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Actual Functionality of Plant Growth

ajlir#7970 ajlir Member Posts: 367 Arc User
Good evening, rangers.

I want to know what is up with Plant Growth's tooltip and tested it because something feels off about it when running a dungeon yesterday. From what I gather from testing dummies, some spiders and mercs in SH,

1) Plant Growth's tick only lasts 4 seconds. Tooltip says 20 seconds on non-players.
2) Plant Growth's tick does not break when the target gets hit more than 500% weapon damage.
3) Mobs actually can move during Plant Growth's tick duration.

Tested with Stormwarden HR Combat build with Ensorcelled Weapons without Blade Storm slotted.

Comments

  • aslan3775aslan3775 Member, NW M9 Playtest Posts: 295 Arc User
    I don't think I can really offer you anything other than anecdotal information.

    Plant growth is very touchy when I use it. Many mobs are immune to the 'root in place' feature. I find that in mini-dungeons like the DR Spire, Fortress and Jawbone, which I run alone, the minor mobs do get 'rooted', but the higher level mobs ignore the movement restriction. That is similar to Cordon. I also find that while the minor mobs are rooted (animation shows them twisted in the vines) for more than 4 seconds, I don't believe they are still taking damage from the encounter. I haven't run ACT to verify that though. Most of those guys don't last much more than 4 seconds anyway, so it is a bit hard to tell.

    When I run 'real' dungeons, I don't really use plant growth because I run an archer. So it's cordon, longstriders, and thorn or rain of arrows. and Aimed shot. Lots of Aimed Shot. It works much better to stay on the fringe, so plant growth is very infrequent. So I really can't offer any anecdotal information on those dungeons.

    The silver lining of my not so helpful comment is that it keeps the post at the top of the forum. :)
  • ajlir#7970 ajlir Member Posts: 367 Arc User
    aslan3775 said:

    I don't think I can really offer you anything other than anecdotal information.

    Plant growth is very touchy when I use it. Many mobs are immune to the 'root in place' feature. I find that in mini-dungeons like the DR Spire, Fortress and Jawbone, which I run alone, the minor mobs do get 'rooted', but the higher level mobs ignore the movement restriction. That is similar to Cordon. I also find that while the minor mobs are rooted (animation shows them twisted in the vines) for more than 4 seconds, I don't believe they are still taking damage from the encounter. I haven't run ACT to verify that though. Most of those guys don't last much more than 4 seconds anyway, so it is a bit hard to tell.

    When I run 'real' dungeons, I don't really use plant growth because I run an archer. So it's cordon, longstriders, and thorn or rain of arrows. and Aimed shot. Lots of Aimed Shot. It works much better to stay on the fringe, so plant growth is very infrequent. So I really can't offer any anecdotal information on those dungeons.

    The silver lining of my not so helpful comment is that it keeps the post at the top of the forum. :)

    No, it helps. Even if it's just a bit. I tried Plant Growth on Thorns (mob) but the root lasts about 2 seconds when attacking with my at-wills (CTG) at least once and the DoT still ticks for another 2 seconds (4 seconds total). Possible CC resistance?
  • flyingleonflyingleon Member Posts: 451 Arc User
    edited October 2016
    From wiki: Slash your foe, causing plants to grow wildly around them, rooting all targets for 20 seconds (4 seconds on players). This root breaks if the target takes more than 500% of your weapon damage.

    I have not tested PG. I have assumed the ticks of PG is independent of roots from PG. So the tooltip is still correct but lacks information of DoT mechanism.

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    Ana-GWF SM Destroyer | Farseer-CW MoF Renegade | Leon-GF SM Tactician
    Adrik Battlefate-DC DO Virtuous | Cassi Woodsheart-HR PF Trapper
  • ajlir#7970 ajlir Member Posts: 367 Arc User
    edited October 2016

    From wiki: Slash your foe, causing plants to grow wildly around them, rooting all targets for 20 seconds (4 seconds on players). This root breaks if the target takes more than 500% of your weapon damage.



    I have not tested PG. I have assumed the ticks of PG is independent of roots from PG. So the tooltip is still correct but lacks information of DoT mechanism.

    I see. So PG is WAI but the tooltip's unclear. Still need to figure out why dummies are not affected by PG root. Just land PG on dummies and look at the debuff. I don't see root effects but it does tick.

    I can only assume that the PG roots are already broken from PG initial tick, which is......still sort of okay encounter.

    Ensorcelled off-hand is 901 at max. So 500% weapon damage is around 4.5k.

    My PG ticks are at 10k. So......break.
  • edited October 2016
    This content has been removed.
  • divectoredivectore Member Posts: 190 Arc User

    Good evening, rangers.

    I want to know what is up with Plant Growth's tooltip and tested it because something feels off about it when running a dungeon yesterday. From what I gather from testing dummies, some spiders and mercs in SH,

    1) Plant Growth's tick only lasts 4 seconds. Tooltip says 20 seconds on non-players.
    2) Plant Growth's tick does not break when the target gets hit more than 500% weapon damage.
    3) Mobs actually can move during Plant Growth's tick duration.

    Tested with Stormwarden HR Combat build with Ensorcelled Weapons without Blade Storm slotted.

    One thing is the root and one thing is the damage, the damage is 4 ticks, the control is 20 seconds on mobs, but roots break if mobs take damage, i have tested my self and with master trapper, mobs can be hold in place for 40 seconds.
    Another thing you should consider is animation, mobs moving while rooted could be only in animation after they take damage and the control breakes, sometimes i can move while freezed too.
  • ajlir#7970 ajlir Member Posts: 367 Arc User
    divectore said:

    Good evening, rangers.

    I want to know what is up with Plant Growth's tooltip and tested it because something feels off about it when running a dungeon yesterday. From what I gather from testing dummies, some spiders and mercs in SH,

    1) Plant Growth's tick only lasts 4 seconds. Tooltip says 20 seconds on non-players.
    2) Plant Growth's tick does not break when the target gets hit more than 500% weapon damage.
    3) Mobs actually can move during Plant Growth's tick duration.

    Tested with Stormwarden HR Combat build with Ensorcelled Weapons without Blade Storm slotted.

    One thing is the root and one thing is the damage, the damage is 4 ticks, the control is 20 seconds on mobs, but roots break if mobs take damage, i have tested my self and with master trapper, mobs can be hold in place for 40 seconds.
    Another thing you should consider is animation, mobs moving while rooted could be only in animation after they take damage and the control breakes, sometimes i can move while freezed too.
    Thanks for the answer.
  • bittynationbittynation Member Posts: 138 Arc User
    edited November 2016
    Ninja nerf to plant growth is now up on preview. PG is down to 2 ticks from 4. 1/2 the damage. This is a huge nerf to PVE specs. Look in the preview forums!
  • ajlir#7970 ajlir Member Posts: 367 Arc User

    Ninja nerf to plant growth is now up on preview. PG is down to 2 ticks from 4. 1/2 the damage. This is a huge nerf to PVE specs. Look in the preview forums!

    lol They really done it.
  • dmcewendmcewen Member Posts: 279 Arc User
    Interesting move to say the least. First the SW gets nerfed to oblivion. The HR, which is slightly over achieving, get a significant nerf. What's next? The GWF self buffing? The TR's power building?

    I guess the answers to balancing is to nerf everything until it's close to the same. The next rounds of changes are going to fun.
    Guild: Ruthless
    Character: Vendetta
  • ajlir#7970 ajlir Member Posts: 367 Arc User
    dmcewen said:

    Interesting move to say the least. First the SW gets nerfed to oblivion. The HR, which is slightly over achieving, get a significant nerf. What's next? The GWF self buffing? The TR's power building?



    I guess the answers to balancing is to nerf everything until it's close to the same. The next rounds of changes are going to fun.

    Yup. They really definitely going all-out now. Watch the QQ rivers from all classes.

    Then again, the players will adapt back to the old strategy of buff/debuff again if damage nerf strikes all classes.

    Still need to see how the DC rework will look like. It's not going to be pretty.
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    Pff. Great. Another encounter falls off the map.
    No idea what my toon is now.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    The nerf to PG was purely down to whining from the pvp crowd. Well they got their wish and once again pve takes a massive knock to due to pvp, which is becoming more and more of a ghost town. Why do they even bother with pvp anymore FFS? Surely the whales from the pvp guilds have spent all the money they plan to. Why they even bother holding out hope that pvp will receive some resuscitation is beyond me. Even the lead dev said there was nothing in the pipeline for 2017. No offence to the pvp HRs that frequent this sub-forum but I'm sick of NW being ruined for pvp reasons and always my beloved Combat HR gets shafted.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • ajlir#7970 ajlir Member Posts: 367 Arc User
    edited November 2016
    lirithiel said:

    The nerf to PG was purely down to whining from the pvp crowd. Well they got their wish and once again pve takes a massive knock to due to pvp, which is becoming more and more of a ghost town. Why do they even bother with pvp anymore FFS? Surely the whales from the pvp guilds have spent all the money they plan to. Why they even bother holding out hope that pvp will receive some resuscitation is beyond me. Even the lead dev said there was nothing in the pipeline for 2017. No offence to the pvp HRs that frequent this sub-forum but I'm sick of NW being ruined for pvp reasons and always my beloved Combat HR gets shafted.

    Yes. It came from PvP flood gates. But then again, are you really sure that combat HR gets shafted?

    PvP, probably. But not PvE, at least not for me and it's really fun to change all of the rotations, tools and playstyles you can make use of, in all sorts of situations. And not even slot Cordon/PG.

    Damage isn't that important for me as I'm looking beyond than just having a GWF mindset. For others who chasing paingiver, yes, it will hurt them.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    I'm hearing that Plant Growth is now doing half the damage on preview. That is pretty substantial. I've been using it since its introduction in Mod 6. I'm currently back to using Thorned Strike, Gushing Wound and Plant Growth, although I was slotting Throw Caution for about 2 weeks as I was running a lot of Tiamat. AoE damage will definitely be less for me, that's for sure. Today I tried Rain of Swords along with GW and TS but it's taking some getting used to again.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    Christ, even I'm beginning to hate the pvp crowd. I tried to defend piercing and plant growth, but the qq was too strong.
    No idea what my toon is now.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    like i said, eventully we will spec back to trapper...i was a poor tr after all
    patching preview

    if its true im going to run a 20k recovery trapper build
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    funny things:
    1) the nerf is true
    2) the nerf will actually do nothing in pvp because no one was so HAMSTER to stay in PG for 4 seconds.

    3) i will spec back to that 20k recovery trapper regardless to show what how a breaded finger in the *** really feels.
  • wdj40wdj40 Member Posts: 1,958 Arc User
    lol, i dont use Plant Growth and I get on fantastically... always have :)
    Main - Rydia (HR70) - Xbox One Player only
    Alts :
    Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)

    Member of Q-Snipe
  • ajlir#7970 ajlir Member Posts: 367 Arc User
    rayrdan said:

    funny things:
    1) the nerf is true
    2) the nerf will actually do nothing in pvp because no one was so HAMSTER to stay in PG for 4 seconds.

    3) i will spec back to that 20k recovery trapper regardless to show what how a breaded finger in the *** really feels.

    Because those HRs start with CC first, either mount power or Rod Restraint.
  • chemodan007chemodan007 Member Posts: 64 Arc User
    Not gonna create a separate topic in this thread. Just put the link.
    BUG. Cordon of Arrows can't crit at long distance.
    Drider
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User

    Not gonna create a separate topic in this thread. Just put the link.
    BUG. Cordon of Arrows can't crit at long distance.

    That bug is known but the devs cannot nail down what is causing the bug sadly.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • patcherrkmpatcherrkm Member, NW M9 Playtest Posts: 127 Arc User
    Yeah PG is bugged. If they fix it then LOL. Because with the new weapons it'll be lights out. I'm already melting fools. Give me a damage buff and it's GG

    Sleek Pepper
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    Why a 20k recovery trapper? For full Longstrider's uptime in pve or for pvp?
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • auntjimimaauntjimima Member Posts: 94 Arc User

    Why a 20k recovery trapper? For full Longstrider's uptime in pve or for pvp?

    yeah? lol seems ridiculous.... you just gonna permastun the HAMSTER out of people with as many strongs root encounters as possible? or... what? im not even sure.... uber control. pure support, for team to kill? weird.
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User

    Why a 20k recovery trapper? For full Longstrider's uptime in pve or for pvp?

    yeah? lol seems ridiculous.... you just gonna permastun the HAMSTER out of people with as many strongs root encounters as possible? or... what? im not even sure.... uber control. pure support, for team to kill? weird.
    Well actually with a 20k recovery trapper in PVE you can rotate Longstrider, Commanding and Hawkeye seamlessly from a distance and keep up Longstrider's buff full time or almost (and Commanding too but that's easy for any trapper build). It's an extremely nice DPS boost for stuff like Tiamat, Edemo, Svardborg, with GWFs dealing three times your damage.
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
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