anyone to miss the synergy if it was removed anyway.
    Tombstone Reads: "Forgot to get good"
  • Sordidfairytale
    Sordidfairytale
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    Kahnak wrote: »
    ZhuJiuyin wrote: »
    Trapping Webs is full of Bugs. Although the synergy of this skill is very strong, the spiders summoned can not only be buffed by Daedric Prey and Unleashed Ritualist, but also allow remote players to trigger Aegis Caller without getting close to the boss. The Aegis triggered by Black Widow Caller will also be buffed by Daedric Prey and Unleashed Ritualist at the same time, because Black Widow's attacks and procs are considered pet damage.

    So yes, please redo Trapping Webs.

    "Trapping Webs is full of Bugs."

    Lol. I see what you did there.

    Honestly, I don't think the damage is the issue. Functionally, the ability works very similarly to Fire Rune, or more specifically, Scalding Rune. It you compare the tooltips side by side, I feel like you could very reasonably expect similar damage from Shadow Silk if you could count on people using the synergy. Generally, the issue with people using synergies seems to be trying to get them to save them for the tank so they can apply Alkosh instead of DPS mashing X as soon as something pops up on their screen. There just aren't enough people seeing the synergy. I don't know what kind of flavor they were going for with a ranged web synergy, but it's pretty much the sole reason nobody uses it. They really don't even have to fix the synergy - just remove it and have the spiders spawn when the poison damage is applied after 10 seconds. There aren't enough people using it in any meaningful way right now for anyone to miss the synergy if it was removed anyway.

    The Undaunted Skill Line is all about the Synergies though, so removing it would be weird.

    The spiders was what always seemed out of place. The Undaunted using spiders feels... strange. (Especially considering what happens to Praxin in Spindleclutch). Having them spawn without the use of a synergy also would limit the teamwork feel for the line. Removing the requirement for range would be easiest.

    The Vegemite Knight
  • Finedaible
    Finedaible
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    Theoretically Trapping Webs synergy is great, it's just the requirements to get the prompt are terrible. Not a surprise though since the Undaunted skill line seems like the most forgotten about skill line since forever. The only times they care about Undaunted is when they make tweaks to taunt skills. Undaunted doesn't even have an ultimate whereas both Fighters' and Mages' lines eventually got one.
  • Kahnak
    Kahnak
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    Kahnak wrote: »
    ZhuJiuyin wrote: »
    Trapping Webs is full of Bugs. Although the synergy of this skill is very strong, the spiders summoned can not only be buffed by Daedric Prey and Unleashed Ritualist, but also allow remote players to trigger Aegis Caller without getting close to the boss. The Aegis triggered by Black Widow Caller will also be buffed by Daedric Prey and Unleashed Ritualist at the same time, because Black Widow's attacks and procs are considered pet damage.

    So yes, please redo Trapping Webs.

    "Trapping Webs is full of Bugs."

    Lol. I see what you did there.

    Honestly, I don't think the damage is the issue. Functionally, the ability works very similarly to Fire Rune, or more specifically, Scalding Rune. It you compare the tooltips side by side, I feel like you could very reasonably expect similar damage from Shadow Silk if you could count on people using the synergy. Generally, the issue with people using synergies seems to be trying to get them to save them for the tank so they can apply Alkosh instead of DPS mashing X as soon as something pops up on their screen. There just aren't enough people seeing the synergy. I don't know what kind of flavor they were going for with a ranged web synergy, but it's pretty much the sole reason nobody uses it. They really don't even have to fix the synergy - just remove it and have the spiders spawn when the poison damage is applied after 10 seconds. There aren't enough people using it in any meaningful way right now for anyone to miss the synergy if it was removed anyway.

    The Undaunted Skill Line is all about the Synergies though, so removing it would be weird.

    The spiders was what always seemed out of place. The Undaunted using spiders feels... strange. (Especially considering what happens to Praxin in Spindleclutch). Having them spawn without the use of a synergy also would limit the teamwork feel for the line. Removing the requirement for range would be easiest.

    "The Undaunted Skill Line is all about the Synergies though, so removing it would be weird."

    I hear you, and I agree that is not the ideal solution. The point I'm trying to make is that if no one is using the synergy anyway, it's not really going to be missed in any organized groups.

    "Having them spawn without the use of a synergy also would limit the teamwork feel for the line."

    Well, like I said, there nobody is getting a 'teamwork feel' for this ability if almost no one is even seeing the synergy. Again, not necessarily making a case to ditch the synergy here, but the point still stands.
    Tombstone Reads: "Forgot to get good"
  • Kahnak
    Kahnak
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    Finedaible wrote: »
    Theoretically Trapping Webs synergy is great, it's just the requirements to get the prompt are terrible. Not a surprise though since the Undaunted skill line seems like the most forgotten about skill line since forever. The only times they care about Undaunted is when they make tweaks to taunt skills. Undaunted doesn't even have an ultimate whereas both Fighters' and Mages' lines eventually got one.

    "Theoretically Trapping Webs synergy is great"

    Agreed, it's actually quite a bit of damage.

    "Undaunted doesn't even have an ultimate whereas both Fighters' and Mages' lines eventually got one."

    I've always wondered when they are eventually going to add an ultimate for this line.
    Tombstone Reads: "Forgot to get good"
  • Avran_Sylt
    Avran_Sylt
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    Kahnak wrote: »
    Finedaible wrote: »
    Theoretically Trapping Webs synergy is great, it's just the requirements to get the prompt are terrible. Not a surprise though since the Undaunted skill line seems like the most forgotten about skill line since forever. The only times they care about Undaunted is when they make tweaks to taunt skills. Undaunted doesn't even have an ultimate whereas both Fighters' and Mages' lines eventually got one.

    "Theoretically Trapping Webs synergy is great"

    Agreed, it's actually quite a bit of damage.

    "Undaunted doesn't even have an ultimate whereas both Fighters' and Mages' lines eventually got one."

    I've always wondered when they are eventually going to add an ultimate for this line.

    Something to do with Companions? (Both due to comradery the Undaunted seem to cherish, and harken to Skyrim's The Companions guild)

    This also serves as a method for the "fashion" "end-game" to be shown off to some extent.

    (Not enabled in Cyrodiil)

    Timely Assistance:
    Your companion steps from the shadows, utilizing their own preset abilities to assist with the fight for the next [x] seconds. If your companion is already in the party, their damage, healing, and durability is significantly increased for the duration, and revived if dead. (Cannot be recast while active)

    Timely Aid (Morph):
    If the companion is alive or not currently in the party an ally is immediately resurrected as well.

    Decisive Assistance (Morph):
    Your Companion immediately casts their Ultimate. (The assumption is that otherwise the companion won't last long enough to cast an ultimate, but also if you've got a companion up already it means you can have them cast it twice in succession)
  • Sordidfairytale
    Sordidfairytale
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    Ooh a class agnostic synergy that rezes a fallen group member would be rad.
    The Vegemite Knight
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