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[Spell] Glyph Trap vs. Good/Neutral/Evil

Posted: Sun Mar 06, 2022 5:58 pm
by Skouth
PROBLEM: Active Glyphing in a raid situation is broken, particularly when you factor in things like Transcend Spellgem and Good and Neutral beefier glyphs via Glyph Mastery.
POSSIBLE SOLUTION: A short-lived (think 5 to 10 minutes) Glyph Trap that can stack and, when a glyph of the appropriate alignment is casted, it automatically GGEs the glyph/does something to the glyphs caster/both
Glyph traps can be destroyed with GGEs and aren't good on offense due to their short duration
MP cost could be 20 or even 25 so you can decide whether or not you want to engage in an actual glyph battle with the glypher while pets are chewing your leg or if you just wanna drop 5 traps in and heck off while the tank does his thing

Re: [Spell] Glyph Trap vs. Good/Neutral/Evil

Posted: Sun Mar 06, 2022 10:40 pm
by Fellis
I think this is something that would get wrapped up in some redo of sapping glyphs, I know Nayru has an idea where they thwack you for a bigger hit with a cooldown so they are actually useful

Re: [Spell] Glyph Trap vs. Good/Neutral/Evil

Posted: Sun Mar 06, 2022 10:54 pm
by Nayru
when you move into the tile ye, but there isn't much point to that while being below say 15 mp is effective immunity

though i guess trap sapping that mp ganks someone and then goes on cooldown is another route

but my initial impression way back when glyph mastery was introduced was 'so slowing just autowins with this skill in a glyph v erasure face-off in rtc?..' and i did hear of at least one case where 3 ap ge vs 1 ap slowing (angel glyph) = raid lost