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  #21  
Old 07-24-2017, 03:31 PM
Triiz Triiz is offline
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Quote:
Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]

Concerning the duration? Well... as a chanter at least, I often don't want something parked for 2-3 minutes or having to monkey around with dispel to be able to reposition a mob. Furthermore, that longer duration is sometimes wasted like if you reroot something that is just dead in 4-5 ticks anyway.
I love it, but sometimes Fetter is a pain in the ass. Everytime you want to move a mob that you previously fettered, it's pretty much guaranteed to last 3 full minutes without breaking even 1 second early.

Now that Taper Enchanment has been changed to only reduce the time left of an effect instead of completely eliminating it I need to mess around with it and Fetter duration. Would be nice if you could get an unwanted Fetter down to like 20 seconds so you could charm/whatever before the mob is charging at you.
  #22  
Old 07-24-2017, 08:23 PM
Floraline Floraline is offline
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So what about when you're rooting running rock golems in The Hole? As a sham, my instill is often resisted. Wouldn't "Root" always be resisted?
  #23  
Old 07-25-2017, 08:02 AM
Triiz Triiz is offline
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Quote:
Originally Posted by Floraline [You must be logged in to view images. Log in or Register.]
So what about when you're rooting running rock golems in The Hole? As a sham, my instill is often resisted. Wouldn't "Root" always be resisted?
No, Root and Enstill have the same resist mod. The level you get access to the spell is irrelevant, only your current level matters.
  #24  
Old 07-25-2017, 08:34 AM
Jimjam Jimjam is offline
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Quote:
Originally Posted by Floraline [You must be logged in to view images. Log in or Register.]
So what about when you're rooting running rock golems in The Hole? As a sham, my instill is often resisted. Wouldn't "Root" always be resisted?
This raises an interesting question, are resist more or less likely on the initial cast than the periodic early break checks?

Is it better to try stick an instil on a resistant mob and hope it lasts after it lands or use root and refresh each time it breaks early?
  #25  
Old 07-26-2017, 03:22 AM
xtraball xtraball is offline
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Quote:
Originally Posted by dude [You must be logged in to view images. Log in or Register.]
You should use the best root you have. always have regen and sow on and if your low on mana you cani for it. I have done 3 cycles on a mob could have done 4 if needed. the cycles go like this;

pull with slow
1st dot (disease)
2nd dot (poison)
root

cycle 2
2nd dot
root

cycle 3
2nd dot
root

should be dead by now if not

cani till root breaks
1st dot
2nd dot
root

not dead yet
run away this is going to kill you [You must be logged in to view images. Log in or Register.]

Why not Root before DoT ?
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  #26  
Old 07-26-2017, 08:32 AM
dude dude is offline
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Quote:
Originally Posted by xtraball [You must be logged in to view images. Log in or Register.]
Why not Root before DoT ?
Because it is slowed and root last longer if its done last, you also don't have to hot key sending your pet in. Dude likes to be efficient.
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  #27  
Old 07-26-2017, 08:41 AM
Jimjam Jimjam is offline
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Quote:
Originally Posted by xtraball [You must be logged in to view images. Log in or Register.]
Why not Root before DoT ?
Shaman DoT have a direct damage component which is liable to break a root.
  #28  
Old 07-26-2017, 09:18 AM
xtraball xtraball is offline
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Thanks !
__________________
Laeelane - Human Monk - Disciple of the 14th level, Ashen Order - <Cracked Staff Artisans >
Sanbanya - Half-Elf Warrior - 8
Wenglaern - Human Wizard - 12 < Auld Lang Syne >
Catastilye - Gnome Necro - 4
Sabany - Half-Elf Warrior - 8 - < Auld Lang Syne >
Aaemo - Erudite Shadow Knight - 6 - < Auld Lang Syne >
Borbama - Troll Shaman - 2
Keibrariza - Iksar Warrior - 4 < Auld Lang Syne >
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