View Full Version : Plant Line - Please remove the Root effect
Sir_Halbarad
01-25-2006, 11:04 PM
This Debuff breaks after 2 seconds max because the root breaks - making this CA useless most of the times.If devs could get rid of the mob root effect, this skill could work as intended.<div></div>
Lyrus
01-25-2006, 11:41 PM
Or seperate the root effect from the debuff, that would be peachy as well.<div></div>
Anfauglith
01-26-2006, 03:50 AM
the root effect is a nice idea...but I'd prefer it removed than the way it is now...best would be if roots breaks, slow/snare part stays...<div></div>
mochl
01-26-2006, 06:14 PM
The root is breaking because the mobs are being damaged. If you dont damage the adds the root doesnt break and the debuffs stay for the full duration. If they take out the root or make the debuff stay after the root breaks, it might make it a bit on the overpowered side. As the art stands now, its a great tool to use if you dont have a mezzer with you to lock down a second encounter.Now if the debuff would stay as long as I am rooted, even if the NPC's root breaks then it would pay for itself in more situations. This might have been what you meant originally but i didnt see that clarified.<div></div>
OriginalIrongno
01-26-2006, 07:30 PM
<div></div><p>I actually use the plant line to stop mobs in their tracks on some raids. Granted taunts work etc. but say you are engaging a mob chanters in the group that is supposed to mez two of the 3 or more targets... Do you chance it on a taunt resisting or do you chance an almost 100% of the time root landing? Also lets not forget I am sure the Debuff is added aggro. I almost immedately pop off 3 taunts if the mobs need to be mezed.</p><p>Maybe I just look at the spell differently but I only see the beneifit of it as a root. Otherwise I'll never use the spell.</p><p> </p><p>Thanks for your time,</p><p>Swampborn.</p>
OriginalIrongno
01-26-2006, 07:33 PM
<div>"I almost immedately pop off 3 taunts if the mobs need to be mezed."</div><div> </div><div>I meant to put AFTER the Plants been done I do that... While having a few of my other buffs ready to take the hits, so healers don't need to scream in desperation as my hps almost reach critcal lows. :smileytongue:</div><div> </div><div>Swampborn</div>
Lyrus
01-26-2006, 10:38 PM
Here's something else that would be nice, and I'd settle for this one as well. How about if everyone's attacking one mob, allowing plant to break on that mob, but remain on every other mob that was affected so the debuff/root remains on them as well. As it is currently, once it breaks on 1 mob, it breaks on all mobs.<div></div>
mastersard
01-27-2006, 02:06 AM
<div></div><blockquote><hr>Lyrus-D wrote:Here's something else that would be nice, and I'd settle for this one as well. How about if everyone's attacking one mob, allowing plant to break on that mob, but remain on every other mob that was affected so the debuff/root remains on them as well. As it is currently, once it breaks on 1 mob, it breaks on all mobs.<div></div><hr></blockquote><p>That's the root of the problem.</p><p>Pardon the pun.</p>
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