Spell Icon Elddar's Grasp  

Description

2: Root

Details   Raw Spell Data, Lucy Spell View

Mana: 180 Skill: Alteration
Casting Time: 3 Recast Time: 6
Fizzle Time: 1.5 Resist: Chromatic [Lowest]
Resist Adjust: -30 Range: 100
Location: Any Time of Day: Any
Push Back: 4 Deletable: No
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: Your legs are encased in clinging roots.
Cast on other: Soandso 's legs are encased in clinging roots.
Effect Fades: The roots fall away.

Game Description

Entangles your target's feet in the vines of the Elddar, preventing them from moving up for up to 1 min. This spell is very difficult to resist.

Items with this effect

Quick Facts

Scroll:
Spell: Elddar's Grasp
Spell: Elddar's Grasp

ClassLevel
RNG70

Expansion:
Prophecy of Ro

Duration:
1 min
Post Comment
Not that reliable vs high level mobs
# Aug 16 2008 at 9:34 AM Rating: Decent
While this is the best root you can get at lvl 70, it is not always reliable with higher level mobs. I have killed many 100s of efreetis (73 - 75)in Jewel while pling alts and while it is rarely resisted, mobs break root early very frequently, sometimes as soon as it is cast. When you have kiting room it is generally not a problem, but in tight quarters like fighting in the pyramids of Jewel, along with its short range it can be risky. I have also used this with the skeletons in LP (77 - 79) with a little better results, and given the large kitting area have not had any problems.

You are better off however getting Vinelash Cascade II (III would be better but Sony has an irritating habit of defining rk III spells that no one can find). It has a shorter duration but is generally reliable against higher level mobs.

Maybe we will get a serious root in next expansion, although what we have is serviceable if you use them carefully.



Edited, Aug 16th 2008 1:38pm by RFHarris
Knockback
# Jun 18 2006 at 4:59 PM Rating: Decent
The thing all these posts have overlooked is that this spell come with a knockback effect that is even aimable to a lesser degree. This spell is very hard for mobs to resist and it holds very well, in fact I cannot think of a time where it broke before it's duration wore off.

A great example of where this spell really comes in handy is the DPoB Devlin Rochester event. Usually 1 or 2 rangers will be in charge of locking down the unmezzable red skeletons that spawn 1/2 way thru the fight. The knockback is great at keeping them away from the clerics and rez camp, and keeps them glued in their corner. The fact that it doesnt break right after you cast it is not only helpful, but will prevent the raid from a wipe. If you really think the lower level roots are better than Eldarr's Grasp - please, try them on the Devlin event and find out for yourself.

I'm sure there are plenty of other examples where this root is clearly supperior, but that's the one I have the most experience with. While in some situations it may benifit you to use a lower level root, this root is irreplaceable in others.
Knockback
# Jul 01 2008 at 11:05 AM Rating: Decent
***
1,273 posts
I ran a few tests on our ranger roots, and made a few notes that I hope will be useful.

Please note that hybrids get innate spell haste for detrimental spells with a cast time of 3 seconds or more. In otherwords:
1. Earthen Roots has a 1.75 cast time, and we cast it in 1.75 seconds.
2. Elddar's Grasp has a 3 cast time, but we cast it in just 1.6 seconds.


    Knockback Test
Though the knockback is what makes this spell particularly useful. I ran a test on the knockback by pulling a swarm of orcs in gfay, bunching them all up on top of eachother, then vinelashing them to root them all. I then cast Elddar's Grasp on two orcs, and recast vinelash on the swarm until they were knocked back on top of those two. The results of the test showed me:
1. Elddar's Grasp is is overwritten by Vinelash Cascade II.
2. Vinelash Cascade II is overwritten by Elddar's Grasp.
3. Elddar's Grasp knocks back a mob exactly twice the distance of Vinelash Cascade II.



    Knockback Spell Interruption Test
I did one further test, to see the effectiveness of Elddar's Grasp Vs Vinelash Cascade II for interrupting spells. I duelled my lvl 80 cleric, and had him cast complete heal on me, while I either cast Vinelash Cascade II or Elddar's Grasp on him. The results were interesting:
1. Every time Vinelash Cascade II landed on him, his cast was interrupted.
2. All but one time Elddar's Grasp landed on him, his cast was interrupted.
3. He resisted Vinelash Cascade II and Elddar's Grasp every time when his resists were all around 400
4. He resisted about 40% of both casts when his resists were around 250.


Even though Elddar's Grasp has twice the knockback, it didn't seem any more successful in interrupting casts then the knockback of Vinelash Cascade. However both were very good at interrupting spells when they landed.


    Roots As Crowd Control:
Lirael's post about using this spell in the Devlin Rochester event is then very pertinent. Any time you need to control one or many mobs, this spell becomes vital. In the event of trying to crowd control several mobs do the following:
1. Vinelash Cascade them all.
2. Elddar's Grasp one
3. Entrap it while the refresh timer is ticking
4. Elddar's Grasp the next.
5. Entrap it, etc.
If a mob breaks roots, use Earthen Roots to quickie root it, and overwrite with Elddar's Grasp to knock it back to the rest of the mobs.


    Summary
1. When range, or recast time is important, I will cast Earthen Roots.
2. When resist rate, the knockback, or spell interrupting is important, I will cast Elddar's Grasp.
3. When a mob absolutely must stay rooted, I will alternate casting one after the other.

I keep Earthen Roots, Elddar's Grasp, and Vinelash Cascade II perminently memmed in my spell list.


*Update* Vinelash Cascade and Elddar's Grasp both do now overwrite eachother. Up until a month or so ago Elddar's Grasp overwrote Vinelash Cascade but not vica versa.

Edited, Apr 10th 2009 2:07am by dafdaf
New PoR Root Spell
# Mar 15 2006 at 6:16 PM Rating: Excellent
Got this today with the release of the 7 yr anniversary patch. Tried it out while soloing in Kod'Taz. So far, I'm not impressed.

It was still getting resisted a lot, which can be a bit of a pain. I was hoping it's "very hard to resist quality" was going to help out.

What really sucks about this is:

1 - Range is greatly reduced, from 200 with old roots to 100. Effectively, you are well within harms way when you start to cast.

2 - Cast time, 3.0 seconds instead of 1.75. So,now you not only have to be closer to the mob, but once you start casting it's going to take longer to cast. ie lots of time for the mob to notice you and send you back to bind. : (

3 - Mana, up to 180. Still not a lot, but that's a big jump compared to the other root and snare spells.

Its one redeeming quality... at least it doesn't do damage when it does land. ie. Chanter friendly!

Oh, btw, I tried out the 60 and 63 roots as well, using same mobs I had been hunting for the past couple weeks (damn Ixt tongue!) It was probably my imagination, but it seemed as if they were getting resisted a lot more than they were before the patch.

All-in-all, while an improved root spell could have been beneficial, I know a good number of us would have preferred an improved dot and/or an improved harmony. Thanks for listening yet again SOE.

Pinaddarr, on Saryrn. Member of Collective Assault.

Edited, Wed Mar 15 18:20:35 2006
RE: New PoR Root Spell
# May 18 2006 at 9:52 AM Rating: Decent
its better that spell has a 3.0sec cast time then gives us the hybid bonus Detrimental spells of 3sec or more making the spell a 1.6 cast time for rangers where all other class fastest root is 1.8 that I know of
RE: New PoR Root Spell
# Jun 16 2006 at 11:08 PM Rating: Decent
***
1,273 posts
Our old one (Earthen Roots) was a 1.75 second cast time with a 2 second recast, compared to Elddar's Grasp's 3 and 6 seconds. That means it'd take us 12 seconds to cast Elddar's Grasp, be resisted and cast again (2 attempts). In 13 seconds, we could have cast and recast Earthen Roots 4 times! (I have ignored the hybrid reduced delay time since it effects both spells at the same %).

In times where a mob absolutely must be rooted first time, this spell is very useful. In times where the mob needs to be rooted and kept rooted, then it'd be useful to have this and Earthen Roots up, allowing us to fill the recast time of Elddar's Grasp up with Earthen Roots attempts (which happens to work pretty well - one fail of Earthen Roots, recast timer, and a second attempt). For casual rooting such as emergencies (mob heading somewhere it shouldn't and you need to stop it), ranged soloing, crowd control, I think I'm always going to prefer the shorter timers of Earthen Roots. One thing I want to stress though is that root spells are like stuns in the sense that you do benefit from having a few that you can use in conjunction.
Details
# Mar 15 2006 at 2:16 PM Rating: Decent
Obtained after completion of the Skylance arc of missions. This arc is received from Ao in Arcstone. They just fixed it so that Ao will hand out the spell after the arc is done. If you have already finished the arc all you have to do is hail Ao to receive the spell.

As the spell info points out it is a single target root with a 1minute duration and a chromatic(-30) resist check.
root
# Mar 09 2006 at 1:21 PM Rating: Decent
how do u get this spell what PoR is needed.
they updated the mistory spell
# Feb 23 2006 at 7:02 PM Rating: Decent
Oo guess were checking out a new better root for us and hopfully no damage so when we head to time we can keep a nice long root vz
RE: they updated the mistory spell
# Mar 01 2006 at 4:28 PM Rating: Decent
19 posts
Could this be a new "Trap " spell or skill from PoR mission? If so where can thia mission be found or /and started?.. more info plz...=-)


Edited, Wed Mar 1 16:28:46 2006
Caltrops
# Feb 19 2006 at 7:32 PM Rating: Default

Caltrops were also used in feudal Japan by ninja. It does sound more like a rogue ability to me, but im guessing it will be a AE dmg/snare that you place in an area like priests wards.

Tal,
caltrops
# Feb 03 2006 at 10:54 AM Rating: Decent
Caltrops were used to put in front of infantry-in particular in front of the archers to keep calvary from overrunning them-they were made kinda like the jacks lil girls use to play except sharpened points-often just wire twisted together. Kind of a medival pungi stick. 5 points so that 4 were down and 1 pointed up. Any way you throw them there is a sparp point up. I suspect it might be sort of a autoroot or aggro loser if the mob gets too close.

Treek Starchild
Ageless Wanderer
The Nameless
Trap
# Jan 31 2006 at 2:16 PM Rating: Decent
Maybe its a trap.
They were talking about setting up
traps for mobs and like Kwixx said
they were used to flatten the tires
of vehicles. so cast the spell watch
the mob run through it and they get
snared or something
Evasion?
# Jan 31 2006 at 6:09 AM Rating: Decent
*
50 posts
If this is something to stop mobs from following us this could be awesome.

<crosses fingers>

Except the cast time is a little long for that. Wonder what they're planning for it.

Guess it could be like a ward. I'm rooting for the losing aggro idea though.

Edited, Tue Jan 31 05:09:58 2006
#REDACTED, Posted: Jan 25 2006 at 1:40 AM, Rating: Sub-Default, (Expand Post) Looks like this is a new beta spell for Prophecy of Ro. I suspect it falls under the new category of player-set traps. Hope this clears at least something up for y'all.
Hope im wrong...
# Jan 20 2006 at 4:58 PM Rating: Default
Not sure what they have in mind for this. However Caltrops are a spike dropped on the ground ment for someone to step on, Or if you use to watch the A-Team in the 80's it was used to flatten tires of vehicles. sounds more like a Rogue-esq item to use...and self only, Unresistable?? um...hope these arent your "typical" Caltrops
new spell
# Jan 04 2006 at 9:58 PM Rating: Default
what is this in beta for expansion? or is it new as ranger 70 Dod spell?
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