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Info on HR root mechanic

deterrant#6687 deterrant Member Posts: 172 Arc User
edited October 2016 in The Wilds
Ill put this up cos some people have been asking about this ingame.

HR root mechanic:

•Thorned Roots: When striking a target that is immune to control, Thorned Roots stated that it would deal a bonus 250% Weapon Damage up front.
However, it was actually dealing 2 ticks of damage, one at 175% of Weapon Damage, and one at 50% of Weapon Damage per rank of Thorned Roots, for a maximum total of 425% Weapon Damage at Rank 5.
This has been changed to now do 1 tick of damage for 200% + 50% per rank, for a maximum of 450% at Rank 5. The tooltip has been updated with these numbers, and has been clarified to state that this is in addition to the DoT.

•Thorned Roots: When used in conjunction with the Class Feature Crushing Roots, Thorned Roots would apply the Daze twice. In most cases, this would manifest as just causing the Daze to last about 0.1s longer. This has been fixed.

•Thorned Roots: The damage over time component of this power no longer has its duration reduced by control resistances, nor is its duration increased by control bonuses. If you apply Thorned Roots to a target, then all of the ticks of damage will apply to them, even if the Root effect is removed earlier. Targets that are completely immune to Roots still get the individual burst of damage instead of the DoT.

-You cannot deflect roots anymore

-Is not affected by control bonuses (only master trapper bonus affects their duration)

-Plant Growth is a Spell (except the initial hit to proc BS), its root duration is fixed
and it has never been a apart of HR root mechanic. As far as i know CC bonuses do not affect its root duration.

HR and PVP

-There are classes with powers that mitigate/negate piercing damage

-Plant Growth can be dodged

-"Permadaze/root" is done by Full trappers with using 2 strong grasping root encounters(usually Hindering and Constricting) + Crushing roots passive.

So there for those who asked it ingame. Root mechanic changes came with mod 10.

Try to read the forum patch notes and preview patch notes when a new mod or a class balance issue is at hand or has been changed recently.

Or look here for answers, theres plenty of HRs to give you advice and information how to go about building your toon.

You can make a difference by posting your opinions and experiences when devs are asking for them, usually when a new mod is coming.

By reading the forums you are more aware of how your class powers actually work.

Happy hunting to all out there.

Post edited by deterrant#6687 on

Comments

  • tacobeast94tacobeast94 Member Posts: 66 Arc User
    What classes can mitigate piercing damage?
  • w1ckc1tyw1ckc1ty Member Posts: 8 Arc User
    Pallys negate piercing wth binding oath, I believe it's getting changed to temp hp though. That's what I was to do. DCs are another astral shield Op, u can boar charge then out of it. But they will just slide away. Everything else it's open season! If u can land at will wth flurry up, well it's GG.
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