View Full Forums : GRR Spore spiral nerf :(((((

10-24-2005, 08:23 AM
Ermm- Thats why you can't trust info that is taken from beta, even if NDA is lifted to be a guarantee ofi what is going to be in release. Also, Before you cry foul; at least have the ENTIRE story of what the spell was before it was turned into a single target spell. It was in fact an AoE directional cone based root with a chromatic resist check HOWEVER it also had a 200point damage over time on it, with no real refresh time. Problems with this:

1) Using it as an attempt to Crowd Control damaged all mobs, including summoners, which caused CC'ing to become more difficult due to summoning.

2) It was overpowering in many kite zones, because you could grab tons of mobs (read: I logged onto beta, and grabbed about 35 mobs in castle 2 fire, rounded em all up; and recast this (pre-"OMGNERF") every 12 seconds on them.

3) Also, for some reason when it was its cone-based form, it had an odd habit of pushing the mobs it was knocking back into each other, which really made CC more difficult, because the tank would be getting wacked by all the mobs you knocked-back.


10-24-2005, 09:40 AM
It was changed from cone to single target in beta... not sure why you said it was "nerfed".

10-24-2005, 10:59 AM
ok thanks for the replies ..
I think this spell is potentially great in single target version too , but would need :
- short recast timer, so that chain casting would be possible like with savage root
- pushback out of melee range, so that if 2 mobs are whacking the tank u can push 1 away
this would make it a great spell again

this is a spell i would like to hold up all the time in group situations like i did with savage root till now.
Nothing worse to have a train of 3 mobs and see the group wipe because u could only root 1 and
root was not coming up again..

10-24-2005, 01:05 PM
You get AE snare....

Edit....if you're paying attention, there are several things you can do with just the single target spells.

Lets say your warrior pulls 3. Run up snare one before it gets to camp..... get it rooted. Cast Converge of spirit on the tank. Grab the other with snare pull it back and root it. Continue healing the tank.

10-25-2005, 07:31 AM
well yes i am doing lotsa things .. well when u have a train at ur hands in rss you only have like 10 seconds to do something before wipe (unless uber group). So time is the most important variable.

1- i hold skin of the serpent on the tank all the time, especially before a pull. This effectively slows down mob dps. With an uber tank i was able to hold the group up with a train of 5 in stoneroot and avoid getting too much aggro. Lovely spell.
2a- if difficult pull, wrath of wild tank too. Does DS damage create aggro for the tank?
2- on train inc i root 1 with spore spiral. convergence of spirits when i get it
3- when i get it, aoe snare/rune group .. (rever remember name of spell)
4- after, no time to do anything else, usually just patch heal and hope not to get aggro (will use aggro cancel aa when i get it)

3a- in my dreams, pushback/root 1 mob from tank with spore spiral. requires casting another spore spiral 3 seconds after first one and pushback away from tank, else useless. Using savage roots for first root and spore spiral for second is useless too, as cant afford to waste 2 spell slots for roots .. and savage usually wont hold.

10-25-2005, 10:42 AM
Does DS damage create aggro for the tank?

I dont think DS creates agro.... i could be wrong, but i dont think it does.

10-25-2005, 10:53 AM
It doesn't.

10-25-2005, 02:07 PM
Nope. Ds doesn't. But runes sure do! Ow...

10-26-2005, 01:25 PM
Never wrath of the wild on inc.... if you need to heal right away, that DS could take it to 96 for a nice summon when you heal.... Only time i use that AA is for soloing and long fights. Works well in ingenuity trial as well.

Nope. Ds doesn't. But runes sure do! Ow...

I know that all to well. I runed my self once just as an anguish mini was inc and the puller FD'd..... never raped so hard in my life. I blinked and was dead.

10-27-2005, 02:23 PM
the question was if the DS helps the tank hold the aggro by increasing HIS damage to the mob...

also would like to read some ideas about this: what is the best way to use your time (10 seconds before wipe) if puller brings 2-3 mobs in RSS (or in some hard to reach high end camp) and your group is not uber and evac is the last last last resort?

10-27-2005, 03:18 PM
Best way to use those 10 seconds?

give 3 seconds once mob hets to camp for a little agro to be built, SotG, then clikc a healing potion... then start blast healing the tank and any one else who has agro. Best way to take on 3 mobs is to just tank it. Although if your puller is getting 3 mobs, he needs to learn the proper pulling method.

11-04-2005, 01:39 PM
really think they should remove the recast timer and make it faster casting .. and/or put back the cone aoe effect though

11-11-2005, 06:08 PM
The spell is fine, they just need to fix the knockback part of it.

11-11-2005, 11:42 PM
The only good use for Spore Spiral is soloing in POWater. And even then sometimes it's errfy with the craptastical recast. If it didnt have the KB and recast the spell would be worth it.

11-13-2005, 04:00 PM
I would appreciate any advice on how to best use Spore Spiral. Of my new spells it is the one I am not quite groking yet.

11-13-2005, 10:25 PM
Personally, I use it to solo (root / rot) fairly MR mobs where there is not alot of room to move around without clearing way more then I need to.

Most recently, I used it to solo Preatorion (sp) Myral in Grieg's End.

I also use it any time the mob needs to be rooted NOW, as opposed to Savage Roots, which may be resisted in upper content.

It has specialized uses, but I have found it useful.


11-14-2005, 06:47 AM
Solo - i use to engage high MR mobs (like RCOD ukuns for example or MPG dragorns). Then snare with some tranquillity. If resist .. well evac.
On "normal" resist root rot mobs i use savage root.
Group - i use to root mobs sometimes, but its of very limited use as ghetto CC =(

11-26-2005, 06:45 AM
Although if your puller is getting 3 mobs, he needs to learn the proper pulling method.
heh, if your puller is repeatedly getting 3 pulls in RS he is doing it on purpose.

Ah makes me wish I were still playing my monk . . but of course I would never do anything like that! :ange:

11-26-2005, 11:11 PM
LoL ya that's true, those are my fav kinda groups :)

11-27-2005, 01:34 AM
Gating mobs and runners that get way are ~not~ trains.... they're auto-pulls!

11-28-2005, 02:18 AM
Creative pulling! :P

11-28-2005, 12:35 PM
ahah =)

12-03-2005, 01:59 PM
Frankly, I've been very disappointed with this spell. It seems to last on mobs for about three seconds.

12-03-2005, 02:01 PM
Frequently lasts for full duration for me, must be some really high MR mobs you're fighting =/

12-03-2005, 07:31 PM
I never use it.... not sure exactly where i would use this spell... or what real use it would have unless you're gonna duo Glykus in Tactics.

12-04-2005, 11:13 AM
It has a chromatic resist check, so use it on any high MR mob. Since druids can debuff FR strongly...


I wish they'ld do a few things to spore spirial... Increase or remove the knockback, increase casting range, lower recast time. As is, I don't even consider it an upgrade over savage. However, sometimes when pulling harder dodh tasks I'll mem both for apparent reasons.

12-04-2005, 02:30 PM
Casting range, recast, etc. are all fine imo, I just wish they'd fix it to work correctly. KB then root, not the other way around ><

12-05-2005, 08:28 AM
Casting range, recast, etc. are all fine imo, I just wish they'd fix it to work correctly. KB then root, not the other way around ><

You think a 15 second recast root is fine? lol Remind me not to bring you on a Cavern Botany (hard) run without a mezzer unless you keep the ornate pants you love at the ready.

Really though...necros get a 200 dps dot for their L69 spell and we get a damn root. The least they can do is make it an undisputable upgrade to our other root spells in every sense.


The knockback is on it is worthless. Mobs don't melee from max range. When you aim spore's knockback, it'll push the mob from normal melee range on whoever's it meleeing on to max melee range. While the person can move out of the way, they could do the same with normal root. But with knockback on it you still have to be concious about where your facing when you root, and being that it has little to no potentional to benefit you I'ld just rather not have it.

12-05-2005, 10:13 AM
As opposed to Virulent Paralysis (, a shaman AA and the (as far as I know) only other player castable knockback root in the game? I'd say we have it pretty good considering the AA has a 2 minute refresh.

Ornate pants are <3, don't make fun of them! :tongue:

If the KB worked I would consider it an upgrade, as for right now it's just like Serpent Vines compared to Ensnare, lower duration with a chromatic check =/

12-05-2005, 01:56 PM
My point is, for to the ideal CC tool a 15 second recast time won't cut it, period. Often when root is needed the most, you'll be lucky if you only have 2 adds. I remember doing Cavern Botany without a mez or FD class we often had 8+ mobs in the camp (I was using ornate pants.) iirc spore spirial doesn't overwrite savage roots ethier, which makes it pretty worthless when soloing with ornate pants, especially in tight areas where u want to click pants as snare lands.

Spore Spiral may very well be one of the worst spells of all the dodh spells for any class imo.

12-05-2005, 04:49 PM
I'll agree, it's not a great tool for continuous CC. However, like most of our spells, it's situational when it can be used to greatest effect. 2 mobs make it to camp, this spell suddenly pops one of the mobs back out of danger range and click onate pants to overwrite it for the long duration. It's not very useful right now, but it could be once fixed.

12-05-2005, 05:01 PM
They should just give us an AoE mezz instead :P

12-09-2005, 12:14 PM
Ever since I've gotten this spell, I've tried to figure out how to fit it into my root line up.

Right now, it's in the "never mem" department.

Allakhazam's says it's supposed to last 1 minute. I've found it never seems to last longer than 10 seconds.

Maybe it's just me but I really want a root that will land on mobs and stay on them long enough to help in a "Sh*t hitting the Fan" moment. This spell doesn't do that.

When three or four mobs are attacking the group, rooting one with this spell and then throwing a heal and maybe rooting the next mob before having to even think about the first mob I rooted is the goal. A goal I have never managed to accomplish with this spell.

What am I doing wrong here? Do I just have bad luck with the RNG? Is it lasting for a minute but it just seems to me to be six seconds because I'm busy?

I don't know. Other people seem to think this spell is fine. For me, it is worthless.

Any comments / help?

12-09-2005, 03:01 PM
Honestly, I don't use it anymore either I went back to the one that does not damage to mob and won't break mezzes.
I thought the same thing, that it broke to me ny times and it was making more trouble than not.

12-10-2005, 08:42 PM
depending on content, high MR mobs take Spore spiral a lot better... if I use it though, I have ornate clicky pants on for 4min root!

12-11-2005, 01:12 AM
I think we should dock Dayuna 2 post counts for every post she makes that mentions her undying <3 for ornate clicky pants. I bet she'd be at neg 50! :lmao:

12-11-2005, 01:27 PM
don't be a hater, you know you love 'em too :tongue: