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  1. #1
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    Feral Druid losing entangling roots in Wod, really ?

    •Entangling Roots Roots the target in place for 30 sec. Damage caused may interrupt the effect. Druid - Balance & Restoration Spec. 6.5% of Base Mana. 35 yd range. 1.7 sec cast.


    seriously wtf? roots? WHY? i love that spell in raids and dungeons for a Little cc..
    in pvp they break after 2 or even 1 bleed ticks, overpowered? i die in fears but take away roots? lol..

    after now 717 days playing as feral, this would be the first Change EVER for me, to stop playing my feral druid.

    am i alone..? WHY ROOTS

  2. #2
    Deleted
    717 days played and you're gonna quit because they remove roots? Come on bro. None of this stuff is final and even if it was they have to tone down the amount of spells in the game. If they're lowering the amount of CC in the game in general it's healthy. Fear is being reduced to 6 seconds.

  3. #3
    Quote Originally Posted by Lexxs View Post
    •Entangling Roots Roots the target in place for 30 sec. Damage caused may interrupt the effect. Druid - Balance & Restoration Spec. 6.5% of Base Mana. 35 yd range. 1.7 sec cast.


    seriously wtf? roots? WHY? i love that spell in raids and dungeons for a Little cc..
    in pvp they break after 2 or even 1 bleed ticks, overpowered? i die in fears but take away roots? lol..

    after now 717 days playing as feral, this would be the first Change EVER for me, to stop playing my feral druid.

    am i alone..? WHY ROOTS
    A melee spec that can remove snares and roots shouldn't have a root. You have 2 charges, a snare, and stuns. Like I find it hard to care honestly.

  4. #4
    Quote Originally Posted by Deviant View Post
    A melee spec that can remove snares and roots shouldn't have a root. You have 2 charges, a snare, and stuns. Like I find it hard to care honestly.
    Took the words right out of my mouth.

  5. #5
    717 days played and you're going to quit because you lose a spell that people are barely using. Ok cya the game is better off without you.

  6. #6
    Quote Originally Posted by Deviant View Post
    A melee spec that can remove snares and roots shouldn't have a root. You have 2 charges, a snare, and stuns. Like I find it hard to care honestly.
    Why? What effect does my ability to root have on a PvE environment? It gives guardian/feral druids a bit of CC and a little more utility in dungeons.

  7. #7
    Quote Originally Posted by thurizas View Post
    Why? What effect does my ability to root have on a PvE environment? It gives guardian/feral druids a bit of CC and a little more utility in dungeons.
    Just make cyclone a 30 second to 1 minute cc in pve to compensate. Plus you still have mass entanglement which shouldn't exist in pvp.

  8. #8
    Quote Originally Posted by thurizas View Post
    Why? What effect does my ability to root have on a PvE environment? It gives guardian/feral druids a bit of CC and a little more utility in dungeons.
    With the average intelligence of your co-players? None, at all. I don't even have it on my bars, since most people just don't get it and wonder why the mob is hitting them. If they don't just break them instantly.

  9. #9
    Deleted
    ^ Pve-heroes reasoning about a change that has bigger effects on pvp than pve. Yeah... no!

    Im going to ride this change out and see if they stick to it. Feral CC is already gimped as it is for pvp
    so im skeptic about this sticking until live tbh. But who knows...

  10. #10
    Quote Originally Posted by MrApple View Post
    ^ Pve-heroes reasoning about a change that has bigger effects on pvp than pve. Yeah... no!

    Im going to ride this change out and see if they stick to it. Feral CC is already gimped as it is for pvp
    so im skeptic about this sticking until live tbh. But who knows...
    They should be more concerned with losing barskin and might of ursoc.
    Last edited by Rogal Dorn; 2014-06-11 at 05:26 PM.

  11. #11
    People calling out the OP don't realize that this is a pvp change with significant implications for Feral. I thought it was just the roots from PS procs, but it's terrible if they remove all roots from Feral. My theory is that roots will be stronger with less cc outs, but a hard cast cc like that should remain in game for Feral as it will be a non-issue for any team above 1500. After all, roots will all share DR as well.

    This means we'll be more reliant on FoN, though I do like that Incarnation isn't being forced down our pvp gullet.

    Losing barkskin is also a major deal, for nothing else than not having a defensive to use while under cc effects. If the new SI can be used in this manner, it would be a non-issue.
    Last edited by gestapo; 2014-06-11 at 08:32 PM.

  12. #12
    Quote Originally Posted by gestapo View Post
    My theory is that roots will be stronger with less cc outs, but a hard cast cc like that should remain in game for Feral as it will be a non-issue for any team above 1500. After all, roots will all share DR as well.
    Now explain why your opinion is worth anything when you have NO knowledge of how WoD PvP is actually going to work at all.

  13. #13
    Quote Originally Posted by Glurp View Post
    Now explain why your opinion is worth anything when you have NO knowledge of how WoD PvP is actually going to work at all.
    Hi Grumpy! My guess is based on the current information we have about WoD PvP. Of course all of it is subject to change but we can speculate. Guess you're still having that problem with your cereal.

  14. #14
    Quote Originally Posted by MrApple View Post
    ^ Pve-heroes reasoning about a change that has bigger effects on pvp than pve. Yeah... no!

    Im going to ride this change out and see if they stick to it. Feral CC is already gimped as it is for pvp
    so im skeptic about this sticking until live tbh. But who knows...
    ^ typical PvP hero who thinks he is better than pve heros but most likely sucks at pvp too (jk)

    see, generalizing is fun :3

    CC, interrupts, spells etc. are being toned down for every spec, feral is no exception

  15. #15
    Immortal Raugnaut's Avatar
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    With Treant roots, Grasp, and Mass Entanglement, I often can't cast roots in the DR window. It DOES suck for PvP, especially since Treant roots are being removed, but its part of the huge CC removal going on. Which would you rather not have- Cyclone, or Roots?

    For PvP, make Cyclone last a minute on PvE targets, problem solved.
    Quote Originally Posted by Moounter View Post
    I think your problem is a lack of intellect.

  16. #16
    Quote Originally Posted by Raugnaut View Post
    For PvP, make Cyclone last a minute on PvE targets, problem solved.
    It'll be the old lock Banish all over again! Well, technically the second major revamp of Banish, assuming you could recast Cyclone to remove the effect (no one likes sitting around for excessive amounts of time waiting for immunity CC to wear off). I wouldn't say quite problem solved, as it'd still be pretty clunky to use, and Cyclone would have to expand to be usable on more mobs since some are immune to Cyclone but vulnerable to rooting... although I think druids have gotten used to things being clunky. Regardless, I think there's more of an "iconic ability" issue revolving around Entangling Roots, since it's been available to all druids since the beginning.

    As a Guardian, I tend to use Entangling Roots quite often in PvE and PvP. With the loss of Bear Hug added on top, things may turn out a bit tougher in both aspects of the game. I'd certainly wait until both PvE and PvP are further developed, as there may not end up being a need for all the CC to begin with. On a side note, from a PvE perspective, I'd love to see more stun-immune mobs that require different forms of CC.
    “Society is endangered not by the great profligacy of a few, but by the laxity of morals amongst all.”
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  17. #17
    Quote Originally Posted by Lexxs View Post
    die in fears but take away roots? lol..

    after now 717 days playing as feral, this would be the first Change EVER for me, to stop playing my feral druid.

    am i alone..? WHY ROOTS
    So you're complaining about losing an ability by comparing it to another ability that has been nerfed. Neither of which you have played yet. That makes sense.

    Seriously, wait until beta so you can see how it plays out and how fears have changed as well rather than comparing 2 things in 2 different games as you are doing right now.

  18. #18
    I am Murloc! Terahertz's Avatar
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    Do ferals actually use entangling roots anymore? Don't you just spam treants on everything while healing yourself xD
    Last edited by Terahertz; 2014-06-11 at 10:53 PM.

  19. #19
    It's true that Roots is a spell from way back in vannila.
    It's also a spell i regularly used when we needed CC at the start of cata.

    Having 1 mellee mob rooted made a huge difference for both the tank and the healer strugling with his mana.
    Atm i see nice changes for Feral druids but some spells shouldn't get removed...
    I understand it's not used that much but appart from roots i don't have any CC spell to help out my group in a dunguon.

    There tons of spells that don't get used much and could easly get removed.
    But some spells are iconic class spells that shouldn't get removed completely!
    It feels like Charge beeing removed from warrior's.
    http://img687.imageshack.us/img687/4...4841599821.jpg the boy that will forever be named the HHD wiper. R.I.P

  20. #20
    Quote Originally Posted by Ermahgerd View Post
    Do ferals actually use entangling roots anymore? Don't you just spam treants on everything while healing yourself xD
    It's still useful because ideally you want to keep your treants for either rooting from 40y range, keeping a rogue in combat from range with bleeds, tossing them out to eat cc like aoe fear, ring of frost, ice trap - though these are more difficult. You can keep the roots spell to use simultaneously with treants as well.

    - - - Updated - - -

    Quote Originally Posted by Raugnaut View Post
    With Treant roots, Grasp, and Mass Entanglement, I often can't cast roots in the DR window. It DOES suck for PvP, especially since Treant roots are being removed, but its part of the huge CC removal going on. Which would you rather not have- Cyclone, or Roots?

    For PvP, make Cyclone last a minute on PvE targets, problem solved.
    Root portion of FON is being removed too? That's just dumb.

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