Aug 30, 2005, 04:01 AM // 04:01
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#1
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Frost Gate Guardian
Join Date: Feb 2005
Location: SLC, Utah
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Spike Trap
Hey all,
Was wondering if anyone knew the duration of knowdown associated with Spike Trap?
Is it minimal or a decent length of time?
Mind
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Aug 30, 2005, 05:05 AM // 05:05
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#2
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Academy Page
Join Date: Jul 2005
Guild: Doers of Evil
Profession: Mo/Me
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Seems like the normal 1 sec kd.
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Aug 30, 2005, 05:31 AM // 05:31
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#3
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Forge Runner
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Never thought of it before... stonefist gaunlet + spike trap...?? heh, I don't use trap very often... so I don't know.
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Aug 30, 2005, 05:33 AM // 05:33
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#4
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Krytan Explorer
Join Date: May 2005
Location: Cali
Guild: Mending For The [win]
Profession: W/A
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its very quick so probably 1 second
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Aug 30, 2005, 06:57 AM // 06:57
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#5
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Ascalonian Squire
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umm I have never been knocked down by spike trap. crippled and bleedingyes but not ever knocked down.
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Aug 30, 2005, 08:59 AM // 08:59
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#6
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Wilds Pathfinder
Join Date: May 2005
Location: IA
Guild: Chronicles of Heroes [CoH]
Profession: R/Me
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Quote:
Originally Posted by Evisicator
umm I have never been knocked down by spike trap. crippled and bleedingyes but not ever knocked down.
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Barbed trap does cripple and bleeding. Spike Trap (the elite) does cripple and knockdown.
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Aug 30, 2005, 08:58 PM // 20:58
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#7
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Frost Gate Guardian
Join Date: Feb 2005
Location: SLC, Utah
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My idea...
I might as well tell you my idea as to why Spike Trap interests me.
If it has a decent knockdown it might be worthwhile with Aftershock.
This would be handy to have near a monk that is getting ganked by multiple warriors.
Close proximity, knockdown and blasted...
If anyone has tried this or is willing to try it, let me know how it turns out.
I have a lvl 12 character and play maybe once a month, so my ability to try it is limited.
Thanks,
Mind
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Aug 30, 2005, 09:22 PM // 21:22
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#8
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Desert Nomad
Join Date: Apr 2005
Location: Canada
Profession: R/
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eh...
i like to use Oath Shot in place of Spike Trap... gotta stack the traps :P
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Aug 30, 2005, 09:55 PM // 21:55
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#9
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Quote:
Originally Posted by Valerius
eh...
i like to use Oath Shot in place of Spike Trap... gotta stack the traps :P
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For pure trapping mode, I bring Hunter's, Barbed trap, Dust Trap, Spike Trap, Serps Quickness, (if no one has spirits..) QZ, EW and rebirth. If QZ or EW is covered by someone else, add trolls or throw dust.
With SQ, QZ and EW all chugging, plus a secondary staff or wand/offhand combo for energy boost, you can spam out 12 to 15 traps before the first one pops.
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Aug 31, 2005, 04:26 AM // 04:26
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#10
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Frost Gate Guardian
Join Date: Feb 2005
Location: SLC, Utah
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Still need some help
I appreciate all the input thus far on my post.
My question hasn't been answered as I had intended however.
I'm looking for a specific length of time that Spike Trap keeps opponents on the ground, with the intention of throwing an Aftershock into the mix potentially catching mutiple enemies at one time(bunched groups etc).
If you have any experience with Spike Trap please post.
I'm not looking for any trap build ideas, just some info on Spike Trap itself.
Again, I appreciate all the previous posters input.
Mind
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Aug 31, 2005, 09:43 AM // 09:43
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#11
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Ascalonian Squire
Join Date: Jul 2005
Guild: Thundercatz
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It's a normal 1s KD and yes you can fit an aftershock into it.
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