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Originally Posted by DMN
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Duration is 48 seconds. I'm not sure I'd call that "short".
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https://wiki.project1999.com/Clinging_Darkness
Duration is 6 ticks. 6 x 6 = 36 seconds. The cast time is 6 seconds, so you lose 1 tick if you want constant overlap. I believe you can get up to 42 seconds out of the snare if you cast it right after a server tick occurs. So you have to re-cast it every 3-6 ticks, depending on when you cast it tick wise, and how many potential resists you feel comfortable with.
With all of the casting Shamans need to do, that is not great. You can only really maintain it on one mob at a time, without constantly casting Snare Neck. You would need to root the other mobs while babysitting the chosen mob with Snare Neck.
On top of that, the snare is bad. Mobs don't stop running at 20% with Clinging Darkness. So you are still assuming you are in an area where your runway is ONLY big enough for a mob to run with Clinging Darkness until 15%-10% health. I just haven't really seen that situation. I would love to, if you can show it.
Quote:
Originally Posted by DMN
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Root requires you to continue fighting a summoning mob and it can break any time. If you need a mob held somewhere with 100 certainty it doesn't move at all snare is waaaaaaaay better than keeping it rooted because of root's random duration.
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Can you show an example of a summoning mob that runs, and snare helps considerably? I showed WW Dragons. They run and summon, but snare wouldn't have mattered here. Yes, snare could have saved me a few minutes because I wouldn't have to melee the mob down (it is hard to cast on mobs underwater due to LoS issues). But it doesn't make me any safer. The mob is still running in an area without adds. If I wanted to save time, I would just root the Dragon at 20% and finish it off. I have plenty of resources left at the end of the fight to do that. A Troll would still only save 48 seconds of recovery time, whether they snare, root, or chase.
With Cliff Golems and Chardok, the mobs don't run, so snare is useless. In Seblis the trash mobs are considerably weaker, and I haven't ran into any situations where snare would have helped. Kill Gate mobs at their spawn points, and use resistance gear and LoS to prevent nasty spells from landing.
Quote:
Originally Posted by Snaggles
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Yea except a 24 cleric doesn’t have Malo and runners have like 100 hps left in the tank. If you can take the time to click a JBB you can mix in a snare attempt every three or four JBB’s.
This whole thread is a bit silly. Racial perks for a warrior or SK are hardly with the debate. Let alone a torp epic sham getting into a very long battle. Theory crafting is fun but don’t think it’s going to make or break the game...
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You can watch my videos I posted previously. This isn't theory craft. You can do the math at any time in the videos. I was simply pointing out I do have the Snare Neck, AND I have a Shadowknight, so I am pretty comfortable with my knowledge in how the Snare Neck operates, and how Clinging Darkness operates. I agree Shamans get less resists because of Malo and Tash stick, but hard mobs resist more often, even with debuffs.