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Old 08-12-2015, 03:54 PM
Durothil Skyreaver Durothil Skyreaver is offline
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Quote:
Originally Posted by pharmakos [You must be logged in to view images. Log in or Register.]
there's barely a difference between FoL and Root. Root does indeed cost more mana, but not by a hell of a lot. both cause the mob to follow the same agro rules while the spell is in effect -- either way the mob just attacks the closest PC on its agro list. but FoL you have no choice but to stand next to the mob until the effect wears off. Root allows you to freely move around without worrying about blind mobs running around and causing adds.

i suppose the deciding factor might be the amount of agro the spell generates. both will generate agro as well as causing the mob to attack the closest PC. i just don't know which one produces more agro.
I don't like using root mainly because of all the stupid people who don't fight at max melee range.
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Old 08-12-2015, 05:15 PM
kaev kaev is offline
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Originally Posted by Durothil Skyreaver [You must be logged in to view images. Log in or Register.]
I don't like using root mainly because of all the stupid people who don't fight at max melee range.
Group with a hard-ass cleric. Some players won't pay attention unless bad things happen when they don't. It needs to be the cleric (healer), you can yell at some people all day and they won't change a thing until they actually face-plant.

I've also had to correct the reverse twice, a warrior dandy standing as far from the mob as he could.

Root is great for controlling combat vs. low blues, so strange to me that more people don't take advantage of it.
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  #3  
Old 08-12-2015, 05:55 PM
Danth Danth is offline
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I emphatically hate when people root things that I'm fighting. As a consequence I hardly used Root on my Paladin except as crowd control. Folks who aren't annoyed by Root as I am often report satisfactory service from the root-as-aggro tactic. It's just a different means of achieving the same goal. Do what you have fun doing.

Normally I kept up Flash of Light, two stuns, Root, and a heal spell, with a few discretionary slots left over. Some Paladins elect to keep Divine Aura memorized at all times. Velious doesn't really change much except high-level Paladins might elect to keep the heal over time memorized once it comes available. Most of the Paladin's spellbook consists either of buffs or situational spells.

Danth
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