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Game Forum / Role Playing Games / EverQuest / September 2004

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Duo or Trio Root/Rotting.

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Chuck - 28 Sep 2004 20:43 GMT
Last night, I got my first sub-hour AA. Something I thought I'd never
get. Duoed with a Necro. I have the feeling I was slowing him down a
bit though. =) It was probably much better than a one hour AA if you
ignore the down time involved with the deaths that occurred while we
worked out a plan and mastered it.

What we did, was get an expedition in Vxed. See how many non-summoning
mobs were near the entrance, and have the Necro zone in solo. He would
snare one (to attempt to split) and run to zone. We would wait a
little bit then both zone back in. Grab the snared mob and then get to
work.

His normal solo process was to root/rot it until 40% then kite it with
pet following and hitting it in the back. This of course means that a
resist or two and you need to zone. (particularly a resisted snare.)

After some trial and error we dropped into a process that I did with a
Wizzy in PoI (I'm a Shaman, BTW) I'd root it, and keep casting root
while I sit on my horse. (Chain cast root, with small pauses
in-between depending on how long it will stay before it breaks root.)
With KEI or Canni, I can keep the mob rooted indefinitely and Malo and
Disease Debuff it. The other person DoTs it or Nukes it as desired.

Now, the mob will break root for a few seconds here and there
(Particularly if I cast a DoT too. The time it takes to cast the DoT
and the recast time for the Root seems to give a 90% chance that the
mob will break root before I can get it locked down again.) if the
other person is ready with a root of their own, it's no problem.
Keeping the Mob snared is very important, particularly in Vxed where
some mobs can practically one round me.

Having the second person dosen't really make the killing go much
faster, just much safer. Particuarly when the non-rooter has agro,
because I can root it as it walks slowly to the other person without
having to move if I get a resist.

We were doing this as a Necro and a Shaman, you could add any
additional people who can do ranged damage to the mix and speed up the
process. However, it seems to me that a Ranger might be as good a
partner as a Necro or Shaman. They can snare, and root and I believe
they have better damage output than a Necro. (Not sure) Does Archery
break root more often than DoTs? If I remember correctly the larger
the damage in one shot the more likely Root will break, is that
correct? It'd also be nice if the person keeping agro can take a few
rounds from the mob if we get a bad run of resists.

Any thoughts?

-Chuck. (www.wormspeaker.com)
_____________________________________________________
Spread love and understanding...
but don't be afraid to bloody your knuckles doing it.
                                -Alex Ross
Lance Berg - 28 Sep 2004 21:21 GMT
> We were doing this as a Necro and a Shaman, you could add any
> additional people who can do ranged damage to the mix and speed up the
[quoted text clipped - 7 lines]
>
> Any thoughts?

As far as I know, archery breaks root never; just like melee damage.
The only thing that breaks root is DD.  If you have DOTs which don't
have a DD component then they won't break root either, nor will
malaise/tash/slow or other debuffs with no DD component.
Druid/Ranger/Zerker snare won't break root, but I think Necro/SK snare
will (not certain, if they only do DOT damage but no initial DD they won't)

When I say "breaks root" I mean "gives mob an additional chance to break
root" of course, no spell automatically breaks root every time.

I also think you are incorrect about amount of damage; I believe that
any DD has the same shot as any other, that all the DD does is allow the
mob an extra chance to break the root on his own.

A practical use of this principle is to cast a tiny nuke on yourself if
you end up rooted by a mob; usually it only takes a couple tries to
break yourself free.

Root also periodically allows the mob to check to see if he can break
it; and I think that this is a magic resist check, so anything you can
do to debuff his MR will decrease his chances of breaking root.

You probably have more than one line of root; some roots are fast
casting and short duration, some are slow casting and long lasting.  For
root rotting you may find the long lasting ones work better, because
they seem to give the mob less frequent opportunities to break root on
his own.  But you may find the short ones more use if you are actually
casting DDs (even DOTs with DD component), because they are reapplied
faster and cost less mana.

Up until somewhere in his 60s my cleric used his cheapest lowest level
root almost exclusively when soloing, because much of his damage came
from DD; he'd only cast the long duration root when doing CC with it.

Grage, 58 Berzerk, Luclin
Paax, 52 Shaman, Morell Thule
Bergh, 65 Cleric, Morell Thule
kaev - 29 Sep 2004 15:22 GMT
<snip>
>I also think you are incorrect about amount of damage; I believe that
>any DD has the same shot as any other, that all the DD does is allow the
[quoted text clipped - 3 lines]
>you end up rooted by a mob; usually it only takes a couple tries to
>break yourself free.

The Throw Stone combat ability (1 dmg insta-cast DD) melees get now is
very handy for this.

kaev
 
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