The herbalist spade eventually will proc up to a 2.5 min root spell. It’s a blessing and a curse. Sometimes it’s better for them to flee. If you want to keep them locked down that’s really handy. A rooted mob attacks the nearest PC so in a group that can help control who’s getting hit (or not).
It’s a bit slower than the woodsman which makes casting between swings more ideal. Bigger player ripostes, less DS damage taken. It’s all/all so works good for a lot of classes vs just one class (also more expensive).
The basic calculation to compare ratios is:
Main or 2h: 2x dmg + dmg bonus / delay
Offhand: 2x dmg / delay
Woodsman:
31x2= 62 + (dmg bonus per level) / 35
(2.142 at 50)
(2.657 at 60)
Herbalist:
39x2= 78 + (dmg bonus per level) / 43
(2.186 at 50)
(2.674 at 60)
https://lucy.allakhazam.com/dmgbonus.html?setcookie=1
It’s pretty close. Some quicker 2h’s fare better than they should for the ratio. I don’t think either would be noticeably better 50+ parsing past random chance.
I had a Woodsman a long time and soloed to 60. Some melee but a lot of bow rotting at close range. Most good animal fear spots will green out around 49 around when the spade would start proccing. Paralyzing Earth is helpful for a bit of extra safety so it would probably be my pick. Plus it looks cool
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Anything prone to complete heal or gate in a group situation I would use something else than a root weapon. Luckily worst case you will have a Swarmcaller too.