Not a hard cc. You can still defend yourself in talons.
Every class has access to one so it is just as balanced as no class having one.
Dread_Knight_N7 wrote: »
Just dodge roll
Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
Not a hard cc. You can still defend yourself in talons.
Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
cripple isnt a root, its a snare.
Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
cripple isnt a root, its a snare.
leepalmer95 wrote: »Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
cripple isnt a root, its a snare.
It's an immobilize.
leepalmer95 wrote: »Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
cripple isnt a root, its a snare.
It's an immobilize.
no its not, you can move if you egt hit by cripple, you just move 40% slower. like if you stand in caltrops or in nova.
bombard, talons and mines dont let you move around.

leepalmer95 wrote: »Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
cripple isnt a root, its a snare.
It's an immobilize.
no its not, you can move if you egt hit by cripple, you just move 40% slower. like if you stand in caltrops or in nova.
bombard, talons and mines dont let you move around.
Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
Dread_Knight_N7 wrote: »leepalmer95 wrote: »Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
cripple isnt a root, its a snare.
It's an immobilize.
no its not, you can move if you egt hit by cripple, you just move 40% slower. like if you stand in caltrops or in nova.
bombard, talons and mines dont let you move around.
While we're at it, Teleport Strike is also a Root in PvP and a stun in PvE
Infinite12 wrote: »Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
I believe crippling grasp has a 1 second immobilize. Not even close to talons
Infinite12 wrote: »Dread_Knight_N7 wrote: »leepalmer95 wrote: »Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
cripple isnt a root, its a snare.
It's an immobilize.
no its not, you can move if you egt hit by cripple, you just move 40% slower. like if you stand in caltrops or in nova.
bombard, talons and mines dont let you move around.
While we're at it, Teleport Strike is also a Root in PvP and a stun in PvE
Yes but you can't teleport strike 6 people at once. Talons is a aoe cc. Should have immunity.
Infinite12 wrote: »Dread_Knight_N7 wrote: »leepalmer95 wrote: »Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
cripple isnt a root, its a snare.
It's an immobilize.
no its not, you can move if you egt hit by cripple, you just move 40% slower. like if you stand in caltrops or in nova.
bombard, talons and mines dont let you move around.
While we're at it, Teleport Strike is also a Root in PvP and a stun in PvE
Yes but you can't teleport strike 6 people at once. Talons is a aoe cc. Should have immunity.
Infinite12 wrote: »Oh I'm not frustrated. This is something that my guild mates and I were talking about so I thought I'd post it.
Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
mike.gaziotisb16_ESO wrote: »Dread_Knight_N7 wrote: »Infinite12 wrote: »Dread_Knight_N7 wrote: »
Neither do nightblades.
Again, not true. Crippling grasp is a root
So is Ambush.
Anyhow, in my humble opinion when you dodge roll you should gain a very short (2" maybe) immunity to roots.
It's not about Talons only. Bombard spam is even worse. I've also been a *** (Cheney) on my Sorc spamming Encase on groups and it's hugely effective. And I'm currently farming a Maelstrom Ice Staff because with the damage buff to Wall of Elements the root + slow applied by the Ice Staff is OP.
The problem is that these roots are spammable with the sustain of 500CP builds, but dodge roll isn't because of the cost stack.
Purging it won't do much either precisely because of that reason, you'll get immediately rooted again. And most of these roots (Encase excluded) also do some pretty decent damage which the Purge wont heal. Please tell me the last time a non-mobile magic build (DK, Templar) got out of repetitive rooting thanks to purge? Yeah....
Before you say "well it works, why change it?" let me say this. Yes, roots never gave an immunity, but:
a) Dodge-roll didn't always use to have a cool-down. That was added afterwards. And..
b) Retreating Maneuvers immunity (which is the only real way to get freedom from root-spam for magic classes) will be removed from you the moment you receive a heal in the upcoming version. So when all these root+damage skills hit you, you either get immunity but can't heal or you heal but you have no immunity.
Basically roots are about to get a helluva lot stronger because people won't be able to speed-buff their way out of them. So I think adding a very short immunity (shorter than dodge-roll cooldown) after a dodge roll to give you a chance to gtfo, is only right.
Let me say one final, but very important, thing. Whenever CCs become too strong that is to the detriment of small scale PvP. Like the dreaded mini-stun on gap closers. When in a large group, you mostly meet things head-on. But in small-scale you gotta be able to hit & move to be viable. The stronger the CC becomes in this game the worse it is for solo players & small groups. You need to have a chance to disengage, a chance to avoid getting zerged. And a 2" immunity after a dodge-roll would give you exactly that, a small chance.
Dread_Knight_N7 wrote: »Sorc mines don't give immunity and neither does Bombard. Roots don't count as CC