Jump to content
  • Sign Up

Ranger entangle still damaging after players have run away


MarkBecks.6453

Recommended Posts

Ranger entangle is 5 seconds, but noticed that even if ranger has run away, then entangle is still happening after 5 seconds, seems the range of 1200 which is indicated on the elite spec, also happens when the ranger is out of 1200 max range from a rifle, please check this out as it something seems wrong with it.

Link to comment
Share on other sites

pretty sure you are refering to ancient seeds trait for druid.https://wiki.guildwars2.com/wiki/Ancient_Seeds

I don't know where the 1200 range is coming from but maybe in the combat log?Regardless the skills/traits sprout roots on the target and those pulse immobilize not the ranger. The immobilize duration I believe is dependent on the ranger's condition duration so can be higher than the listed numbers.

more roots,https://wiki.guildwars2.com/wiki/Entanglehttps://wiki.guildwars2.com/wiki/Binding_Rootshttps://wiki.guildwars2.com/wiki/Grasping_Vines

Blackhole,https://wiki.guildwars2.com/wiki/Natural_Convergence

Link to comment
Share on other sites

@"MarkBecks.6453" said:Ranger entangle is 5 seconds, but noticed that even if ranger has run away, then entangle is still happening after 5 seconds, seems the range of 1200 which is indicated on the elite spec, also happens when the ranger is out of 1200 max range from a rifle, please check this out as it something seems wrong with it.

Entangle (and Ancient roots) has many variable. Like Justine very well explained:

  • Roots pulse once a second
  • Each pulse will apply 2s of immobilize.
  • Each pulse will apply the bleeds.

So it may happens you get out from the roots cleansing the immobilize, but you don't move out from them before a new pulse is done. This will cause a tick of additional damage and immobilize to show up.

It is a little bit confusing but you get that "extra tick" because you were on the roots while the last tick happened.

I agree it's a little bit annoying, you out from the roots still get one pulse on you, the way to fix this is to increase the time between pulses increasing also the immobilise/bleed duration so the final effect is the same.

Something like pulsing every 2 seconds x 3 pulses, with 3 seconds immob and 2 stacks of bleed for 8s each pulse. That should make the elite less clunky for the enemies.

It is my opinion Ancient seeds needs to be deleted from the game as trait.

Link to comment
Share on other sites

  • 2 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...