It's a bug. ALL clickies are currently listed as "instant" , but still cast in their normal cast time.
____________________________
Pain Mistress Okami L`Assundre of Tarew Marr Dark Elf Shadow Knight Drinal (Tarew) Retired after 500 days /played Deleted http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792 Remade http://www.magelo.com/eq_view_profile.html?num=96950 Retired again
The good thing about Clicky gear is that it has NO RECAST and is not subject to spell recast. You can easily chain root mobs if your Chanter goes OOM, throwing your shorter-cast regular root in there as well. People seem to forget that in that down time while you're waiting for a spell to repop, you can use clicky gear, then go ahead and cast your spell as soon as you're done with your clicky cast. My SK loves his clicky Blood Ember gear, wouldnt be caught dead without it. Espescially the FD greaves and Darkness gloves....
This helm would be good in KC because if you need to root before a mezz is broken on a mob and you are on ur horse trying to get mana back this is perfect or if your enchanter is oom or low mana and they have stuff mezzed but the mezz is going to break at anymoment and you have about 10 mobs in the room u can just not stop root until they get enough mana to mezz and ur melee have enough time to get to them and you don't use the mana you need for CH on roots I would hate to need to ch because i was 40 mana short from casting some roots .
Just curious, but many of the items that say 'recommended' level of such and such are actually 'REQUIRED' level such and such. So any idea which this is? Saw one for sale for 6k on Veeshan and would have bought but didn't want to get stuck holding on to it for 20 more levels. If however I can equip it I'll deal with the reduced stats it gives until the recommended level. Thanks in advance for info...
The effect isn't as good as it sounds. By level 51+, Root (the level 9 spell) costs bugger all mana to cast, you're really not saving anything by clicking your helm and the casting time is more than doubled. If root is so important to save people (and I agree, it is), keep the spell memmed.
The stats are nice yes, but it's likely (not definate, but likely) that anyone capable of hitting up the new Cazic is capable of farming Halls of Testing in ToV, and the helm drop out of there is significantly better.
the only problem with telling a cleric to keep root memmed is that that's probably one less healing spell for his ******** especially at higher levels, when clerics have 5 or 6 different heals in their roster.
#REDACTED,
Posted:Feb 26 2003 at 7:54 PM, Rating: Sub-Default, (Expand Post) WTF my cleric has this and he is lvl 53 and it takes for me like 3 seconds to cast it and the regular root is 4 seconds
Its not a matter of saving a spell slot its a matter of control. I use this helm when ever I need to CC either cause the chanter is running LoM or I need to save mana for the next CH. Its also great when your running around and dont have a intsill memed. Your both kinda correct in saying use the helm no use the spell slot. I have both and allways use each. Just nice to be able to Root for no mana when your rooting off 3 mobs.
This helm has saved my celeric's ares *many* times. ex. Zone into PoG, whorl this time see's invis and it fell-- gogo clickie root and run. Wipe, cleric only one left alive. Agroed mob -- gogo clickie root and camp. Wipe in KD. cleric camps. Log back in, rez monk, agroed -- gogo clicke root and recamp till monk give all clear. So yes, it's not the fastest cast time, and yeah, it's only lvl 9 spell that costs piddley mana if mem'd, BUT there are times when you don't have it mem'd and if it weren't there to be clicked, down goes the cleric. Plus at the lvl you can get this helm, you should be able to take a few hits while it casts and still get it off.
Here's a scenario in which I found this helm VERY useful.
Had a group in RCY, in Karnor's castle. Had a chanter, so no real need to have root take up a spell slot. Not Real busy that day, so we were pulling from other parts of th castle as well. Chanter was keeping them mezzed very well.
Suddenly, The enchanter comes out with "damn, mezzed myself" Someone root the adds, just as the room starts repopping. Since I had a full group, I USUALLY was not the one aggroed first, so the longer cast time was irrelevant. At one point, I had 7 mobs rooted at once. Eventually, the chanter's self-mezz wore off, and he got them all remezzed, but at that point, I started rooting the mezzed ones, just in case, since we had 9 mobs by that time. We eventually won out, and had a chance to sit and med up, but I'm sure glad I had the helm, since the spell was not memmed, AND I needed all the mana I had for heals.
after my shaman getting beat on so many times and no one seeming to understand the whole Root concept, id say this is quite a helpful little spell. terribly underused. sure it doesnt last long but its saved many a life.
I think the Druid Root sticks better, but any Root can be a real method to save mana when healing in a group with a Shaman or Enchanter slowing. It gives the melees a chance to take agro away from that massive agro Slow. This item is all the more valuable due to being a low level Root that will be more likely to stick than the higher level Roots. I commonly prefer the level 9 spell to higher Roots due to having a better chance to land.
true it is long. but in raid situations for that mob that JUST wont stop chasing the casters/healers drop this root on him and he will aggro immediately back on the tanks liek he is suppose to be.
Actually a nice lil tool to have in those just in case situations.
Let me tell you, the mana-free root on my Tunare Warden Symbol is the only thing that allows my Cleric any real kind of solo-ability. I imagine this would be just as helpful at 51+.
Amen. This piece makes a HUGE difference in cleric solo abilities post-51. Root doesn't use much mana, but if you consider you end up casting it 10 to 15 times a fight, it adds up. And channeling abilities at 51+ mean the 4.5 second cast time isn't that big a hindrance. Just chain-cast it in between undead dot-ing and medding, and you are good to go.