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View Full Version : Roots in PvP


Denomolos9
08-14-2007, 07:32 AM
<p>As we all know wardens can have up to 4 different roots, which at first seems like it would be awesome for pvp.  But as I understand it, once someone is rooted in pvp, they are immune from any further roots for a certain length of time.  Please correct me if I'm wrong, but doesn't this basically mean that all of our additional roots are useless to us in pvp?  If they're all on the same timer then we mine as well just have one root, as far as pvp is concerned.  I'm thinking of taking my aa points out of the wis line because I only spent them there to get heirophant's grasp, and it's not doing me much good in pvp with the timers and the fact that I already have the AE root from our basic spells.</p><p>Anyway, I think it sucks that one of our class-defining abilities (having multiple different roots) is essentially useless to us in pvp.</p>

Arielle Nightshade
08-16-2007, 06:26 PM
<p>I'd have to look but it Seems to Me (tm) that the immunity from root is on Hierophantic Grasp only (ie, you can't recast that one over and over)...snare and other roots should work?   I'll check it out.</p><p> I have never had any trouble rooting or refreshing anyone...with that WIS AA setup and our usual roots enhanced by AA.   Wardens have the best root in the game, and for PVP it's one of the better skills.     Are you actually having an issue with it, or have you just read descriptions and it sounds like that might be a problem?</p>

luwegeeeee
08-20-2007, 12:30 AM
You are correct to an extent.  Yeah, our roots rock we have many types and long durations but the consequence is once you land one on someone they begin the immunity timer (which is twice the length of the duration of the root).  So, basically once you land one on person and range attack them don't plan on using it again for awhile (you learn to watch their buffs to see when the root immunity wears off).  Fighting multiple people though you can have a choice of which roots to use.  Generally save the AoE root for emergencies or to force them to clear target.  I rarely use heirphants grasp.  Unless i am taking huge damage where i am forced to use anti deaths, I won't use roots.  I let them hit me and hurt themselves for the most part via damage shields and sandstorm. In group pvp it is important to see if their group has a warden with nature's walk, which you can do by looking for that buff graphic on them.  In group pvp i rarely root except for the emergency root or when i have free time i will cast the AE root to decrease their agility and snare them whether or not they have a healer. Snares have no immunity timer and can be stacked multiple times.

Spag
08-23-2007, 03:57 PM
<p>All roots have the immunity timer.  However I like to start the battle with group root.  Might as well use the nerf to cures to our advantage.  This can easily keep some of the PVP'ers out of hte battle if their healer cant cure them fast enough, or they dont carry around their own cures.  Nothing makes me happier to see a group rooted and almost completely ineffective while we beat down each memeber one at a time.  I figure it takes just a few seconds, and it can easily cut down on the other groups DPS, and in many cases, cripple them.</p><p> The other day I was with a swash in my guild, he was 70, I am 65.  We came upon a Warlock and an assassin, both 70.  I group rooted, and the assassin was stuck.  He could not get position, he could not get into melee range, he could do nothing but ranged attacks.  If I hadn't the assy could have dropped me quick, and left the swash with a 2v1.  Rooting made all the difference in that fight.</p>