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* Activate this spell when running away. Often the attacker will be [[root]]ed and unable to follow.
 
* Activate this spell when running away. Often the attacker will be [[root]]ed and unable to follow.
 
* This spell is also useful for gaining range against a Shaman to use [[Innervate]].
 
* This spell is also useful for gaining range against a Shaman to use [[Innervate]].
* The chance to proc averages to ~1 in 3 hits. The uncertainty of effect makes an ''un-Improved'' Grasp impractical for PvE. It is entirely impractical for raiding, given that 1) the scariest mobs are immune and 2) the Druid shouldn't aggro away from a tank, and 3) the Druid is not likely to survive a single hit.
+
* It is entirely impractical for raiding, given that 1) the scariest mobs are immune and 2) the Druid shouldn't aggro away from a tank, and 3) the Druid is not likely to survive a single hit.
 
* Can also be cast in Cat, Bear and Moonkin forms.
 
* Can also be cast in Cat, Bear and Moonkin forms.
   

Revision as of 23:09, 17 October 2008

Nature's Grasp
Inv misc questionmark
  • Nature's Grasp (8 ranks)
  • Druid ability
  • 1 min cooldown
  • Instant
  • While active, any time an enemy strikes the caster they have a 100% chance to become afflicted by Entangling Roots (Rank X). 1 charge. Lasts 45 sec.
Properties
Class Druid
School Nature
Cooldown 1 minute
Talents
Talent tree Balance, Tier 1
Other information
Requirements Equivalent rank of Spell nature stranglevines [Entangling Roots]
Improvements Spell nature natureswrath [Improved Nature's Grasp]
Related buff
Inv misc questionmark
  • Magic
  • Nature's Grasp
  • Melee damage you take has a chance to entangle the enemy.
  • Duration: 45 seconds

[[Category:druid abilities]][[Category:druid abilities]]

You can't escape it.

A buff that gives melee attackers a 35% chance of being afflicted with Spell nature stranglevines [Entangling Roots].

Rank Table

Rank Level Description Cost
1 10 While active, any time an enemy strikes the caster they have a 100% chance to become afflicted by Entangling Roots (Rank 1). 1 charge. Lasts 45 sec.
2 18 While active, any time an enemy strikes the caster they have a 100% chance to become afflicted by Entangling Roots (Rank 2). 1 charge. Lasts 45 sec.
3 28 While active, any time an enemy strikes the caster they have a 100% chance to become afflicted by Entangling Roots (Rank 3). 1 charge. Lasts 45 sec.
4 38 While active, any time an enemy strikes the caster they have a 100% chance to become afflicted by Entangling Roots (Rank 4). 1 charge. Lasts 45 sec.
5 48 While active, any time an enemy strikes the caster they have a 100% chance to become afflicted by Entangling Roots (Rank 5). 1 charge. Lasts 45 sec.
6 58 While active, any time an enemy strikes the caster they have a 100% chance to become afflicted by Entangling Roots (Rank 6). 1 charge. Lasts 45 sec.
7 Bc icon 68 While active, any time an enemy strikes the caster they have a 100% chance to become afflicted by Entangling Roots (Rank 7). 1 charge. Lasts 45 sec. 85s
8 Wrath-Logo-Small 78 While active, any time an enemy strikes the caster they have a 100% chance to become afflicted by Entangling Roots (Rank 8). 1 charge. Lasts 45 sec. 80s

Notes

  • Each rank requires you to have Entangling Roots of the same rank.
  • Procs off melee only, does not proc off spells or ranged attacks.
  • Only has one charge; Can only entangle one foe per casting.
  • Entangling Roots can be resisted - so even when Nature's Grasp procs, it can fail to have an effect.

Talent improvement

Spending 4 talent points on Spell nature natureswrath [Improved Nature's Grasp] raises the chance of an enemy being afflicted by Entangling Roots to 100% (assuming it is not resisted).

Tips and tactics

  • This spell is very useful against melee attackers in PvE or against Warriors and Rogues in PvP.
  • Activate this spell when running away. Often the attacker will be rooted and unable to follow.
  • This spell is also useful for gaining range against a Shaman to use Spell nature lightning [Innervate].
  • It is entirely impractical for raiding, given that 1) the scariest mobs are immune and 2) the Druid shouldn't aggro away from a tank, and 3) the Druid is not likely to survive a single hit.
  • Can also be cast in Cat, Bear and Moonkin forms.

Past changes

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