Let's talk entangle and upcoming changes.
The biggest problem with Entangle has always been it replaces Rampage as One. The real question is has the removal of SotBM, which allows us to take SotW for stability, given the class enough to warrant using Entangle in the first place.
IMO, no
I think it has , if your Running a Survial build , or power with Sotf .
it could be an amazing addition to Entangle(condi clear)5 targets > barrage > rapid fire (sigil of fire+sigil of air) thats a lot of quick Aoe Damage + immobile for a short amount of time.
Sotw gives 10secs Stabilty with 6 in nature magic ( cooldown 60secs 48sec traited i think that is amazing its about a 15% upkeep (at 60secs)
and a 20% upkeep traited and its a much shorter and on demand than Rampage as one.
so i see the Trade off as Rampage as one = more damage over control , could Result in more Direct single target damage than Aoe
new Entange+sotw = More control , more Aoe Damage, less boost for single target damage as of the loss of might on hit. ends up with more total control (if the ranger skills are factored in) less Stabilty (secs uptime lower time on cooldown so i think the Stabily is equal to Rampage as one Considering the cool down, its a straight trade of Power for control.
I never used RaO as the source of my stability. and I will be using the signet for stab if I feel like I need stab (depends on what build bla bla).
@ Zenos.
The CC capability is amazing for bombing in wvw. However. I still think that in the cleave damage the roots will get destroyed so quickely.
I really do hope they will make the roots a bit tougher , so it would take atleast 1-2 full Auto attack chains to remove giving us atleast 2-3secs of the 5sec base bleed/immobilise time. (damage wise if they want out quick they have to use a high damage attack or avoid it from the start just as the ranger animation jumps)
anyway if Entangle is used near the centre of a Zerg, its going to get Destroyed anyway theres always like 10-20 Aoe effects going on , in a good sized zerg.
needs to be used when on the chase or being chased near a flank or at the back of a Friendly zerg to catch the many slow pokes on the tails , or stop a small skirmish flank from flanking.
does anyone know if the direct damage from entangle is the same or not?
RaO makes you vulnerable to thieves/mesmers/necros so it is kind of situational. Entangle will be great with things like drake f2s, on elite runes (lyssa/krait/ect), and bm builds and will be more effective generally.
Things will get really scary with stuff like drake f2+entangle+properly timed sic’em+fortifying bond. 1.6k-2k+ hits x5.
I’ll be, personally, using Entangle in combos of Muddy Terrain+Entangle or Hilt Bash/Counterattack+Entangle.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
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So! Entangle is getting some work done. Generally speaking it’s a really nice change. With the cooldown it will give us some space to work with elite activated rune bonusses.
The time stuck in the roots and the damage will be matched with the cooldown. Think the root was 5 seconds? (correct me if im wrong). Don’t think there is anything known about the damage.
Now this is really sweet on paper. But there is one thing holding it back from becoming the real tool we want it to be in especially WvW, and also a bit of PvP.
-People can still AA their way out of the roots.
Tbh that’s a fundemental ’’flaw’’ and an easy way to fully negate an elite.
Now with the changes to it the flaw will be toned down a little since it’s only 5 seconds of root. But for WvW the cleave damage of the zergs will still negate this elite entirely.
Hi, while i do agree it was a flaw in the original design(breaking out with ease out of 160 cd ulty) i think the upcoming changse for entangle dont require additioal buffs, this skill is on the same levle of QZ in terms of CD and trait synergy but much much stronger. If you want you can combo entangle with rune of the sunles. the fear effect benefit from both condi duration and stun druration, the fear duration will give you the time to follow up with another stun\daze etc. Basicly you get get much more value out of this ulty with the new design i hope ppl wont scream IMBA, condi rangers are beasts in WvW/PVP already.
really I think at this point the roots could go invuln and not be over powered for an elite, the issue in wvw is that aoe pretty much kills it as soon as it is dropped unless you are in a very small grouping of servers where roaming is more viable.
Would’ve been neat if they allowed the roots to last a variable amount of time. Hit 0 once to initiate the roots. Hit it again to cancel them. The cooldown would then vary depending on how long the roots were around.
Roots active for 5 sec, cooldown = 60 sec (minimum duration)
Roots active for 10 sec, cooldown = 90 sec
Roots active for 15 sec, cooldown = 120 sec
Roots active for 20 sec, cooldown = 150 sec (roots auto-deactivate after 20 sec)
Any durations in between should scale the cooldown proportionately. That would give the skill more flexibility than just a 5 sec (or 20 sec) immobilize of questionable value.