Spell Icon Ensnare  

Description

2: Decrease Movement by 41% (L26) to 96% (L17)

Details   Raw Spell Data, Lucy Spell View

Mana: 35 Skill: Alteration
Casting Time: 1.75 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 04/09

Messages

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 6.2 mins @L26 to 14.0 mins @L65.

Items with this effect

Quick Facts

Scroll:
Spell: Ensnare

ClassLevel
RNG51
DRU26

Expansion:
Original

Duration:
6.2 mins @L26 to 14.0 mins @L65
Post Comment
Great for Kiting!
# May 04 2006 at 10:16 AM Rating: Default
This spell is great for kiting. I duo a ranger and a mage, and in my experience, root does not hold very long, especially with the mage nuking. This spell slows the mob down enough to get some nice hits in, but very rarely breaks.

Edited, Thu May 4 10:09:42 2006
ensnare question
# Jun 26 2005 at 10:36 PM Rating: Decent
I use ensnare as soon as i can to avoid taking the aggro from the tank. Then i watch for the wear off msg. if i dont see that i assume the spell stays put. but 55% doesnt mean they dont move at all, just more slowly, unless im missing something. and if the ensnare is on them already, the low health makes no diff. if 55% is only a fraction of the mobs speed, then they will walk off, ensnared or not. if thats not true, what am i missing? and what would be stategty for dealing with those high zone mobs? assuem that roots wear off in two secs, like in WoS.
RE: ensnare question
# Aug 14 2005 at 6:21 PM Rating: Decent
Snare doesn't break in my experience. It may be resisted but once it sticks it seems to stick for the duration so if the mob is of a type that it turns and runs, snare will keep them in place without rooting them. Rooted mobs will keep fighting to the death. Mobs that turn and run are effectively immobile if snared but they still face away and don't hit back.

I am not sure I understand what you mean about agro, ensnare is a good tool to gain agro if you wish to kite a mob, but if you are snareing a tanked mob wait until that mob has taken a sufficient beating before snaring otherwise you run the risk of stealing agro from the tank. I usually wait until a mob is at 50% to ensnare as a ranger cause most mobs don't turn to run until 20 or less and by 50% tanks has solid agro. Druids can probably cast early in the fight if they want to cause they don't have the close proximity agro like a melee ranger does but I bet a druid can still draw agro from a tank if they cast this too soon.
RE: ensnare question
# Nov 22 2005 at 8:05 AM Rating: Default
First of all, snare does wear off. You will only find this out if you run out of mana after you hav snared a mob, cuz it takes a very long time to do so. Secondly, a mob that will run when it is down to a certain percentage will always do so slowly whether snared or not. Lastly, it is not the fact that the mob is rooted that makes it fight to the death. The nature of the mob does that. Root does not affect the nature of the mob. If you doubt this, go to the overthere and snare one of the tiggers and dot it. He will never stop coming after you until either he or you are dead.
RE: ensnare question
# May 04 2006 at 6:15 PM Rating: Good
*
150 posts
Yes there are some mobs that will always fight to the death, undead are amongst that group. If the mob is a runner, when it turns to run due to low HP it will not move if snared. Now if you root the mob it will most definately turn and continue to fight. If you doubt this go to any zone root any mob and it will never stop attacking till one of you are dead.
RE: ensnare question
# Nov 29 2005 at 5:21 PM Rating: Decent
Actually, the fact that a mob is rooted is a reason for it to fight to the death, even though it usually doesn't, just cast root on a mob that is running away, as soon as its rooted it will start fighting again.
Also
# Jun 07 2005 at 8:54 PM Rating: Decent
This spell is also sold in POK by Pathfinder Viliken.
Druid/Ranger Snare
# Dec 14 2004 at 7:23 AM Rating: Decent
**
404 posts
On my server Stromm, it is Me (the druid) who ends up being the one who snares the MOB when a ranger has arrows. Otherwise I see the MOB walking off to try to get his buddies while the ranger and MT whack on him. <Sigh>. Smiley: disappointed Somehow the fact that the MOB moves at reduced speed during the battle is missed by them. <Big Sigh.> Smiley: confused When questioned, I get told that they wait until the MOBs health is low and they turn to snare. My thoughts from lots of soloing.. TOO LATE ONCE THEY TURN. Smiley: banghead

Reading Is Fundamental.

Sorry, rant for the day after a wipe.
Ensnare
# Sep 22 2004 at 8:37 AM Rating: Decent
It is resisted much less often than snare at higher levels - that is its main use in my opinion.
???
# Feb 04 2004 at 4:07 PM Rating: Default
senseless???
RE: ???
# Apr 26 2004 at 9:23 AM Rating: Good
The difference between this and Snare is in the duration. By the time a ranger has access to this spell, it's duration is close to 3 times longer than the Snare spell. This is beneficial on the mobs with more hit points, as you can get the spell set on them earlier in the fight and not have to worry about it wearing off before they've been finished.
RE: ???
# Aug 27 2004 at 12:02 AM Rating: Good
And faster for when your in a tight spot and .25 worth of hits may be the end of you!
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