Use this spell if you need to run away from an enemy. The enemy may still be able to hit you with ranged attacks, but otherwise, it can't move to attack you.
Invaluable in PvP against melee classes.
Use it for crowd control in an instance, if needed.
Notes
Damage done to the target may prematurely end Entangling Roots.
One of the few crowd control spells not subject to creature type restrictions (humanoid, beast, demon, etc.). It is, however, unreliable: it doesn't stop targets from casting spells or using ranged attacks, just from moving, so it is useless against casters and hunter-like NPCs. In addition, any creature that is immune to nature spells, as is common among elementals, is immune to Entangling Roots.
It is no longer possible to have Entangling Roots on two targets at the same time in the outdoor world.
It is no longer possible to have more than one rank of this spell active on a player.
Duration against PvP targets has been reduced to 10 seconds.
Hotfix (2007-02-14):Entangling Roots should now affect certain creatures properly.
Patch 2.0.1 (2006-12-05): All crowd control effects have a chance each second to break earlier, and their duration is capped at 12 seconds in PvP. The chance increases with resistances and the level difference between the target and the caster.
Patch 1.7.0 (2005-09-13): Entangling Roots now shares the same duration in pvp as other long-duration forms of crowd control (ie: polymorph, fear, sap).
Patch 1.4.0 (2005-04-19): Now subject to diminishing returns in PvP. This is considered an immobilizing effect.
Patch 1.2.0 (2004-12-18): Entangling Roots: Rank 4 moved to level 38.