#11
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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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#12
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#13
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Stuns are fantastic agro. Unfortunately, Paladin has to wait until L30 for first Stun, L49 for second, L52 for third, and the latter two both do damage also.
On live, Luclin made Paladin stunning for agro trivial by adding a pair of low level, fast casting, low mana cost, zero damage, stuns (Cease & Desist). IMO it was an overboost that took too much of the thought & tactics out of playing the class, but it was quite an improvement in viability for sub-49 Paladin as a group tank. | ||
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#14
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Sounds like I just gotta keep truckin to 30.
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#15
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My experience of FoL on this server is vastly different.. It's great aggro if it's resisted, the aggro stays after it has worn off and running mobs just run normally. The only time I've had trouble with it is on the few times I've cast it on an incoming mob a little too early.
__________________
Wazzock - Ogre Warrior
Pillock - Iksar Monk Urgh - Troll Shadowknight Twerp - Ogre Shaman Numpty - Halfling Warrior Tosser - Gnome Enchanter | ||
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#16
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I have noticed that when the spell is resisted, I tend to gain a lot of aggro as well. Does the chance for this spell to get resisted go up as you fight higher level creatures? I suspect that unless resistances are a factor, it's just a matter of the target level compared to your characters' level. The root thing is interesting though, I didn't know it just attacks whatever is closest while rooted. Lets me have a bit of control over spreading damage around if that needs to happen. | |||
Last edited by Zehv9; 11-18-2012 at 09:32 PM..
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