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View Full Version : warden roots bugged?


psisto
10-23-2008, 08:02 PM
<p>I admit that since I just started a warden, I dont have much experience to rely on saying this, but heres something I cant help notice:</p> <p>The root we get has a mere 5% chance of breaking upon target taking damage - yet Ive only once made it last longer than my second spell. 90% of the times, the first or second spell i cast breaks it again and has the mob coming right at me. Two or three times so far, the root broke midway in the casting timer, so the target wasnt even taking damage yet. I root, I start casting, and the mob is on my toes shortly after the spell hits.</p> <p>Might just be me, but the 9% break chance is playing out as more of a 95% chance right now, rendering root a bit of a silly thing</p>

Prrasha
10-24-2008, 05:13 PM
<p>Warden roots aren't only break-on-damage, they're also break-over-time.  You can root a mob and do nothing else to it, and the root may not last its full duration.</p><p>Only things you can do are get your Subjugation skill up, use the Movement line AA to reduce root resistability, or get a higher rank (Adept, Master) of your root spells to reduce the break chance.  (And I'm not 100% sure that all of those apply to the break-over-time, tho they all apply to the initial root being resisted or not.) </p>

psisto
10-28-2008, 02:37 PM
<p>ahh thanks for the info. I didnt know about the break-over-time, that explains the root breaking when the target didnt receive any apparent damage. The whole effect has alleviated itself a bit now too, I dont get as many first-hit breaks anymore as I used to. it was just extreme in the beginning, where every 9 out of 10 roots would break after the first damage spell</p>

Meirril
10-29-2008, 03:54 AM
<p><cite>psistorm wrote:</cite></p><blockquote><p>ahh thanks for the info. I didnt know about the break-over-time, that explains the root breaking when the target didnt receive any apparent damage. The whole effect has alleviated itself a bit now too, I dont get as many first-hit breaks anymore as I used to. it was just extreme in the beginning, where every 9 out of 10 roots would break after the first damage spell</p></blockquote><p>Sounds like your subjugation skill was low for your level. Keep casting roots!</p>

Gilfandron
10-29-2008, 08:25 AM
<p>And add your snare. It's handy for boosting subjugation, cast fast, and if the root breaks the mobs will approach you even slower.</p>

Oakum
10-29-2008, 12:13 PM
<p><cite>psistorm wrote:</cite></p><blockquote><p>ahh thanks for the info. I didnt know about the break-over-time, that explains the root breaking when the target didnt receive any apparent damage. The whole effect has alleviated itself a bit now too, I dont get as many first-hit breaks anymore as I used to. it was just extreme in the beginning, where every 9 out of 10 roots would break after the first damage spell</p></blockquote><p>Yes, just think of it as every tick (about 4 seconds I think it is) the mob rolls against the root and your subjugation skill, if it wins, the root/snare breaks. The same goes for the charm animal line.</p><p>EDIT: added more info to be clearer about roots breaking on attacks also.</p><p>And, as you have experienced, every time the mob is attacked, it also rolls against the root spell based on the chance to break the rspell when the mob recieves damage and your subjugation skill lvl.</p>

psisto
11-05-2008, 10:29 AM
<p><cite>Oakum wrote:</cite></p><blockquote><p><cite>psistorm wrote:</cite></p><blockquote><p>ahh thanks for the info. I didnt know about the break-over-time, that explains the root breaking when the target didnt receive any apparent damage. The whole effect has alleviated itself a bit now too, I dont get as many first-hit breaks anymore as I used to. it was just extreme in the beginning, where every 9 out of 10 roots would break after the first damage spell</p></blockquote><p>Yes, just think of it as every tick (about 4 seconds I think it is) the mob rolls against the root and your subjugation skill, if it wins, the root/snare breaks. The same goes for the charm animal line.</p></blockquote><p>ty for the insight. so this means that upgrading a root from app1 to ad1 will also improve the chances for it to hold then? reason Im asking is that the root spells I saw so far are /exactly/ the same on app1/2/4 and ad1, when comparing their stats, only with ad3/m1 does the resistability improve, so i figured buying roots at ad1 would be pointless. but if it will benefit the breaking chances, then of course, Id update my lowlevel roots</p>

Oakum
11-05-2008, 03:01 PM
<p><cite>psistorm wrote:</cite></p><blockquote><p><cite>Oakum wrote:</cite></p><blockquote><p><cite>psistorm wrote:</cite></p><blockquote><p>ahh thanks for the info. I didnt know about the break-over-time, that explains the root breaking when the target didnt receive any apparent damage. The whole effect has alleviated itself a bit now too, I dont get as many first-hit breaks anymore as I used to. it was just extreme in the beginning, where every 9 out of 10 roots would break after the first damage spell</p></blockquote><p>Yes, just think of it as every tick (about 4 seconds I think it is) the mob rolls against the root and your subjugation skill, if it wins, the root/snare breaks. The same goes for the charm animal line.</p></blockquote><p>ty for the insight. so this means that upgrading a root from app1 to ad1 will also improve the chances for it to hold then? reason Im asking is that the root spells I saw so far are /exactly/ the same on app1/2/4 and ad1, when comparing their stats, only with ad3/m1 does the resistability improve, so i figured buying roots at ad1 would be pointless. but if it will benefit the breaking chances, then of course, Id update my lowlevel roots</p></blockquote><p>I am not sure about the app 1-4.</p><p>I always get adept 3 and master as soon as i can because the roots will be a life saver for soloing (including the small range aoe deaggro root) as well as groups since they can buy time to heal, evac, or run off mobs solo not to mention root nuke/ca killing mobs that would chew you up normally if you were close enough to autoattack them and ca range is longer then autoattack range so you can root ca mobs.</p><p>The only thing you lose is room to reroot them if/when the roots break (emergancy deaggro root works good for this but has a several minute recast time)  but if you watch the root icons in your effects window or on the mob you can usually keep two roots on them and decrease the chances of that happening.</p><p>In groups it buys time to get a tank up or evac/run off also. It is also a useable crowd control item for adds or groups of mobs that you dont want hitting the tank all at the same time ifyou can avoid it.</p>

Odys
11-05-2008, 03:40 PM
<p><cite>psistorm wrote:</cite></p><blockquote><p>I admit that since I just started a warden, I dont have much experience to rely on saying this, but heres something I cant help notice:</p> <p>The root we get has a mere 5% chance of breaking upon target taking damage - yet Ive only once made it last longer than my second spell. 90% of the times, the first or second spell i cast breaks it again and has the mob coming right at me. Two or three times so far, the root broke midway in the casting timer, so the target wasnt even taking damage yet. I root, I start casting, and the mob is on my toes shortly after the spell hits.</p> <p>Might just be me, but the 9% break chance is playing out as more of a 95% chance right now, rendering root a bit of a silly thing</p></blockquote><p>The problem is probaly your skill (the one that raises when you cast the root, something like sujugation) .. When it will ba maxed your root will hold much better.</p>