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#1
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Noticed this too on my enchanter this morning.
Root/Mez/Charm/Tash would sometimes drop almost instantly a fair amount of times too. | ||
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#2
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Quote:
I had logs from live I posted of Grobb guards getting rooted then instantly breaking. I could solo mobs in seb blind folded on an epic wizard on either server on p99 before this patch. On live also with epic, I struggled to kill 1 mob with a full effort because root was so unreliable. | |||
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Last edited by Nirgon; 12-03-2014 at 04:04 PM..
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#3
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this might explain why my roots have been beyond worthless in PoM this weekend on any blue encounter
would also have 1-2 charm resists in a row on tashd/malo'd mobs however, there were still ooodles of times when the spells worked great so maybe the resist change makes things a little less trivial, and knowing Haynars love of classic kick u in thr nuts mechanics, this is prob working as "indended" | ||
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#4
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Yuck
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#5
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Yeah, definitely hosed up and not classic. I expect it will get adjusted back to where it should be soon enough.
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Last edited by Malrubius; 12-03-2014 at 04:00 PM..
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#6
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I dunno. When we were killing Draco, I had a hell of a time keeping an add rooted. Root seemed to break every 2 ticks or so. That happened 4 times in a row and then I died.
Dunno if classic but it should make things interesting.
__________________
Juevento - 60 Rogue <BDA>
Juevento - Druid <Free Agent> | ||
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#7
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I was actually gonna post a thread about this because I am experiencing the same thing on my mage. Any nuke I throw at a blue mob is either resisted or only hitting for like 20% of max. Very rare now that I am landing a full nuke.
__________________
Halius Manashaper <Ex Astra>
55 Conjurer | ||
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#8
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Attempting to land a Snare from my druid on a target that is just barely dark blue to me is unreal. I'm going to give it a try with targets all day today, but so far this is NOT matching classic in regards to simply snaring.
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#9
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I am not having any problems so far.
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#10
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I notice an increased resist rate on my 42 wiz too.
Some mobs that posed no problem before patch (hill giants) now require close to a full mana bar, sometimes more o.0 Also, fleeing speed when unsnared seems unreal. | ||
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