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Old 08-09-2022, 12:42 PM
Troxx Troxx is offline
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Look man. I have the snare neck on my shaman. I think I even chose the diety specifically with it in mind. I know its uses and its limitations (duration sucks … cast time sucks … % speed reduction sucks). There are, additionally very few places in the game I can think of off the top of my head where a runner running is truly dangerous .. but those camps do exist at both the high end and the lowerish end. For those areas you otherwise need a druid, Ranger, sk or bard. 50+ I wouldn’t even count on a warrior with snare whip because procs are so finicky.

Having said that it has saved more than one fungi group I’ve been in from a wipe. Rooting is cute but a DD (including procs) can break it. For the snare neck … once its applied it stays in place until either the mob dies or the duration expires. Nothing worse than a shroom managing to escape the exit room and have 2-4 more of its buddies come dashing in. I know that this is a whole group responsibility and shouldn’t fall on the shaman … but man it was nice not having to camp a cleric or wipe.

Do I use it often? Heck no. Does/did it get dusted off situationally .. yep.

No need to lecture me or parade around YouTube videos. Being able to snare on a shaman/cleric is cool.
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Old 08-09-2022, 12:48 PM
Crede Crede is online now
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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Look man. I have the snare neck on my shaman. I think I even chose the diety specifically with it in mind. I know its uses and its limitations (duration sucks … cast time sucks … % speed reduction sucks). There are, additionally very few places in the game I can think of off the top of my head where a runner running is truly dangerous .. but those camps do exist at both the high end and the lowerish end. For those areas you otherwise need a druid, Ranger, sk or bard. 50+ I wouldn’t even count on a warrior with snare whip because procs are so finicky.

Having said that it has saved more than one fungi group I’ve been in from a wipe. Rooting is cute but a DD (including procs) can break it. For the snare neck … once its applied it stays in place until either the mob dies or the duration expires. Nothing worse than a shroom managing to escape the exit room and have 2-4 more of its buddies come dashing in. I know that this is a whole group responsibility and shouldn’t fall on the shaman … but man it was nice not having to camp a cleric or wipe.

Do I use it often? Heck no. Does/did it get dusted off situationally .. yep.

No need to lecture me or parade around YouTube videos. Being able to snare on a shaman/cleric is cool.
Search back further in the priest threads.

On your break there were some multiple like ~100 page threads when DSM released his shaman guide saying ogres were the best.

This has been heavily discussed, lol.
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Old 08-09-2022, 01:40 PM
Troxx Troxx is offline
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Search back further in the priest threads.

On your break there were some multiple like ~100 page threads when DSM released his shaman guide saying ogres were the best.

This has been heavily discussed, lol.
I’m guessing DSM/Loramin made up 95% of those posts?

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Old 08-09-2022, 02:29 PM
DeathsSilkyMist DeathsSilkyMist is offline
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I’m guessing DSM/Loramin made up 95% of those posts?

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You can read the guide in my Sig. The math is clear as to which race is best, and I have videos showing how you don't really need Snare neck for anything, which is why it isn't much of an advantage to Trolls. Not really on topic for OP though.

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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Look man. I have the snare neck on my shaman. I think I even chose the diety specifically with it in mind. I know its uses and its limitations (duration sucks … cast time sucks … % speed reduction sucks). There are, additionally very few places in the game I can think of off the top of my head where a runner running is truly dangerous .. but those camps do exist at both the high end and the lowerish end. For those areas you otherwise need a druid, Ranger, sk or bard. 50+ I wouldn’t even count on a warrior with snare whip because procs are so finicky.

Having said that it has saved more than one fungi group I’ve been in from a wipe. Rooting is cute but a DD (including procs) can break it. For the snare neck … once its applied it stays in place until either the mob dies or the duration expires. Nothing worse than a shroom managing to escape the exit room and have 2-4 more of its buddies come dashing in. I know that this is a whole group responsibility and shouldn’t fall on the shaman … but man it was nice not having to camp a cleric or wipe.

Do I use it often? Heck no. Does/did it get dusted off situationally .. yep.

No need to lecture me or parade around YouTube videos. Being able to snare on a shaman/cleric is cool.
If you are just trying to prevent mobs from running you wouldn't DD them right afterwards, so that isn't really a concern. Not saying you can't use the neck for the purposes described, but it isn't providing any new utility you don't already have. You just prefer to use it for that purpose. That's perfectly fine, but it isn't something that will make a difference to a Shaman who doesn't have one. The snare simply doesn't last long enough to be useful in any serious scenario. It's OK for fear kiting easy stuff like guards.

Can you actually cite the camps where snare neck is needed? I can test them out to see if snare is ever actually necessary.

I never said it wasn't cool[You must be logged in to view images. Log in or Register.] I like the snare neck. It simply isn't necessary for anything, so it's OK not to have it. You aren't changing your gameplay.
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Old 08-09-2022, 12:51 PM
Crede Crede is online now
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On a side note high elf clerics can cast root with the tunare necklace. It wasn't in OP's list of races but that could potentially be a huge mana saver for solo clerics. I solo'd to 53 on my cleric just root/nuking when melee fell off in the 20s
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Old 08-09-2022, 03:08 PM
Troxx Troxx is offline
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Any camp at any level where a runaway runner can spell disaster for the group. I’m sure if you try hard enough you can think of a few.
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Old 08-09-2022, 03:10 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Any camp at any level where a runaway runner can spell disaster for the group. I’m sure if you try hard enough you can think of a few.
Every camp that I have been to can handle this via root just fine. Unless you can be more specific, there is no camp where snare is the only viable or effective method to stop runners.
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Old 08-09-2022, 03:12 PM
Troxx Troxx is offline
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Nobody, anywhere, ever said it is only way.
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Old 08-09-2022, 03:17 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Nobody, anywhere, ever said it is only way.
Which means it isn't necessary, and I haven't even seen a camp where it was better or preferable over root. It's a nice to have item, but it isn't needed. That's simply my point. Not saying you can't use it, or have fun using it. But that doesn't make it good, or game changing.
Last edited by DeathsSilkyMist; 08-09-2022 at 03:22 PM..
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Old 08-09-2022, 03:22 PM
Danth Danth is offline
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Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
...and I haven't even seen a camp where it was better or preferable over root..
You haven't done fungus king? Root is definitely not equal to snare for stopping runners there and if you're in a less than full group (hence, slower kill rate) runners can and will be the major cause of failures. It's also only one camp--albeit, a popular one.

I would not pick a cleric race just for one item. Moreso than a lot of classes, clerics have a lot of good racial choices with their own unique benefits. Arguments beyond appearance can be made, with validity, for most if not all of the different cleric races.

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