Updating Wizards' Arcane Grip

purefyre

Dalayan Beginner
I've been a bit troubled with serveral 2 or 3 resisted roots in a row on regular NPCs that don't have specal resists. :eek: This shouldn't happen considering I'm max cha 305! :brow: This brings me to my questioning of the current form of Arcane Grip AA. This is an AA that doesn't do justice to it's lure nature for practical use in solo, grp, or raids- maybe to just free up a spellgem if rarely needing to use a root. Granted having it resisted 4 times out of the many times I've had it used isn't bad. However, the 72 minutes recast isn't! Even after Hasten Grip 3's 30% refresh reduction, AG is then available every 50 minutes. I'd sugguest something like a shorter refresh of 15 minutes in addition to HG's 30% reduction for 10.5 min reuse. Another thought if the client would allow it is as a passive AA that lessen the resistance of roots and snares. Thank you lots! <3
 
We can't change the reuse, or the active/passiveness of it. Sorry. What you are seeing is most likely the minimum 2% chance any mob (even a level 1 mob) has of resisting your spells, and you'll just have to live with that.
 
1% chance to be exact.

I made it unresistable and instant cast, but as zodium says, can't do anything about the reuse.
 
I was going to complain about the spells casting time, but I guess that's kinda deflated now.

KAS
 
Thank you for the changes. I guess I was thinking since AA gate had been changed from Nexus to HoL and finally bind that AG would be subject to similiar tweaks. Lastly, is possible to make it a (near) 100% holding chance on the mob than conventional roots while it's taking damage. This'll be in a way like perma mez and justify the long recast. Now that's what I call a root! :D


PS How about adding some form of damage over time and/or mana drain? Similar to the spell, Taraztu's Infernal Trap 685dd/ root combo. This would make sense considering the effects of pain and shock a "bear hug" would have on someone. :hug:
 
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