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View Full Version : Game Mechanics: Snare not effective on SoW'd mobs


gimper42
04-06-2010, 02:45 PM
This is something I have only noticed in West Commons, but it is definitely a problem. The rangers at the druid circle all buff themselves upon spawn. They do 4 buffs each, one of which is SoW. If I pull one of them with Dooming Darkness after they have fully buffed themselves, they run at full SoW speed. After snare and fear have landed they run so fast that my pet cannot keep up with them.

Now here is the problem: When I am buffed with SoW and the ranger casts Ensnare on me, I become fully snared and I keep the SoW buff. Mobs ignore snare when SoW'd, but players do not.

Clearly this is broken. Iirc, in Classic any snare or root that lands on a mob or player will overwrite (canceling) SoW or any other +movement speed buffs.

At some point during Kunark or Velious the Sow/snare/root interactions were changed so that they would not overwrite each other (bards were able to break out of root by playing Selo's for one pulse before this fix). This change also meant that you could cast root and snare on a mob and they both would stick, previously they would just overwrite each other.

Can someone take a look at this?

EDIT: This was a thriving and sought after exp camp for 34-40ish necromancers on live servers. I have never seen anyone other than myself killing these rangers on p1999.

Humwawa
04-28-2010, 03:02 AM
Bump - this is definitely the case with any snared, SoW'd mob.

Humwawa
04-28-2010, 12:47 PM
Nobody's noticed this?

Tallenn
04-28-2010, 01:55 PM
I remember in classic, that snare actually over wrote SoW... what? you never accidentally snared yourself??

Bumamgar
04-28-2010, 02:34 PM
Yeah, snare should over-write sow and related buffs.

JayFiveAlive
04-28-2010, 03:30 PM
In classic there was a bug that if you were a bard and got snared, the first tick of Selo's would be overwritten by snare, but the next tick would "unsnare" you. (played on RZ pvp server so maybe not many know about the bug).

:)

Yoite
04-28-2010, 03:40 PM
having played on TZ pvp server i can say this was the case.

Humwawa
04-29-2010, 06:16 PM
Bump.

Also, snare doesn't seem to be working appropriately on targets returning to their spawnpoint. In Classic, a mob returning to it's spawn is considered "fleeing" and its movement is reduced or entirely halted if snared.

Azureblaze
04-30-2010, 10:51 AM
Being a druid in live back in 99, I can confirm that snare replaced SOW - I had snared myself more than one time! I'm not playing a class that can snare right now so have not noticed it.

alreadyhome
04-30-2010, 03:27 PM
Same for a necro, darkness will land but mobs with speed enhancements will not be affected in the least.

Humwawa
05-02-2010, 02:58 PM
I probably shouldn't bump again, but I will one last time...

Please don't hate me, Rogean: I'm sure you've got more than enough crap on your table as is. =(