Spell Icon Enveloping Roots  

Description

1: Decrease HP when cast by 12 (L36) to 120 (L51)
2: Root

Details   Raw Spell Data, Lucy Spell View

Mana: 80 Skill: Alteration
Casting Time: 1.75 Recast Time: 1.5
Fizzle Time: 1.5 Resist: Magic
Range: 200 Location: Any
Time of Day: Any Fizzle Adj: 15
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 10/22

Messages

Cast on you: Your feet become entwined.
Cast on other: Soandso becomes entwined in roots.
Effect Fades: The roots fall from your feet.

Game Description

Commands roots to take hold of your target, doing 120 damage and preventing their movement for 1 min.

Items with this effect

Quick Facts

Scroll:
Spell: Enveloping Roots

ClassLevel
RNG60
DRU36

Expansion:
Original

Duration:
1 min
Post Comment
Vendor update - Pathfinder Viliken
# Sep 24 2005 at 2:59 AM Rating: Decent
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167 posts
Found in POK from vendor Pathfinder Viliken for 18p, 4g, 2s, 7c (bring 19 plat hehe).
cost
# Oct 24 2004 at 10:37 AM Rating: Decent
Scholar
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70 posts
costs 18p4g2s7 from Wanderer Astobin with a cha of 104.
____________________________
May the trees offer you shelter and food.
Re: Duration
# May 07 2004 at 7:40 AM Rating: Decent
The damage is worthless...actually detrimental. It's not enought damage to be a drop in the bucket to most decent lvl mobs and it will break a chanters mezz. Would be a much more valuable spell without the damage.


Veteran Kaidon
59 Outrider of Tunare
Sullon Zek
RE: Re: Duration
# May 11 2004 at 1:35 PM Rating: Good
I agree, to a 60 Ranger, when they get this spell, hardly useful for its damage value... but to a 39 Druid when they get it, its a nice addition to the spell lines...
RE: Re: Duration
# May 11 2004 at 1:43 PM Rating: Excellent
Sage
Avatar
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149 posts
Not to mention that not every group you will be with will have an Enchanter. So it gives us Rangers a decent tool-upgrade for root parking that is has gone from a 2.50 cast time to a 1.75 cast time :)

And even for groups with Enchanters... they can't get to every add immediately, especially if theres more than one. This makes a nice Ghetto-Mez until the real mesmerization gets landed.
____________________________
Kyrros <Knights Of Insomnia>
Guild Leader and Guild Historian
Human Veteran Ranger and Warder of Tunare for 70 seasons
Knights of Insomnia Homepage - Hosted by Guildportal.com
http://www.guildportal.com/Guild.aspx?GuildID=2542&TabID=16569
RE: Re: Duration
# May 11 2004 at 1:50 PM Rating: Good
Hehe, especially if the chanter's getting beaten on...
RE: Re: Duration
# Sep 19 2004 at 5:07 PM Rating: Decent
i think you've got to be really careful if you take matters into your own hands when an enchanter "looks" like he's in trouble. in a typical group, an enchanter will not take much agro from mobs he has not cast deterimental spells on, so if the chanter is in trouble, he's usually just getting beat on by one mob, which most enchanters can handle easy w/ runes, root, and mez. Just talk it over and don't help with any CC (with a root that breaks mez!) unless you're asked imo... that way you won't break the mez with a root as soon as he gets it to stick :P.
Duration ...
# Nov 18 2003 at 12:26 AM Rating: Decent
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84 posts
I don't know but 1 min kinda short, nice dmg though...
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~hk~
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