2010-09-18, 11:59:30
Hi,
just tried the guard tank for fun.
and i wonder why the root ability needs mana to root and to unroot? i saw that the mana needed is divided : 50% for root 50 %unroot. but i find it hard to require half spell mana to unroot. if you dont have the mana left you are stuck.
I know i am not used to this tank and this is one hard tank to deal with, maybe that s why i get careless and get stuck. But I will prefer to spend all my mana spell to root or 90% and no mana or 10% to unroot cause mana regen is low.
If it was on purpose then maybe u can explain the balance behind. But I think that the bonus that root offers dont cover the stuck and half of mana needed to move again.
And I dont want to imagine if an ennemy (a good one indeed) gets ghost and use his first spell to suck mana and life when rooted.
I know also that Guard is more for a good teamplay but I feel that this 50% mana to unroot could be very tricky : If u need mana to unroot maybe only 10% of the spell cost.
just tried the guard tank for fun.
and i wonder why the root ability needs mana to root and to unroot? i saw that the mana needed is divided : 50% for root 50 %unroot. but i find it hard to require half spell mana to unroot. if you dont have the mana left you are stuck.
I know i am not used to this tank and this is one hard tank to deal with, maybe that s why i get careless and get stuck. But I will prefer to spend all my mana spell to root or 90% and no mana or 10% to unroot cause mana regen is low.
If it was on purpose then maybe u can explain the balance behind. But I think that the bonus that root offers dont cover the stuck and half of mana needed to move again.
And I dont want to imagine if an ennemy (a good one indeed) gets ghost and use his first spell to suck mana and life when rooted.
I know also that Guard is more for a good teamplay but I feel that this 50% mana to unroot could be very tricky : If u need mana to unroot maybe only 10% of the spell cost.