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#12
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Root has some agro, not a lot but more than FoL. More importantly, it:
1. doesn't have the warp issue, 2. doesn't get the wild pathing weirdness where engaged blinded mobs will sometimes just take off (very nasty if mob is SoWed), 3. can be used as crowd-control (root parking mobs away from people.) Root is occasionally useful in groups that have better regen than direct healing (say with druid or shaman plus bard) and multiple characters capable of tanking to spread the damage around (rooted mob will pretty much always attack that nearest player in melee range that is on its hate list.) When grouped with a warrior you can root a mob to make it easier for the warrior to hold agro, leaving you free to root park adds or whatever as necessary. One thing to always keep in mind with Root is that anytime the rooted mob is dd'd (by spell or proc) it gets an extra chance to break the root that is modified by the amount of damage done. Something to avoid (usually) is rooting a snared mob because that will overwrite the snare (happens with druid/ranger and necro/sk and bard snares.) Generally, when grouped with a snaring class, I avoid rooting mobs that are at or under half health and I always watch for "such-and-so is snared" messages from groupmates. | ||
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