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Unread 01-19-2006, 06:37 AM   #1
Crystalsc

 
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Is it just me or is snare in this game the most worthless spell ever? Is this spell suppose to be for escaping dangerous situations or being able to kite? Usually, when I am far away enough as possible yet still able to cast, by the time the spell lands the mob has already caught up to me and hit me. And beacuse SoW doesn't work in combat it makes it nearly impossible for it to work correctly. Also, it takes twice as long doing this rather than just standing there and taking hits. In EQ1 I remember being able to slow the mob and effeciently land a couple spells before having to run again. Am I missing something here or what?

Message Edited by Crystalscan on 01-18-200605:38 PM

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Unread 01-19-2006, 12:26 PM   #2
Gertack_v2

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Pretend the spell is called "Raise Subjugation" and its purpose will be perfectly clear.Gertack60 Fury, 60 JewelerBefallen - FAllen
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Unread 01-19-2006, 02:11 PM   #3
Yarginis

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Which is even more useful due to the fact that said snare is the only spell we have that relies on the subjugation skill. ;P
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Unread 01-19-2006, 03:08 PM   #4
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I don't think the spell was ever intended to allow us to kite.  I think it's more to allow us to escape difficult situations.
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Unread 01-19-2006, 03:26 PM   #5
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Yep, snare is used as a means of escape - use with pact of the cheetah (or just plain sprint) for full effect.. Of course the reality of it is that in a tight spot, by the time you have remembered which frikkin spell bar you put it on (hardly ever use it) and pushed the button you are usually dead anyway. :smileyindifferent:
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Unread 01-19-2006, 05:22 PM   #6
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OOC.

Shrug, I still like Snare, I always have. I used it a lot for kiting in my 20s and 30s, as it allowed me to kill even orange-con mobs if I decided to (inefficient due to resists but sometimes fun). I still use it a fair bit when soloing, even though I do not kite so often anymore due to everywhere I hunt seeming to have too high a density of mobs, but in order to help reduce damage taken if I move around whilst the big nukes are timer-resetting. I think most Furies could make good use of this spell *when soloing* if a little thought is applied.

However, each to their own. SMILEY

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Unread 01-19-2006, 06:44 PM   #7
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Its been my "oh ****" button in groups if I ever got agro, or I have a mob that just won't quit on my tail.Because of the 5min cooldown it has little more use... although I can honestly say it has saved my but more than once since I got it last level; you can't say that about many spells.EDIT: bah talking about the wrong spell the group snare/root thingy  *looks folish* I use snare as it makes the tank take less damage well it kind of seems to.

Message Edited by boli on 01-19-200603:20 PM

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Unread 01-19-2006, 06:46 PM   #8
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Snare is pretty much useless.  Sometimes I cast it on big mobs so I can see the roots grow out of them because it looks neat.  If the duration was longer, it might be worth something.  But as of now, i think it's better to pincushion a mob to death rather than run around in circles agroing other mobs trying to kill one thing.
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Unread 01-19-2006, 08:25 PM   #9
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Asp728 wrote:
Snare is pretty much useless.  Sometimes I cast it on big mobs so I can see the roots grow out of them because it looks neat.  If the duration was longer, it might be worth something.  But as of now, i think it's better to pincushion a mob to death rather than run around in circles agroing other mobs trying to kill one thing.

Snare is useless because a large chunk of a Furies solo damage is from the damage shield.  If you actually need the time to run away from a mob while your nukes are resetting then you should probably be killing something else.  It's only real use at this point is to get away when you've aggroed either too many or to strong of a mob.
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Unread 01-19-2006, 09:07 PM   #10
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I've always found snare useless.I've never found kiting with it any good, since nukes take time to cast, and by the time the nuke casts, the mob is there alreadyTo get away from mobs, i also find it rather useless....as when you cast it, you've engaged the mob, therefore making it take more time to get away from it. That's the same reason I never have a damage shield up while I'm moving from place ot place..... only cast it immediately b4 a fight, then take it off.
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Unread 01-20-2006, 01:11 AM   #11
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Yeah I so hope we get an AA root and I'll take this useless Snare and delte it from my hotbar. The two previous posts so hit home "Raise Sub skill" and looks cool....................the range isnt that great for kiting and our two main dmg spells take forever to cast.
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Unread 01-20-2006, 01:26 AM   #12
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We have a snare? what?? since when? 

 

 

lol just kidding

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Unread 01-20-2006, 07:59 PM   #13
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I found one small use that I've posted before.  When grouping with ranger who is also doing the tanking role (yes it happens), snare on the mob allows the ranger to get enough distance to shoot their big arrow volley spell without interruptions from the mob.Another use is to cast on mobs the tank pulls to give them time to return to group without getting pounded down. I agree with others though, I mainly use it to raise the skill and see the roots.
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Unread 01-20-2006, 09:03 PM   #14
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Snare would be more useful it it's range was at least 35 meters. As you can't cast it farther than your other spells, and it doesn't slow the mob down enough to get in an extra nuke (usually), it's pretty useless.
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Unread 01-20-2006, 09:41 PM   #15
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Another use is to cast on mobs the tank pulls to give them time to return to group without getting pounded down. I agree with others though, I mainly use it to raise the skill and see the roots.

It's quite funky to see the roots grow out (not to mention pretty horrific with some mobs) but it's a good way of slowing the mob down for the tank to get back if he has had to pull from a long way away. I've noticed however that it can generate aggro, especially (duh) if the tank has had to resort to proximity aggro because of nearby sociable mobs. However as the mob is slowed down the tank usually have ample time to taunt it off.
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Unread 01-21-2006, 03:43 AM   #16
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Well I for one use it when my tank sucks and I am doing the pulling :smileyvery-happy:  Gives me time to get back to the group and the tank can usaully get aggro after that.
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Unread 01-23-2006, 11:37 AM   #17
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Yargnit wrote:Which is even more useful due to the fact that said snare is the only spell we have that relies on the subjugation skill. ;P

Our de-aggro uses subjugation and you really don't want mobs resisting that simply because your subjugation skill sucks. SMILEYGertack60 Fury, 60 JewelerBefallen - Fallen
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Unread 01-24-2006, 06:44 AM   #18
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Snare is worthless in my book....

Wow...this forum use to be very quiet.  Glad to see some life in it again.  See many new names and many ol' friends.  Happy adventuring.....bring on KoS.

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Unread 01-25-2006, 01:54 AM   #19
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I haven't found I needed snare.  Granted 20's are were Fury shine but I don't see a need for it.  My Warden is still doing sub 300 damage at 30 when he uses nukes between heals and little Tobei is firing 600 damage nukes at 23. 

Snare is pretty situational for Fury.  I use it once in awhile but not that often, its not on a hotkey hotbar thats for sure.

 

 

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Unread 01-27-2006, 12:05 AM   #20
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well, snare works perfect when I am in dueling w/ Tank type.  Snare - Debuff - Jump Away - Nuke him.  Repeat the steps and you will be so pround of how good we furies are  =)
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Unread 01-27-2006, 03:13 AM   #21
valadyne

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I use it to pull since it has a decent range on it and is quick casting. I didn't like kiting in EQ1 so never tried using it for that in EQ2. SMILEY
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Unread 01-27-2006, 03:13 AM   #22
quetzaqotl

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It seems that someone on the templar forums has unlocked the real power of druid snare:

http://eqiiforums.station.sony.com/eq2/board/message?board.id=13&message.id=19718

Message Edited by quetzaqotl on 01-26-200602:18 PM

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Unread 01-27-2006, 06:49 PM   #23
Asp728

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I really have no constructive comment to post after reading that.  I'm at a loss.  So in short, one of the things that makes us so powerful is.....snare?  I'm glad I wasn't drinking my coffee when I read that.
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Unread 01-27-2006, 07:19 PM   #24
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Fkin monkeys
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Unread 01-28-2006, 04:38 PM   #25
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No problem, give the templars a snare!   See, no more whinin'

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Unread 01-28-2006, 08:49 PM   #26
WiNgMaN

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Do furies have any roots?
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Unread 01-28-2006, 10:32 PM   #27
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WiNgMaN wrote:Do furies have any roots?

Nope.  That would be the Warden's area of expertise.
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Unread 01-31-2006, 12:56 AM   #28
Yrrej

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Has anyone considered the AOE stifle part of this spell?  It sure keeps down the mob casting in giant's groups.

That's the main use that I have for it.

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Unread 01-31-2006, 01:54 AM   #29
quetzaqotl

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thats not our snare thats our deaggro spell 5 min recast 8 seconds of ae silence+deaggro+snare.

Snare is a separate (druid) spell.

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Unread 02-06-2006, 06:57 AM   #30
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We can snare kite just like Rangers do.   At least the way I do with my ranger.   Start with Big hitter DD or DOT (your choice) and then snare...run way while Big hit DD/DOT resets....pop em again, and resnare (even if it didn't break), rinse, reapeat.  It takes forever because your not doing anything while your DD/DOT resets , but you can take down some things that you can't without it.   I've Seen Rangers really rock with this.
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