View Full Forums : Hail, an Unsnared mob


Panamah
10-08-2003, 11:45 AM
Ok, I dedicate this flame to the ranger, druids, necros and SK's I've grouped with in LDoN that don't snare.

Last night I'm grouped with a ranger in Rujarkian in Last Chance Arena, where the mob density is pretty tight and the pulls are big. Usually I'm the group "minder". I nicely ask people to do their jobs if they aren't, but last night I just decided I had joined someone elses group, it really wasn't my place to be the heavy.

So... we had this ranger in our group, a dungeon with lots of runners, and fast ones. Well, I think for the first 25 minutes we had 5 runners that go a fairly good distance from the group before we killed them. I figured that by #5 the ranger might have been reminded of his duty to snare... so I kept my mouth shut.

#6 ran into an unbroken room stuffed with mobs with the typical results. Ranger says, "I lagged out". Hmmm... yeah, right.

I make a hotkey to say, "Hail, an unsnared %T"

We ask the ranger to announce his snares from now on, and the shammy and cleric start rooting because they don't trust him.

So, we resume... Enchanter is pacify pulling. Me, being a rogue, I join her (SoS sneaking/hiding) and I'm going to offer to target stuff for her to pacify. The ranger follows me into the room, aggro's everything... we die. We give up.

/sigh

Stormlin
10-08-2003, 11:50 AM
Gah, where do you find these groups Pana? These stories make my kitten cry :(

Scirocco
10-08-2003, 11:53 AM
Several things I always get clear before going in. Especially in pick-up groups.

1. Who is pulling.

2. Who is snaring.

3. Who is primary healer (if it's not obvious).

4. Who is MA.

5. How we are going to handle DS mobs (either Mark, or Annul by someone, or we just ignore the DS and plow through)

6. The fact that I may root mobs if the MA is not able to grab and hold aggro against my nuking/healing, and that all melee types should be aware of distance to the mob.

Panamah
10-08-2003, 12:10 PM
We only had one snarer, but I guess he hadn't programmed his autofire archery button to snare too. :p

I guess I just have to continue being group Mom. People hate me for it, but I really hate seeing groups fail for stupid things like this.

Kineada
10-08-2003, 12:52 PM
Yet another reason to get a druid in your group. We learn early on that snare = live. I find myself snaring everything out of habit. Hell, I've snared Vulak.

Suva
10-08-2003, 01:00 PM
I end up using bonds most of the time in the ldon adventures.

Toprem
10-08-2003, 03:01 PM
What's better is being Main healer in the group and someone complaining multiple times about snared mobs,yes I keep ensnare up I'm just busy healing and forget to snare the mob,(which I believe was directed toward me) when there is a necro AND a ranger in the group...

B_Delacroix
10-08-2003, 03:19 PM
:tells the story of root.

This is what I do when snare isn't happening. The thing that annoys me more is when the snarer isn't doing his job and so I end up rooting. Then they complain not to root mobs. I don't get that one.

Stormlin
10-08-2003, 03:33 PM
If there is another snarer in the group when I'm main healer, I usually let them do it, just to keep my aggro down. That's more out of habit than anything. Playing with elemental mobs for exp can be dangerous with heal aggro factored in.

Noliniel
10-08-2003, 03:59 PM
Eww, I hate the job of snaring lol, I always forgot it and get blamed =p But sometimes if I am the main healer in pick up groups ( the old days before I was EP geared. only velious geared. ) no way I can manage to do both healing and snaring job. Pick up groups with 5 k tank in POV is alot of healing job to do =p

Yakk
10-08-2003, 04:20 PM
Bah, rogues can snare. ;-)

Get your poisons out. . .

alyn cross
10-08-2003, 06:19 PM
druid (main healer) + snare duty = off tank for: (druids hp/mobs dmg in seconds) +10 seconds for lr5 (-12 seconds cause the druid was nukehappy, too)

ldon math!

cackle!

and in cases where: (druids hp/mobs dmg in seconds) +10 seconds for lr5 (-12 seconds cause the druid was nukehappy, too) > mobs hp/(groups dps/number of adds)

then the resultant sum is a successful adventure. see, it really all does come down to the dps people again... =/

King Burgundy
10-08-2003, 07:36 PM
*woosh*

I really have no idea what you just said Alyn. :)

Anyway, yeah, sometimes it really isn't the snarers fault though. In Takish especially, I've been known to get like 5 snare resists in a row, and by that time the mob is about to bolt.

But I agree. I'm main healer in groups with 2 rangers a lot of the time, and its amusing when the mob bolts. ;)

Panamah
10-08-2003, 07:39 PM
Originally posted by Kineada
Yet another reason to get a druid in your group. We learn early on that snare = live. I find myself snaring everything out of habit. Hell, I've snared Vulak.

I wish, oh god, I wish it were that easy. Little bit ago had the same thing happen with a druid. I dunno what it is... Another time I had no less than 3 snarers in the group and no one was snaring!

If you're getting resists like that... mention it to your groupmates, they can adjust and get ready to run after it, might be able to stun it or save a big nuke for the end.

I am actually going to train my Finishing Blow ability all the way up. I always thought it was a total waste of time, but for LDoN I think it's going to be valuable again. :p

Yeah, I gotta make some snare poisons for these occassions. I had heard the advanced poison making skill was broken though so I was waiting for the next patch before I tried to make any more poisons. Now, if the damn things would just proc when you need them to!

King Burgundy
10-08-2003, 07:45 PM
Oh yeah, believe me, its mentioned. I have a "THIS MOB IS GOING TO RUN" hotkey. :) I also keep my own stun loaded to help as well.

Most themes I can finish a mission without any runners. But Takish seems to average 2 runners per mission(they may not actually get farther than a step or two due to stun/nuke/root).

Mannwin Woobie
10-08-2003, 08:59 PM
Yet another reason to get a druid in your group. We learn early on that snare = live. I find myself snaring everything out of habit. Hell, I've snared Vulak.

I think the key here for me is "out of habit". A lot of us have been playing a Druid for years. Things like this become habit. Some of the problems I see are the 60+ crowd that are only 6 months, or even 6 weeks, old (and not just the Druids). Hard to build up those habits in such a short time, especially if you were PL'ed.

And yes, I find myself snaring undead too, simply out of habit. Others in the group tell me "The skellies won't run". I just tell them it's habit ;)

Maody
10-09-2003, 06:21 AM
Ok, i am guilty!

I have to admit, that i am snaring only occasionaly.. Mostly when i see a MoB is running, but almost never before.

But to be honest: I havent seen so much running mobs in LDoN yet. And if one is running, he doest run that far before dying on an offnuke. The reason may be that my LDoN groups almost always fight more than one mob at a time.

Maybe i should spent more time in pickup groups instead of adventuring with guildmates. But i have yet to see someone requesting me to snare in LDoN.

Mildaene
10-09-2003, 07:38 AM
Originally posted by Panamah
Yeah, I gotta make some snare poisons for these occassions. I had heard the advanced poison making skill was broken though so I was waiting for the next patch before I tried to make any more poisons. Now, if the damn things would just proc when you need them to!

Dual Serrated Bone Dirks are your friends :)
I 'm still keeping those two in my backpack for emergency snares. And actually get to use them, which is even scarier.


-Mildaene, White Rose of Kelethin.

Molilya
10-09-2003, 07:57 AM
Why did we end up with snare :(

Anyways. After like 2 expansions without runners. Uh.. lets say .. i'm as guilty as charged as the ranger noticed in post 1. Hell, i often don't even have snare memmed anymore. I use snare these days to get agro to be able to park something. That's only i use the damn spell for really.

one large thing people tend to forget with snaring is this:

NECRO / SK / wizzie snare OVERWRITES our snare. So you could happily have snared something. SK dots it with his snare. which only lasts for what, like 45 secs or something ? Then fades.. thus no snare at all. And while its dotted, we can't snare it also. I often gave up snaring in groups because of this crap. I'm not going to keep trying snare untill i can finally land it rather then seeing "your spell did not take hold" i have better things i can do with my mana and time =)

Another thing i noticed in LDON when i WAS snaring..
You begin casting Ensnare.
Your target has resisted your ENSNARE spell.
You begin casting Ensnare.
Your target has resisted your ENSNARE spell.
You begin casting Ensnare.
Your target has resisted your ENSNARE spell.
You begin casting Ensnare.
Your target has resisted your ENSNARE spell.

Well. by this time.. its dead or in another room running. In sitatuons like that i'll stop snaring and either cast a nuke when its due to run or a stun. Cause snaring just isnt an options =/

B_Delacroix
10-09-2003, 08:05 AM
I have a button that looks like this:

/cast 6
/cast 8

Spells 6 and 8 are my two fastest stuns. If something is or is about to run, I mash that button. The result is the mob is stunned from 4 to 6 seconds (we won't mention that the 10 second stun doesn't really stun for 10 seconds). That's generally enough time to finish a mob off.

As for the finishing blow, I figured it to be useless, too. At 65, none of the mobs I fight will be of the proper level for a finishing blow to work.

I have noticed a lot of people NOT snaring. I think they get used to me being there since something rarely runs if I am around. Unfortunately it only takes one resistant or a series of fizzles and we get a boat load of angry mob buddies.

Thandrill
10-09-2003, 08:42 AM
One of the big problems I have is the randomly snaring Necro/SK syndrome. I start out snaring then get the didnt take hold message, then snare a mob and see your snare wore off halfway through a fight. Very annoying especially if its a proc on a weapon, you never know when its going to proc or when its going to wear off. I really wish SOE would let our snare and the necro darkness line stack :(

Kulothar
10-09-2003, 09:35 AM
Humm Pana, definately invest in a druid...

Quote: -- Hell, I've snared Vulak --

;P Lol, now there is a true druid...

The only biggy I remember snare sticking to was Trak but I know I cast it on everything.

Fanra
10-09-2003, 11:46 AM
If I'm not main healer, I snare them all. I have a hot key, %t is snared, that I use just so everyone knows.

If I'm main healer, I can't snare many times. In that case, I let the group know that someone else has to snare.

One thing that bugs me is when I'm on crowd control (no chanter/bard), when I root a mob, I announce it's rooted (%t is rooted, for now) and people just stand there and let the rooted mob hit them in the back.

I've even added "BACK UP" to the end of my root social but it doesn't help. People can't figure out that if something is rooted, just move your fight away from it.

Vowelumos
10-09-2003, 12:08 PM
I have bene the main healer in a group with like 2 rangers and I have people asking me why I am not snaring.

The sad part was I was the one actually stopping them when they actually started running.

I know that 10-30 mana can be a lot for a ranger and it might take a whole 3 seconds away from your archery , but come on now.

Stewwy
10-09-2003, 01:01 PM
We have had sanre issues too, but I only group with guildies so they are used to me asking "Blahblah will you snare plz?" It usually only takes once.

As for rooting and my enchanter.....

I pull, CC, slow, send in pet and then I NEED to sit and med. If I get sit aggro the mob is getting rooted....period! If the melee don't like it they can stick it honestly. It doesn't take that many brains to watch your distance. I need to do this with all tanks usually....always with warriors, most time with SK's and sometimes with Paladins.......because the SK's and Paladins are conserving mana.

If people don't like root them tell them to petition SOE to fix tank aggro or to remove sit aggro.

Ariell
10-09-2003, 01:46 PM
Why would you snare them all? Just snare the last mob.

Chenier
10-09-2003, 02:22 PM
<-- fanatical snarer

Usually in group situations, I'll toss a snare, then epic (it's a long cast, I'm doing something useful that doesn't get me good aggro), then heal or more dots or ds or whatever...but I always snare.

Mmm, snare good.

Stormlin
10-09-2003, 02:46 PM
Chenier tells the group, 'Stormlin has been snared!!'

=(

Stewwy
10-09-2003, 03:07 PM
Originally posted by Stormlin
Chenier tells the group, 'Stormlin has been snared!!'

=(

Only if you wer going after the cupcake.

Swiftfox
10-09-2003, 03:35 PM
Blah, hardly anything runs in ldon, those stupid little tornados, and a few other things. For the extra aggro I'd rather nuke a lil more and just watch for something to start running, and know which mobs need snared.

Patofnaud
10-09-2003, 03:37 PM
Bah, rogues can snare. ;-)

Get your poisons out. . .

Ah man but boy does that get expensive fast. The applied one shot ones are about 7-10pp to make, the PoP buff ones rely on it proc'ing in time, and the DPS loss of Serated Bone Dirks makes Baby Jebus cry.

And on my druid, I snare skels. I don't care what it is, I snare it. I always have ensnare memmed in Gem 2, I have ES Gaunts (faster cast snare for fast pulling groups) and Tanglewood Sheild (long lasting, slow casting ENsnare for quadding).

It moves, it's snared.

And you can't always use the last mob only rule. I've found that if the mobs are not tagged exactly the same, you may get an early runner. Ex: If your in Gunthak and have a Skel, Niblik, Mutant and Zombie if the first mob dead is the mutant, the Niblik will run even though the skel and zombie are alive. (Hint: 2 are undead war, 2 are live war).

Snare em all, let Tunare sort em out!

Kineada
10-09-2003, 03:46 PM
SK dots it with his snare. which only lasts for what, like 45 secs or something ?

Just ask the SK/necro to use Engulfing Darkness and the wizzy to use Bonds of Force. These are the spells I have my groupmates use when doing Fire kite groups. Usually, I'm the kiter and when snare is resisted, I depend on my groupmates to help control the pulls.

Engulfing Darkness and Bonds of Force can be overwritten by Ensnare.

Nindor
10-10-2003, 08:42 AM
While i haven't played in LDoN yet, i have ground my teeth countless times when people didn't snare.

Usually i had the most problems with wizards, though. Seems like a lot of them are afraid about the AE on their snare in dungeons and don't willingly use it.

That's why my warrior and rogue usually carry a Snare whip with them (they have to share one, though).

Nindor

Rewde
10-10-2003, 11:36 AM
I have 2 hotkeys set up for snareing, which are especially usefull in the LDoN dungeons. One is : %T has been snared, the other : %T has resisted being snared. I find that about 1/3 of the mobs in the dungeons I have been in have resisted snare at least once, but as much as 3 times. Very frustrating.

Kineada
10-10-2003, 01:19 PM
Usually i had the most problems with wizards, though.

Try casting a high aggro AE spell while wearing a dress sometime. You'd be timid as well.

Rangers and shadow knights should have snare responsibilities. Only reason I snare is out of habit. Shammies always have slow memmed, I always have snare memmed.

alyn cross
10-10-2003, 01:42 PM
this thread makes the old druid cackle... =)

Panamah
10-10-2003, 02:41 PM
Yeah, when I played my druid in Sebilis long, long ago, I learned about the "pack" rules. You only need to snare the last living mob. However, things have changed and in some zones now even undead run. /sigh But not in LDoN. /cheer

However, if you have someone root parking or off-tanking, and things get too far separated, the pack rule doesn't apply anymore.

I'm just running into lots, and I mean LOTS, of people that are not used to snaring. You'd think they'd never played in dungeons before.

About the poisons, I think poison mastery is broken, FYI. I failed on half my attempts yesterday and I have PM1. That's a hell of an expensive and very unreliable way to try to snare anything.

Northerner
10-10-2003, 02:57 PM
Some themes make snaring more important than others without a doubt. Miragul's is the only real place I've noticed it being a big issue though as there always seems to be a SoWed goblin or two that takes off at high health regularily.

Then again, I try to blame the Monks for those ones.

Panamah
10-10-2003, 03:00 PM
Takish and Rujarkian are all places I've wiped (multiple times) to unsnared mobs. Have only seen one or two unsnared gobbies run away fast in Miraguls and I've always been able to catch them.

I'm training Coup de Grace now though. Hopefully CdG 2 will be enough to help out in LDoN... I should have it tonight.

Fyyr Lu'Storm
10-10-2003, 11:47 PM
Originally posted by alyn cross
this thread makes the old druid cackle... =)

No doubt!

On a related note, has any Druid tried to use Tangling Weeds(whatever the name of that fast casting short casting high resisting Ranger snare is called) lately.

I know I had it in my book, never used it but to test. Does it still work?

Rahjeir
10-11-2003, 01:00 AM
I snare everything. Havn't lost a mob to running in years. :)

Aly
10-11-2003, 11:57 PM
I'm just running into lots, and I mean LOTS, of people that are not used to snaring. You'd think they'd never played in dungeons before.

They haven't. *shrugs* I too used to be the group 'mom' all the time. No matter what class I was playing... there was always someone in the group being lax and not doing their job. I'm about to get back into EverQuest once my deposit gets into my account and I know I'm going to carry around a Serrated Bone Dirk on my rogue just in case.

At least on my druid I have snare and don't have to worry about healing since no one at level 40 is going to want a druid healer. I've missed playing my druid and cleric more than I've missed playing my rogue. I dunno why... maybe it's because even despite LDoN, the rogue is at a dead end pretty much.

Koldriana
10-12-2003, 03:40 AM
This is one of my biggest peeves! I have been in groups - as Main Healer with another druid AND a ranger and have had to snare runners...

I swear, I have had to tell people "You do know that druids/rangers can snare right?" I have been in groups where the other druid was more concered with buffing 'boo-boo bear' who wouldnt be able to hit ANYTHING anyways than she was with snaring, DS, patch heals, regen...definately one for the do not group with list. Sometimes I just wanna shake my head....

Im also one of those 'compulisive' snarers :p

Macnbaish
10-12-2003, 04:13 PM
Snare and Esnare have taken up spell slot one since I was a noob and I don't see them going anywhere soon. In LDoN I have noticed a lot of snare resists though =(. I usually end up main healing and snaring.

Firemynd
10-13-2003, 08:42 AM
Well, since this is on the unkempt board, might as well toss my own rant onto the pile.

My pet peeves are with SOE and its annoying code:

- random streaks of snare resists on mobs even if they've been tashed
- extra 2.2 seconds of refresh time (added to spells several months ago) that essentially mean you wait ~5 seconds after a resist to try again.

By the time you realize the mob has a special buff I like to call "Blessing of Sony", you want to kick yourself for trying, knowing you'd have been better off casting another nuke to kill the darn thing rather than wasting time and mana trying to snare it.

Wish they'd remove those useless (IMO) druid AAs for root, and replace them with 1.) a mana-free snare like rangers got (we're the parent class dammit), and 2.) a passive lure type modifier for snares and roots. Oh, what the heck ... 3.) a true Lure snare spell that has a chance to work even on immune mobs! ;)

It always seemed like snare/root was originally intended to be an area of specialty for the druid class. Think about it. We were designed to get our first snare at 1st level, to get the longest-lasting of all movement-affecting spells in the game, and to get the only AE root spell in the game.

But instead of getting more effective, this 'specialty' has been steadily watered down over the years -- through snare proc items distributed to melee classes, through an increasing number of snare/root immune mobs, and through mobs hitting hard enough (e.g. PoP) to make a moment of unexpected aggro more deadly than it has ever been.

~Firemynd

Scirocco
10-13-2003, 12:53 PM
Wish they'd remove those useless (IMO) druid AAs for root,


Why do you consider them useless? I have them and love them. They are great for aggro control against mobs that can be rooted, both for me and for the tanks.

Also great for soloing or duoing with a fellow nuker. Wizards in my guild are insanely jealous of how well my roots hold.

Two of the more useful AAs, in my opinion.

Firemynd
10-14-2003, 01:46 AM
Are all the descriptions wrong? From what I've read, the druid AAs *only* make roots more durable against nukes (first vs. our own nukes, the second vs. other casters' nukes) ... however, neither has ANY extending effect on the base duration.

Unless someone is nuking, the un-enhanced root has the same chance of landing, same chance of breaking, and the same chance of lasting for maximum duration, as the AA enhanced root.

If either of these AAs affects the base duration of roots, or in any way causes it to last longer (aside from the mob being nuked), let me know. I'd love to find anything else at least somewhat useful to spend points on. At the moment, I'm finishing up resists.

For my own use, I *want* to be able to break root at will -- to 'unpark' a mob when the group is ready to engage it, and to 'unpark' a mob when it's low health so it will stop attacking. If these AAs had been activated instead of passive, I'd have probably already gotten them. )

~Firemynd

TeriMoon
10-14-2003, 05:08 AM
I don't think Scirocco is say that the root AAs do anything other than the description says they do. For his playing style they are great. Firemynd having a bad day :(

Bannis
10-14-2003, 08:07 PM
I'm working enhanced root now because it will be perfect for my usual exp situation with my hubbie's enchanter. We need the thing we're fighting rooted for safety purposes, and since his evil pet is shredding at a high rate of speed, I nuke instead of dot. It's not the preferred AA for everyone but it's next on my to-do list!

It gets on my nerves too when I'm the healer for an adventure and the SK and necro don't snare, and when I start snaring, they finally do theirs totally wasting my time I had to stand to avoid sit aggro. Grr.

Vindler
10-17-2003, 01:21 AM
I was playing my rogue alt one night at the fort in Gunthak Harbor helping a guild mate out with her pure blood quest. We had a ranger in our grp that wouldn't snare..his reasoning: by the time he was done snaring he would have missed the fight. This was after a bolter had brought back about 9 friends to pound us into the dirt. He then tried to blame my wife's monk for the train that resulted in a near wipe because the mob came back to her (she was the last person with aggro before it bolted). What did we do? Easy, no snare...no heal. He started snaring real quick after that, however he soon left the grp to go on a Kael faction grp with some other guildmates of ours (yes it was a guild mate). Needless to say, the ppl there that day won't grp with him unless he is strictly supervised.

Vindler Stormraven
Lvl 62 Hierophant of Tunare
Realm of Valor
Mith Marr

Scirocco
10-17-2003, 02:31 PM
Are all the descriptions wrong? From what I've read, the druid AAs *only* make roots more durable against nukes (first vs. our own nukes, the second vs. other casters' nukes) ... however, neither has ANY extending effect on the base duration.

No, the descriptions work exactly the way they read, from what I've seen. I'm not seeking to extend the base duration, because the base duration of our two top level roots works very well together. I use both...the quick root is always memorized in slot 7, and the long duration root is triggered by my ornate pants (which have a hotkey slot).

Before I start nuking, I trigger my pants to lock down the mob, then land a couple of nukes. This also keeps the mob on the nearest melee target, which should be your MT. I can sit to med in relative safety without worrying about being summoned. The root tends to last for several rounds of the combat, and if it ever goes down, I just hit the pants again, if needed.

I haven't ever wanted to break root in the last two years, so haven't missed that. If I'm solo, it's usually fine where it is, and in a group, it doesn't take a lot of effort for the group to move over 5 or 10 steps to start whacking the mob. But if I did, I'd just overwrite the long root with the one minute root, and sit and med for the duration.

It is especially helpful in LDON. All LDON bosses can be snared and rooted in Normal difficulty. Root, snare, debuff, slow...all before you actually engage. Helps prevent those little accidental tank deaths from an high DPS unslowed mob.

Root is the druid's form of CC and aggro management (provided the mob can be rooted, of course). The AA skills just make it better for us.

random user
10-18-2003, 06:01 PM
I didn't think I really wanted or needed enhanced root, but as I ran out of things to get I eventually got it.

I initially thought I would want the option to be able to break root at will, but it has turned out to be so good I don't mind having that flexibility at all.

Nothing like going past the first castle in Fire to the second plains, grabbing a spider, tashing it, rooting it, and nuking it down 50% without a root break (that's over 10 nukes).

It is still a little uncommon, but not surprising, for me to only have to root one of those spiders only 3 times the entire fight -- the rest of the time it sits there while I wait for my nuke to reset.

(BTW, for those who might not be familiar with the spiders, they are yellow and have a ton of hp... enough so that even post-solo nerf I get 10-11% aa per kill)

- Xylem, E'ci

Scirocco
10-20-2003, 05:33 PM
Another convert!

guluvasea
11-06-2003, 03:43 PM
snare and root...


as far as ldon goes i have started using the ae snare. its bad enough that we dont have enough gems to mem spells (i dont have room for 2 snare spells) on top of that sometimes we do get adds (i swear there are traps in there that if you pull a mob in one room you will get adds out of another room..saw it happen). i am lvl 65 so we are usually in the hardest normal quests available.

of course i have to make sure i am not within range to snare myself although that has happened a couple of times. no big deal. if they aggro me then i just pull them back into the previous room to root them. This method seemed to work right nicely assuming they are not immune to changes in movement. For that i have a hotkey'd message to let the others in my group know.

the ae snare doesnt last very long so i have to keep my eyes open to re-apply if needed.


as far as root..i too have the first step of the root aa and it seems to hold my mobs for the full amount of time...whether it be my 1 minute root or my 4 minute root. the one minute root rarely breaks but i have seen my 4 minute root break every now and then (PoS froggies). There are times that i will have both roots memmed such as when i am charm kiting and need to lose my pet root my pet and go looking for other mobs to kill. i will normally only use the short root and have learned to time myself to come back with a new mob just about as the root breaks..then recharm my pet.

dekkon fuzzyfeet
stormwarden

Ariell
11-06-2003, 04:04 PM
"Before I start nuking, I trigger my pants to lock down the mob, then land a couple of nukes."

Remind me to stay away from your pants.

Ulaas
12-20-2003, 09:03 PM
Ensnare is a permenant resident of my spell slot 6. If a mob is snarable then I make sure it is snared (with the exception of resists of course). With a 1.8 sec cast time and 35 mana, even if you're the main healer there is still plenty of time to snare. Not only will it save your group from possible adds because of a fleeing mob, but it will also save you should you get agro. I normally wait until the mob is at about 90% to snare, just so I don't pull agro away from the tank.

In ldon, we often get pulls of 2 or 3 mobs and it's so easy to snare one to get agro and pull it away from the tank and then root it a safe distance away. If you don't snare regulary, I recommend you start. IMO it's a very good habit to have. :)

Salacious_Corpse_01
12-28-2003, 05:05 AM
Just begin casting summers flame, destroy summoned, or winter's frost when the mob is 20% life, it doesn't get a chance to run then.

I only snare a few mobs, those spiders in mistmoore, the werewolf type guys in miragul's and a few others.

Cloudien
12-28-2003, 01:08 PM
Snaring costs next to nothing in mana... nothing at all for those high levels with clicky snare items :p It's always been my view that there's no reason not to snare.

It's become an automatic habit... see pull, wait for a sec while tanks build up aggro, snare. Repeat for all mobs. I do it even if there's already another designated snarer. Even if it's something that is known not to run.... it still gets snared :p Snare is good. Costs very little.

Last I saw, snare doesn't even break mez.

Eliminates the "I'm sure these didn't used to run!" endings, carnage caused by accidental misses from the main snarer etc. Even if it's something that doesn't run, it slows it down if the group needs to make a run for it.

I suppose in a group where the druid is main healer and the life of the group is hanging from a thread, it'd be better not to snare when you don't technically need to - just to try and avoid those "just another 15 mana and I'll be able to heal" moments. Anywhere else, it should be an obsession IMO.

I think it's the only spell I've never de-memmed. Sometimes gate gets switched for evac or removed altogether (when helping newbies in safe areas). In certain situations (ungrouped obviously) I've even replaced heal or nuke spells for other things. But snare has always had a use... be it combat, escaping from a sticky situation, helping out another person e.g. newbie against a mob etc.... and it's always been there.

I was playing my rogue alt one night
I'm glad to see it's becoming popular to spell 'rogue' correctly instead of spelling it 'rouge' - excellent :D

Palarran
12-28-2003, 02:15 PM
Mana isn't really the issue; it's aggro. Mobs HATE being snared, especially when it takes multiple attempts. The more hate is generated from snare, the less room there is to heal or do damage without getting aggro. Ensnare is always loaded but I don't always use it because of this.

Cloudien
12-28-2003, 07:47 PM
Resists are bad. I agree, there isn't really much that can be done about that :( At least giving up after a few tries and stating the mob as unsnarable at your level is better than not trying at all.

And obviously, the more time you leave for the tank/melee'ers to build up aggro *before* trying a snare the better a chance you will have of attempting/landing snares without being on the receiving end of a good beating. 40% seems good.

Xenthos
12-28-2003, 09:44 PM
Problem with 40% is, if you're grouped with a wizard/mage, or even a few certain other classes, (especially if you're MH and thus can't always have the mob targetted to tell), it can drop down to 15% in two seconds. At which point it says 'see ya' and tries to gracefully exit, disregarding the swords slamming into its back.

I just make a point of asking someone else to take care of snares when I'm healing, I get enough aggro as it is :) And it's a very rare group where I'm the only one with any form of snare at all.

Koldriana
12-29-2003, 01:42 AM
I snare at 30% or very close to it. I have never once gotten 'snare aggro' at that point. The thing that has been annoying me lately are people who snare on incomming and then complain that they get aggro. Why do some feel the need to snare a mob on incomming if they are not the ones pulling it?