Greater cecuvians and root

Kelval

Dalayan Adventurer
Hello,

I have hunted a bit in Warpstone caverns, in the cecuvian area lately.
I have died a couple of times on greater cecuvians, because I could not crowd control them, and there is a minimum pull of 3 when I enter the room. 3 dark blue is usually doable. It is sometimes hard, but I rarely die on 3 dark blue, unless they are casters wich greater cecuvians aren't.
What bugs me, is that when I try to root them, I get no resist message, no root message either. The spell is casted, uses mana, but doesn't seem to have any effect. It's like nothing has happened in a way or another.
Would they be immune to root? And if then, could we have some kind of message that tells us that they are?
Or is it just a bug somehow?
 
they have spell reflect on. thats all.... try casting some low nuke on em, and later root.
 
Kelval said:
Hello,

I have hunted a bit in Warpstone caverns, in the cecuvian area lately.
I have died a couple of times on greater cecuvians, because I could not crowd control them, and there is a minimum pull of 3 when I enter the room. 3 dark blue is usually doable. It is sometimes hard, but I rarely die on 3 dark blue, unless they are casters wich greater cecuvians aren't.
What bugs me, is that when I try to root them, I get no resist message, no root message either. The spell is casted, uses mana, but doesn't seem to have any effect. It's like nothing has happened in a way or another.
Would they be immune to root? And if then, could we have some kind of message that tells us that they are?
Or is it just a bug somehow?
they do a reflect, where you cast a spell on them, and it bounces and hits you. GG critting a nuke on them =(. but yeah, maybe you have it filtered out somehow.
 
Mmmh no, when they reflect a spell, it's written in red and in caps. And I am affected by my spell ( I would know, I have dotted myself twice that way).
In that case, they just... Aren't affected somehow.
 
I think deep warpstone kinda requires a full group. I went there for fun once on Luas and almost died, I had a pretty hard time down there because everything is aggro and social and pathing isn't exactly puller-friendly.

Besides that - I never had a problem rooting them, nor had I problems mezzing them.
 
I've seen this happen myself. Basically, any mob with counterspell or reflect will occasionally just eat spells. I'm not sure why it happens, but it's been doing it for a while (since undercaverns), and seems to do it to lower-mana spells more frequently. I suspect it might have something to do with the "I don't like to spend my counter/reflect on a low-mana spell" code, but that's just a hunch.
 
Counterspell is not as bad as it sounds once you get use to it. It is a monster ability that refreshes every few seconds. Do a small spell that is fast cast with low mana, then blast it big. They have some amount of magic reduction, so very small damage spells will be absorbed, and not trigger the Counterspell.


This is on the Wiki about undercaves. Is it possible that warpstone, undercaves, every other zone with such mobs have some innate spell absorb?
 
Wich means there is absolutely no other way to CC them than offtanking? ( counterspell + design eating low mana spells)
That's a meh!

Is there any way to exclude root from that?
 
Slippers1 said:
On Llyver I used to go down there frequently. Root stuck every time.

Did you use those roots including a damage component ( wich would need greater mana consumption, wich wouldn't get "eaten" as Thinkmeats said)?

Well, on my side I pulled 3 times there, and died 3 times. Each time, I had the time to try and cast the root at least 5 or 6 times before dieing (since Mafate was offtanking one and so was the pet). A couple were probably interrupted. But come on, there are at least 10 times where I should either have had a resist message, either a root ( + the visual effect). There was none ( and no visual effect either).

If it's designed so you cannot abuse the mob's reflection slot with small spell ( as someone suggested), it has some pretty unpleasant downsides...
 
You might try casting a different root. If yours is low-level, bust out a high-level one, and vise versa. Additionally, try sneaking one in just after the mob has used its counterspell.
 
Get a ds, and some hp buffs, tears em up good. Counter is alot easier to play with on a caster, rains ftw.
 
Thinkmeats said:
You might try casting a different root. If yours is low-level, bust out a high-level one, and vise versa. Additionally, try sneaking one in just after the mob has used its counterspell.
I am using the highest level root I have, wich is Enstill (60 mana). Otherwise, I have the basic root that I got at lvl 14 (40 mana). I'll try it it.
I can also try after the counterspell, but I doubt I will live through, as I am usually pounded on as soon as I cast. "Reflecatble" spells take a lot of time to cast ( not to forget that I weaken myself with a dot, a nuke or something of the kind), then I need to wait for the gems to refresh, and then I would be able to cast root for a try... All of that if I am not interrupted. And all of that at least twice.

vistachiri said:
Get a ds, and some hp buffs, tears em up good. Counter is alot easier to play with on a caster, rains ftw.
Mage thinking ;).
Sadly, I am a Shm+War combo. No DS, and just a couple of HP buffs ( nothing horrible, but nothing too huge).

Would it be hard to exclude root spells from the code on this?
It wouldn't be overpowered, since you would encounter the risk of having root reflected on you. And beeing rooted is probably one of the worst things for a caster/crowd control...

PS: Syalara posted while I was typing this. Maybe I should try my poison PBOAE to "pop" the reflect slot from my 3 friends.
 
Kelval said:
I am using the highest level root I have, wich is Enstill (60 mana). Otherwise, I have the basic root that I got at lvl 14 (40 mana). I'll try it it.
I can also try after the counterspell, but I doubt I will live through, as I am usually pounded on as soon as I cast. "Reflecatble" spells take a lot of time to cast ( not to forget that I weaken myself with a dot, a nuke or something of the kind),

Seems like Cripple wouldn't really hurt a shammy but would cost enough to trigger the c. spell.

edit: Ooh, or slow. I bet your targeted AE slow would strip all of the mobs' c spells at once.
 
tbh. having reflect on mobs in this lvl range is kinda harsh. add that to the sociability of the mobs and you have a nightmare for most duos/groups.

These mobs also iirc dont offer any xp above and beyond much MUCH easier hunting spots so if reflect stays (most likely) you may be best served by relocating. Which is a shame really cause warpstone is such a cool zone imo and not many people go to the area you mean for more then a few kills.
 
Thinkmeats said:
Seems like Cripple wouldn't really hurt a shammy but would cost enough to trigger the c. spell.

edit: Ooh, or slow. I bet your targeted AE slow would strip all of the mobs' c spells at once.
Pulling will incapacitate is something I will try. It's 150 mana, a fast cast, and usefull to have on the mobs if it lands.
On the other side, I'd love to have a slow AE. But I am only 45 :).

Syalara said:
These mobs also iirc dont offer any xp above and beyond much MUCH easier hunting spots so if reflect stays (most likely) you may be best served by relocating. Which is a shame really cause warpstone is such a cool zone imo and not many people go to the area you mean for more then a few kills.

Yeah, I actually am much about exploration, and Warpstone is a cool zone. It's a shame to see it so underused. It's already hard to get groups going for easier areas so it's even harder for there. This part of the zone is abandoned 95% of the time. The 5% left is usually farmers.
Cecuvians are already undercons without the reflect ability: the Cecuvians bonded, give around 2k exp with the modifiers (15 zone + 25 new area), and have roughly more hps than the average mobs that cough up that exp + a proc ( warpstone chill, I don't exactly know what it does but it seems cold based).
They are also packed one on another, and the respawn is pretty slow ( wich can be a good or a bad thing depending on what you are doing/ who you are with).
Allowing root, or keeping the reflect ability for the bosses wouldn't be overkill imo.
I don't mind getting a bit less exp from an area as long as I have fun. I am not the type to come back at the same place day after day to level as fast as possible. I have always managed to hunt in tough areas, and I try to compensate with skill ( did the higher floors of SI at 26 when everything was yellow, did Miel B at 35 with same conditions, I love Paw...). But if I cannot use my tools, that makes it really harsh.

Anyways, next time I'll try to see if i can root after a reflected spell. Somehow, I doubt it, because the named Cecuvian ( The Great Crafter) that reflected my spells did it twice in a row, and now that I recall, he couldn't be rooted either. That didn't matter much though, as both his guards could.
That would be a shame to see a cool zone like this go to waste because it's so unfriendly to small groups...
 
Back
Top Bottom