View Full Version : Kiting / Root-rot Duo Question
cohaagen
09-17-2010, 10:50 PM
Will two snare-type spells or two root-type spells stack on a mob?
For instance, if a Druid and Necro duo, the Druid could cast Snare and the Necro could cast Engulfing Darkness. Or, if a Druid and Shaman duo, the Druid could cast Grasping Roots and the Shaman could cast Root.
Virtuosos
09-17-2010, 10:57 PM
one will off-set the other
highest level spell will replace same-type i believe...times dont stack up. cant be doubly snared :$
JackFlash
09-18-2010, 12:12 AM
Correct, The higher lvl caster's snare/root will overwrite the the lower level. Least thats how I remember it in classic.
zianlo1
09-18-2010, 12:56 AM
For the necro druid combo, does the druid snare overwrite the entire spell of darkness (snare+dot) so the darkness spell does no dmg???
RKromwell
09-18-2010, 01:15 AM
Depends on the level of the caster.
Bubbles
09-18-2010, 04:30 AM
The druid snare costs less, resists less, and lasts longer. You'll want the necro stacking better dots than the darkness line as ways to spend his/her mana to maximize dps. The only time you'll want the necro snaring is as a backup in case you're on seafury island and the druid went 0/2 on snare when pulling, which should hardly ever happen 40+.
Skope
09-18-2010, 09:19 AM
The druid snare costs less, resists less, and lasts longer. You'll want the necro stacking better dots than the darkness line as ways to spend his/her mana to maximize dps. The only time you'll want the necro snaring is as a backup in case you're on seafury island and the druid went 0/2 on snare when pulling, which should hardly ever happen 40+.
the darkness line is pretty efficient and puts out great dps. a good necro will also always time their snares so the short duration isn't really much of an issue.
cascading darkness is 72dmg a tick for 1.36m and 1152 total damage with a 60% snare. all of that for only 300 mana :P
lyyfeleech
09-18-2010, 10:50 AM
There is rarely a reason to ever use any of the darkness line but dooming.
Bubbles
09-18-2010, 11:04 AM
the darkness line is pretty efficient and puts out great dps. a good necro will also always time their snares so the short duration isn't really much of an issue.
cascading darkness is 72dmg a tick for 1.36m and 1152 total damage with a 60% snare. all of that for only 300 mana :P
Anything you are kiting long enough to make Cascade run it's full course is probably better suited (and less resisted) w/ an ignite and bond.
Basically, you have to cast bond on just about anything, ignite is far better for a decent kite, and even seafuries really don't require stacking Bond/Ignite/Cascading. If you're stacking all 3 of those, what would the druid do besides bind in OOT and gate out to sell your loot? :)
And if we're talking pre-49 (and we probably should), druid snares stack up a lot better vs. Dooming.. And BoilBlood fares well vs. Dooming, too. /shrug.
In general you're 100% right for soloing, but it just seems like a big waste to be snaring as the necro in a druid duo.
yaeger
09-18-2010, 12:05 PM
Yeah only the highest spell will take effect.
Though, I thought that if you rooted a target, it automatically dispels the snare on the target. At least that's what happened in classic.
stroh68
09-18-2010, 03:28 PM
Though, I thought that if you rooted a target, it automatically dispels the snare on the target. At least that's what happened in classic.
I didn't start my druid on live until Kunark, but as I remember root never overwrote snare, and it certainly doesn't on P99. Now root/snare/treeform/Spirit of Cheetah would all overwrite SoW on live, they do not overwrite here though.
yaeger
09-18-2010, 08:05 PM
------------------------------
January 9, 2001 3:00 am
------------------------------
*Root and Snare*
Root-type spells and "snare" type spells now use a separate spell
effect.
Previously, "Root" spells would overwrite any snare effect upon the
target. When the root would wear off, the target began moving at full
speed. With this change, when root wears off, snare will still be in
effect. This has a few added effects on the other end.
For instance, root will no longer cancel SoW or Journeyman's Boots
effects. It also allowed us to correct a long-standing bug that was
allowing bards to cancel root on themselves by playing Selo's
Accelerando if Selo's was in effect at the time that the bard was
rooted. As mentioned in a previous patch where the first part of this
bug was fixed, this was not the intended effect.
I was curious so I did some digging. Classic through Velious root did nullify movement effects such as SoW and snare.
Vague as to whether or not this was considered a bug. I think the root overriding snare is a good thing. Maybe the Devs will notice and change it.
Messianic
09-18-2010, 09:06 PM
I think the root overriding snare is a good thing.
Why?
yaeger
09-18-2010, 09:29 PM
Well, a couple of reasons:
1) It's classic.
2) It adds a level of complexity that defines the solo and group game. Stacking movement debuffs is redundant and it adds too much of a safety barrier.
cohaagen
09-19-2010, 01:12 AM
Wow thanks for all the tips and advice.
I played a little PvP on Live, so I actually remember the different ways that snare/root/SOW could happen. If I had SOW, then got rooted, I would still have my SOW when the root wore off. However, if I had SOW, then got SNARED, the snare would negate the SOW immediately, so when the snare wore off my SOW was gone. And yes, if I was snared, then rooted, then root wore off, I was still snared (assuming the timer on the snare wasn't up yet).
I believe SOE patched it this way based on the concept that snare and SOW are movement speed buffs/debuffs, whereas root is a more temporary means of holding an enemy in place (ie can't move at all).
I agree that it would add a level of complexity, but from what I understand, the patch date of January 9, 2001 is well within the "Classic" timeframe, so yes the mechanics changed, but they are by no means "Un-Classic".
Messianic
09-19-2010, 08:53 AM
Well, a couple of reasons:
1) It's classic.
2) It adds a level of complexity that defines the solo and group game. Stacking movement debuffs is redundant and it adds too much of a safety barrier.
I'd argue root is a different class of movement debuff altogether...Sure, it makes it harder if you can't snare+root, but I don't want to make it harder...
However, if they ever modify (as they eventually did on live) dots to doing full damage only if a mob is rooted/feared, I would definitely want to be able to root+snare.
yaeger
09-19-2010, 12:56 PM
I don't understand, I've proven that the mechanic was changed from a Classic state in 2001. That solo classes could still solo when root nullified movement debuffs.
I can understand where some people come from. They don't want a 'nerf' on a mechanic they use to solo. Yet, we see posts all the time about people wondering why solo exp is so much better than group exp.
Classic was balanced around the concept of root nullifying snare effects well into the Velious time-frame. Not only class balance, but group vs. solo balance. This change would go a little way towards narrowing those gaps.
Alawen Everywhere
09-19-2010, 01:03 PM
Uh, that's not "well into Velious". That's a couple months into Kunark.
yaeger
09-19-2010, 01:33 PM
Uh, that's not "well into Velious". That's a couple months into Kunark.
It was my understanding that Velious went live in Dec 2000.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.