Spell Icon Snare  


2: Decrease Movement by 41% (L1) to 95% (L16)

Details   Raw Spell Data, Lucy Spell View

Mana: 15 Skill: Alteration
Casting Time: 2 Recast Time: 4
Fizzle Time: 1.5 Resist: Magic
Range: 200 Location: Any
Time of Day: Any Fizzle Adj: 25
Deletable: Yes Dot Stacking: Yes
Reflectable: Yes Focusable: Yes
Dispellable: Yes Interruptable: Yes
Short Buff Box: No Target Type: Single
Spell Type: Detrimental Source: Live 02/22


Cast on you: You are ensnared.
Cast on other: Soandso has been ensnared.
Effect Fades: You are no longer ensnared.

Game Description

Entangles your target's feet with magical roots, slowing their movement speed for up to 6 secs (1 ticks @L1 to 3.9 mins @L65).

Items with this effect

Quick Facts

Spell: Snare
Spell: Snare



1 ticks @L1 to 3.9 mins @L65
Post Comment
in PoK
# Jan 15 2007 at 10:59 AM Rating: Decent
21 posts
available from Pathfinder Vaered in PoK Library
Re: Root vs. Snare
# Mar 13 2004 at 4:10 PM Rating: Decent
Yes... If a mob is snared and feared PLEASE do not ROOT! I hate that. Gets my necro's pet killed every time. Not to mention my homies too.
when does this proc?
# Jun 09 2003 at 10:13 PM Rating: Decent
what is proc lvl?
RE: when does this proc?
# Jun 10 2003 at 8:21 PM Rating: Default
Not by L34...I've had mine since level 10 (a gift) and am STILL waiting for it to stop telling me I haven't the will for it.
Root vs. Snare
# May 05 2003 at 6:49 PM Rating: Good
1,494 posts
I am sick and tired of seeing people who don't seem to know the difference between Root and Snare. They know the basics (Root holds them still, with a chance to break every tick, Snare slows them down), but they're unaware of the secondary characteristics of the spells; they think that the two spells have essentially the same combat function.

This is WRONG!

A monster that is Rooted will fight, regardless of whether it was running or not. Root is best used for keeping extra monsters ("adds") away from the party for long enough for the party to deal with them one at a time.

A Snared monster that is trying to flee will continue trying to flee, despite the fact that it is not getting anywhere. Snare is best used to keep a running monster from getting to his friends, and bringing them back.

Note the difference in how a fleeing monster acts under Root and Snare... any Melee class will tell you that once a monster turns to run, they want it SNARED, not Rooted. If it's Rooted, it fights back. If it's Snared, it doesn't.

Once more, for summary: Root is for crowd control. Snare is for runner control. PLEASE do not get them confused. Your tanks will thank you for it.

Celone Greenedge, Lv. 42 Ranger of Tunare, Luclin server
Officer in Warriors of the Ebon Heart
RE: Root vs. Snare
# Feb 11 2006 at 4:44 PM Rating: Default
also a rooted mob will tend to try and attack the closest opponent
RE: Root vs. Snare
# May 05 2003 at 7:57 PM Rating: Decent
Well said! Also when someone with fear and someone with root use both, the monster aint going no where fast and will beat the crap if the casters of the spells are in melee ranged. As stated above, rooted mobs do NOT run. Now fear and SNARE, thats the ticket! :)
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