Spell: Ingrain
Suggestion: Compared to alternative sources of Sustain, Ingrain falls behind a bit too heavily for its cost and expenditure. While I doubt anyone wants to see a perma-fight sustain meta, Ingrain's 15dam heal with a 35 second CD and a root is extremely lackluster.
Using a similar but more obviously useful skill, Ygg has a 60 second CD, does 11 ticks of 2.4 dam over its duration (26.4) in a cast, costs 10 RPP, and while it -can- be killed, it does not root or punish the player for using it. In that same vein, the Teraphim skill Crystal Heart also heals for 15dam during its duration of 15 seconds, and gives its user 5% AP as well, as a buff.
Lower Ingrain's rpp cost to 10 and remove the root, or buff its numbers and remove the root.
Ingrain is just very weak for a 15rpp intermediate skill that roots the player to heal them. That is all.
Edit: As an alternative if we just want to completely rework Ingrain. Raising its cooldown to 70 seconds, keeping its root and raising the heal to 40Dam (30 would be too low, and anything above 40 would be too high) would make it a very viable part of any sustain kit without making it truly broken. In comparison, the average melee combo (Dash Strike into Sweeping Cleave/Double Slash/Fatal Strike) does a low-end of 9Dam to 16Dam with an average cooldown of 5-20 seconds for a combo. with the ability to crit. Many magic skillshots do much more in terms of scale.
Again, this is just an idea I was thinking of to try and make Ingrain more viable, it isn't necessarily a good one, its just an idea.
Suggestion: Compared to alternative sources of Sustain, Ingrain falls behind a bit too heavily for its cost and expenditure. While I doubt anyone wants to see a perma-fight sustain meta, Ingrain's 15dam heal with a 35 second CD and a root is extremely lackluster.
Using a similar but more obviously useful skill, Ygg has a 60 second CD, does 11 ticks of 2.4 dam over its duration (26.4) in a cast, costs 10 RPP, and while it -can- be killed, it does not root or punish the player for using it. In that same vein, the Teraphim skill Crystal Heart also heals for 15dam during its duration of 15 seconds, and gives its user 5% AP as well, as a buff.
Lower Ingrain's rpp cost to 10 and remove the root, or buff its numbers and remove the root.
Ingrain is just very weak for a 15rpp intermediate skill that roots the player to heal them. That is all.
Edit: As an alternative if we just want to completely rework Ingrain. Raising its cooldown to 70 seconds, keeping its root and raising the heal to 40Dam (30 would be too low, and anything above 40 would be too high) would make it a very viable part of any sustain kit without making it truly broken. In comparison, the average melee combo (Dash Strike into Sweeping Cleave/Double Slash/Fatal Strike) does a low-end of 9Dam to 16Dam with an average cooldown of 5-20 seconds for a combo. with the ability to crit. Many magic skillshots do much more in terms of scale.
Again, this is just an idea I was thinking of to try and make Ingrain more viable, it isn't necessarily a good one, its just an idea.

