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Looking for a snare item for warrior and paladinFollow

#1 Oct 20 2011 at 12:54 AM Rating: Decent
Hello everyone, my girlfriend and I are looking for a snare item for her warrior and my paladin. We always team up, however when the mobs get low health they run off which turns into a mess. neither 1 of us want to give up our toons we both love playing tanking classes. I have tried using google but nothing leaves us why we are here asking for help
#2 Oct 20 2011 at 1:15 AM Rating: Excellent
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Hi,
I don't know what your levels are but if your at 80 or higher this item: https://everquest.allakhazam.com/db/item.html?item=72826 is rarish but easily attainable in Gyro Beza instances(zonewide rare Gyro).

I used to see one every 7-10 clears or so while xp'ing there. 1st gyro mission.
"Scouting Gyro B" iirc.

It's 15 minute recast time is long if you need to use it after every kill but good for emergency use. Gyro Beza and Zeka instances (SOF expansion) are good aaxp till around lvl 85, making it and a couple decent Augs also dropping from random mobs, a nice bonus for xp'ing from about lvl 80-85 or so.

Keep in mind ,the warrior has an AA called "Call of Challenge" that will make an otherwise fleeing mob turn to you and fight to the death....Can't remember which level its available at.

Good luck.


Edited, Oct 20th 2011 3:55am by hexeez
#3 Oct 20 2011 at 8:51 AM Rating: Good
Thank you for the reply Hexeez. We are both level 63 working on our aa's, we would go to plane of nightmare, but always camped. The name nightmare fits; between see invis, summoning mobs, no snare, raid mobs lol.
#4 Oct 20 2011 at 9:53 AM Rating: Decent
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https://everquest.allakhazam.com/wiki/EQ:Items_Special_Procs#Snare

And

https://everquest.allakhazam.com/forum.html?forum=1&mid=1223770222198577478#msg1223808175297622197

On both of my Warriors, I dual wield Silken Whip of Ensnaring and Glaive of Maritek. There are many other options listed.

EDIT: Call of Challenge is level 70. From https://everquest.allakhazam.com/forum.html?forum=1&mid=12443867311232946&h=50#4 in regards to Pally snare:
Yther wrote:
Anklesmasher is a better bet on snare, but you can also use Tserrina's Whip. Only benefit of the whip, is 1HS if your 1HB skill is low, and it's only 35 required for the proc, instead of 49, but it's also only 40% instead of 55% snare, and worse ratio at 7/22 versus 10/20.


Yther Ore.

Edited, Oct 21st 2011 10:57am by Yther
#5 Oct 20 2011 at 4:58 PM Rating: Decent
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I think Wizard mercenary snare as well, but not sure since I play a necromancer and have snare spell.
#6 Oct 21 2011 at 3:29 PM Rating: Good
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Hmm... I've only seen my wiz merc chain-nuke. Would be nice if it snared or rooted intelligently... and maybe even evac'd in a pinch! ;)
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#7 Oct 21 2011 at 5:06 PM Rating: Good
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Box a druid :)
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#8 Oct 21 2011 at 5:08 PM Rating: Good
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There are several issues with using a proc item for snare. One is that the weapon with the snare proc will not be your best weapon. The work around for this to swap weapons once you have snare in place. Doable, but a PITA. Eventually your character will out-level the weapon and you will have to find a replacement. The other problem is that the snare will sometimes break before the mob is dead, and the mob will bolt.

Consider rebuilding your team such that one player has a snare. While it may seem unthinkable it can actually be a lot of fun. Each of you reroll another class that both have snare. Level them up together as alts. Your current characters will still be your mains, just spend a little time each week playing your alts. Alts level amazing fast when you have mains to twink and you already know the game. Once your alts get within grouping level of your mains you can start mixing and matching.

I have two primary teams that I play regularly (I 2-box). I have a SK/cleric team and a Paladin/Wizard.

The SK/cleric team are kick-*** dungeon crawlers. The SK darkness line is the main reason why I prefer an SK over a warrior or paladin. The wizard/paladin team was initially tougher to play pre mercenaries due to the weak healing. But the addition of mercs has changed that dynamic and they are much more playable with the addition of a cleric merc.

The other option if you can manage it is for one of you to two-box a 3rd character. That way you can keep you current team intact. I found wizard one of the easier classes to two box since you can load up on slow casting, big DPS nukes.
#9 Oct 22 2011 at 7:51 AM Rating: Excellent
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DoubleTeam wrote:
Hello everyone, my girlfriend and I are looking for a snare item for her warrior and my paladin. We always team up, however when the mobs get low health they run off which turns into a mess. neither 1 of us want to give up our toons we both love playing tanking classes. I have tried using google but nothing leaves us why we are here asking for help



Between Yther's links and the suggestion to add an actual snaring class to your mix, there's a couple of things to consider:

1. What level are you running this duo at? The snaring thing is only going to get worse as you level... if you continue to hunt targets that require snaring.

2. ...but (especially with a paladin in the duo) a lot of undead (should be all but devs seem to have forgotten the coding at times) do not run. So cherry-picking targets overcomes the need.

3. Chain-stunning can sometimes hold a runner, but isn't the funnest playstyle (at least according to my former-paladin friends).
#10 Oct 23 2011 at 8:50 AM Rating: Decent
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Just wanted to mention, that switching weapons is not a big problem, if you sue the Bandolier (sp?) function, and don't mind your weapons getting moved around in your inventory. Octavia refuses to use it because, she is very particular where all of her items go, and refuses to leave space in the 1st bag for weapons to be swapped in and out of. In such cases, manually switching can be a pita, but she still does it from time to time, when really needed.

I've almost never had a problem with snares getting dispelled, but many effects are short duration. The particular weapons I linked previously are all 3+ min. snares, and all but the Tserrina's Whip are 55% snare effect so mobs stop moving completely at 20% health.

The only real problem I've had over the years with procs, is proc rate. Years ago, when AAs were slow to get pre-65, I never used my Rng epic 1.0 to slow mobs, once I had better dps weapons, due to the time to proc and not get resisted. However, back then, my Dex wasn't maxed, had no Weapon Affinity AAs, and if there were mod2s back then, I didn't have ay items with Combat Effects on them. Also, there weren't Audio Triggers, nor did many people have the Inspect Buffs rank 2 LAA, so you had to keep a close eye on emote messages to know if the right proc went off and landed. But even at that time, those with the AAs, and stats, often used their epics to slow, and raved about how effective it was.

Now-a-days, with Health of Target's Target window showing spell effects for those with Inspect Buffs LAA, which many have now, and the use of Audio Triggers, along with it easy to max stats, and get AAs such as Weapon Affinity maxed at low levels, along with the abundance of defiant gear with tons of mod2s, especially Combat Effects, procs rarely take more than a few seconds to go off, and resists are pretty uncommon in general, unless the mob in question has high magic resistance. As a example, a few particular (indistinguishable) LP Worgs are highly magic resistant, and I'll give up slowing and/or snaring them after a couple of resists in a row.

That's just my take, your's may be different.

Yther Ore.
#11 Oct 24 2011 at 5:02 PM Rating: Good
Finishing Blow AA line FTW
#12 Oct 25 2011 at 5:32 PM Rating: Excellent
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the best snare item for you guys is ...a ...shadowknight!!
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