Even as a level 60 wizard on live from my tests on the green con felwithe guards, they broke root constantly.
As far as here I've used a 60 wizard on blue to power level and then I leveled up on them from around 44 to 52 here on red.
The way I saw them killed solo or by caster groups on live was snare was casted until it stuck as it would hold for full duration every time once it stuck. Usually 5-6 casts would get them snared and you would pound away... but still things that weren't low resist dot lines would get lots of partials. This was also true for town front guards when they were killable.
Or as mentioned people had a tank involved or ran and nuked constantly. Keeping them rooted indefinitely and their lack of any resists here is what caused me to make the thread. I don't want magic immunity at all, I just want a rather noticable increase. To be fair, they give plenty of xp to compensate for the difficulty involved with killing them as Alunova mentions.
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