Agent specific
There are currently 4 perks that I know of (3 from the agent perk line and 1 from the trader perk line) which are designed to snare but actually root instead and then I have a followup for removal
The Shot: The effect of this special is a huge direct damage, and
target initiatives debuff.
Duration 20 Seconds Recharge 75 seconds.
Self Modify Ranged. Init. -500
Self Modify NanoC. Init. -500
Self Modify Run Speed -500
Tranquilizer: The effect of this Special is a low direct damage,
snare, and it will lower the targets combat abilities
Duration 25 Seconds Recharge, 60 seconds.
Target Modify Run Speed -1200
Target Modify Ranged. Init. -1400
Soften Up: The effect of this Special is a
snare and AC debuff
Duration, 20 seconds. Recharge, 2 minutes
User At level 200: Modify Run Speed -600
User At level 200: Modify Melee/ma AC -4000
User At level 200: Modify Energy AC -4000
User At level 200: Modify Imp/Proj AC -4000
User At level 200: Modify Fire AC -4000
User At level 200: Modify Cold AC -4000
User At level 200: Modify Chemical AC -4000
User At level 200: Modify Disease AC -4000
User At level 200: Modify Radiation AC -4000
Total time - 1:05 min root
Trader specific
Leg Shot: The effect of this Special is a direct damage and damage over time
Duration, 30 seconds Recharge, 48 seconds
Without Bloodletting
User Damage for 60.
User Modify Run Speed -600
User Damage for 60. 15 times, once every 2.00s
With Bloodletting
User Modify Run Speed -1000
User Damage for 120.
User Damage for 120. 15 times, once every 2.00s
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My biggest issue with this is not the fact that
some of these perks are supposed to be a snare (The shot and Leg shot aren't even supposed to be a snare according to the description)... but in fact, they are roots. There is a big difference between a snare and a root. Roots stop targets completly... Snares slow them down but do not stop them. The second issue is with perks like Leg shot and The Shot where nowhere in the description does it state once that these are a snare nor root, they say damage, initiatives, and damage over time.
Nothing about roots or snares. So what do mp's get which
should remove these roots or snares from perks? Answer is nothing. We just watch our pets stand there playing tiddlywinks for 30 seconds to over a minute while agents and traders stand there laughing at us. But we have Pet attention and Pet Cleanse... yes we do but they are useless against perks. Let us examine Pet Attention and Pet Cleanse, the 2 nanos which affect snares and roots.
Pet Attention: You call for your pet's attention. This will cause any Snare, Root, or Calm
nano programs affecting your pets to be removed.
Target Remove strain Snare.
Target Remove strain Root.
Target Remove strain Mezz.
Pet Cleanse: You cleanse the ncu of all of your pets which provides the pet resistance to the following
nano lines: Roots, Snares, Mezz, Init Debuffs, Stuns, Ransack, Deprive, Damage Debuffs and Nano Shutdown.
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Is there a way to make it so we can make these perks work as they should have been in the first place as a snare and not a root or at least make it so the root can be mitigated against or at least able to be removed by the mp or any other pet professions having their pets being affected by these?