After some testing it appears that as long as you are being aggroed, you can not break roots with anything except rage.
IMO this is far too much. As a ranged profession with capped range I'm not really put at a very big disadvantage by this, other than the obvious "grief" tactic of rooting someone for 5 minutes and running off.
But this is certain death for melee professions. MAs and melee adventurers in particular, but also enforcers, since rage costs a lot more than roots. Even rooters themself are hit just as hard as anyone else by this.
Root breakers seems to be comming in 14.7. Only rooting professions gets theese nanos, in addition to the pet classes who gets a root breaker for their pet. Everyone else gets some sort of stim that can be used to break roots. The problem with all theese are that they take about 10 seconds to execute. They are also not buffs, but affects any roots running in your NCU when you execute them.
Is this really good for gameplay and overall enjoyment of the game? Do we want to introduce even more 100% loss scenarios, this time the melee vs. rooter scenario.
Did anyone with some experience really think there was something wrong with the way roots used to work? Lowest QL root for PvP, incomp to break etc. It still put the target at a slight disadvantage, without being just plain boring.
If roots are to be unbreakable, why not make it so that every point of nano resist gives n seconds of reduced duration, instead of introducing all sorts of extra nanos to cause even more mess?
Anyone got any ideas on this issue?