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Thread: PVP Roots

  1. #1

    PVP Roots

    For all profs with roots. Current roots probably last too long for PVP, this a suggestion to change that.

    Try not to focus on the numbers, more on the concept.

    These roots would be short duration, but non removeable and in there own nanoline, so root resist/rage/free movement stims etc will only help against old long lasting roots. Unbreakable.

    The new roots wouldn't be able to be cast on a target back to back either.

    Take a look at Improved Complete Healing.

    The recharge from the nano is short, but when used it casts a buff in the NCU that stops you casting it again for 20s.

    The PVP roots could work almost the same, so you cast the root, which only lasts 10s (ignore the example numbers) but the target lockout could be 20-25s, and you can't cast it on him again for this time.

    Only difference between the lockout on this and ICH, is the doc gets the lockout buff, but heals don't fumble or get countered. The lockout nano on PVP roots would need be in the targets NCU, allowing the caster to attempt to recast should it be countered by NR or if it fumbles.

    The lockout nano would need stop old roots being used also while to lockout buff is running. This forces players to pick a old long root that can be removed, is breakable, faces root resist, but can be cast back to back, or a single land root that won't break or be removed, but has a short duration and a downtime between uses.
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    PVP roots for all rooting classes

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  2. #2
    it's a nice idea but anything that basically says "lets add unbreakable roots (regardless of duration)" is going to get rejected by the majority :/

    i do agree with you that regular roots last way too long, and lets not talk about snares...
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  3. #3
    So basically, you want
    http://aomainframe.info/showitem.aspx?AOID=267535, only it roots instead of mezzes (or init debuffs in case of pvp)?
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  4. #4
    Quote Originally Posted by Threeze View Post
    it's a nice idea but anything that basically says "lets add unbreakable roots (regardless of duration)" is going to get rejected by the majority :/

    i do agree with you that regular roots last way too long, and lets not talk about snares...
    Well if all profs with roots gained pvp alternative ones i don't see why they wouldn't want them.

    Also yeah, same kind of idea for snares too would make sense.
    Want triples nerfed? Here is what you can do (Don't be so retarded to apply this to todays game)

    Server 1sts: Only NT, and probably non-doc to solo LOTV.
    First LB member to recieve org forum and guest chat ban on departure <3


    [Neophyte soldier]: I can see your nukes ignore AMS, keep doing it noob, I'm petitioning as we speak!

    WTB 2 Fixes for grafts
    PVP roots for all rooting classes

    Currently forced to enjoy RK4 (broken PC), I'll be back soon.

  5. #5

  6. #6
    Unremovable E-NSD with a 30 sec lockout, pretty please.

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  7. #7
    Bump.
    Want triples nerfed? Here is what you can do (Don't be so retarded to apply this to todays game)

    Server 1sts: Only NT, and probably non-doc to solo LOTV.
    First LB member to recieve org forum and guest chat ban on departure <3


    [Neophyte soldier]: I can see your nukes ignore AMS, keep doing it noob, I'm petitioning as we speak!

    WTB 2 Fixes for grafts
    PVP roots for all rooting classes

    Currently forced to enjoy RK4 (broken PC), I'll be back soon.

  8. #8
    Hmm?
    Want triples nerfed? Here is what you can do (Don't be so retarded to apply this to todays game)

    Server 1sts: Only NT, and probably non-doc to solo LOTV.
    First LB member to recieve org forum and guest chat ban on departure <3


    [Neophyte soldier]: I can see your nukes ignore AMS, keep doing it noob, I'm petitioning as we speak!

    WTB 2 Fixes for grafts
    PVP roots for all rooting classes

    Currently forced to enjoy RK4 (broken PC), I'll be back soon.

  9. #9
    how about reduce all roots duration on BS to 30s max, no new roots needed or things like that. it's not like anything besides an advi (bait) can last longer than that in the middle of BS zergs.
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  10. #10
    Single target, low resist, unbreakable and unresistable roots would be nice.

    A lockout sounds good too, so you cant just keep spamming, FC have demonstrated they can manage things like that with the Last Minute Negotiations calms.

    Now if only they could make attacks fail if you move out of range
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  11. #11
    Guys, stop dreaming. This isn't going to happen. Kiters are ranged, have less sync problems yet are the ones with roots. Those who should have them are melee, but it was made otherwise, not a single melee prof has roots. So bear with it and buy free movements. As much as I want that to happen, it's just a no go.
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  12. #12
    Quote Originally Posted by Neccoz View Post
    Guys, stop dreaming. This isn't going to happen. Kiters are ranged, have less sync problems yet are the ones with roots. Those who should have them are melee, but it was made otherwise, not a single melee prof has roots. So bear with it and buy free movements. As much as I want that to happen, it's just a no go.
    Melee has crapload of root/snare/stun resistances tho.
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  13. #13
    How about removing the no break part to this.

    Well call the nano line Root2
    Now we change free movements so they shorten root2 lines by 4s.

    So 10s root goes to 6s with 20s lock out from other roots.

    (Once again ignore the numbers.)

    Using this it would be possible to give all professions a new root ability while controlling balace of it.
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  14. #14
    Quote Originally Posted by Neccoz View Post
    Kiters are ranged, have less sync problems yet are the ones with roots.
    So while playing my melee prof I have more sync issues then if I relog to a ranged prof?

    Perhaps this is in the wording but that's what I gathered. And I'll clarify on it: ranged professions have just as much sync issues as melee profs, they just don't get effected by it as much.
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  15. #15
    Quote Originally Posted by Ayria View Post
    So while playing my melee prof I have more sync issues then if I relog to a ranged prof?

    Perhaps this is in the wording but that's what I gathered. And I'll clarify on it: ranged professions have just as much sync issues as melee profs, they just don't get effected by it as much.
    Yes you have less issues becouse your not affected as much on a ranged class

    However the words are twisted, in the end melee suffers more from the sync issue then ranged classes.
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  16. #16
    Quote Originally Posted by Neccoz View Post
    Those who should have them are melee, but it was made otherwise, not a single melee prof has roots.
    Like crats are "ranged"... We deal most damage with melee pets, when they are not kited by (mostly) melee profs. Therefore we NEED roots. Do not start with "blah blah you have pistols / bow / whatever", because all "melee" professions could use the same ranged weapons (by raising the same blue lines - excepted pistol) if they wanted, and they would do crappy damage like we do with our uber ranged weapons. This is the magic of AO, you are not forced to use a template.
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  17. #17
    Quote Originally Posted by Tin-God View Post
    roots for melee.
    Aye.

  18. #18
    Every prof has roots in the form of grafts.
    why Why WHY ?!?!?!

  19. #19
    Quote Originally Posted by agentgimpy View Post
    Every prof has roots in the form of grafts.
    yay for a 10s root that I can use every 5mins, root graphs help but they aren’t as uber as every one claims them to be, reduce the lock time to 20s and hell I'd even be ok with adding a -nano per use on it (1 per ql of graft?) if the lock time was reduced to the point where they where spammable, as they are now FC should change them to stun graft's with stuns lasting as long as crat stun proc's :3

  20. #20
    New single roots sure, but not unbreakable and unresistable.. They could have lowered resist check and so on, not removable on self is ok (SB can remove ofc).

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