I looked through the posts and saw a few questions of whether the chips summoned were norent or not, but I don't think I saw an answer. I just wanted to verify that they are NOT norent, and can indeed be sold to vendors, and stack with chips dropped by skeletons etc.
Is great imo, whenever you run outta bone chips just go mellee a nearby green for a bit and get a bunch, or just do it in exp group, shouldn't get agro if your mt is any good.
The effect is not that bad I suppose. Now that they made pets 1 chip per summon instead of 2 I never run out of bone chips. However, when I did I remember it was a real problem if I was in a zone with no undead and no friendly necros were nearby to lend me some. In that case, this would be a great item. Although we don't melee well, you could always pick a fight with a green or melee a mob when your pet or a group member has the aggro till you get a few procs off. And 10int is not bad for a range item.
P.S. Anyone know how this looks when its equipped in the primary slot?
I've just done some log-parsing and based on that, it looks like the memory-wipe aspect of screaming terror is affected by CHA, but it's improved BY HIGHER CHA. In about 20 tests against the same mob (the 50 monk skellie in BW near the meteor) at 61 CHA and another 20 at 111 CHA I saw a 50% memory-wipe with the higher CHA vs a 33% rate at the lower CHA. It may simply be a threshold function (50% at 100CHA) or it may be linear or whatever. I need more data points.
However, until I have more data you may want to be cautious about trashing your CHA as a necro, since memory-wiping mobs with ST is one of our most powerful get-out-of-jail-free abilities when soloing!
had this since day 1 of chardok fix hehe saw him holding it was like great yet another melee item very nice suprize and fun to melee with on raids that you don't need to be to serious on
This is really a good sword to have. I had it in my primary, but use it for range now. The proc comes pretty often for dark elf necro. I just keep about 40 chips on me now, where I used to carry over 200 before buying more. Now I just equip it when I am down to 20 chips, pick a guildmate playing a troll or iksar, and /duel. They don't really mind.
-------------------------------------------------------------------------------- When you cast: Your blade strikes deep, shearing off a chip of bone. Spell cast on you: You scream in pain as your opponent's dagger strikes your bone. Spell cast on someone: Soandso screams in horrifying pain.
This is the rarest drop off the Foreman at the Bank. We killed him 5 times over a period of a few hours. (Got 5 Mask of Secrets, and 1 Tribal War Boots).
One hour in kurns tower and I have enough bonechips for 2 lvls worth of pets. It's not like gathering chips is such a HUGE pain. Stats are...ok. Necros really aren't like other INT classes as hps are truthfully more important than INT/mana post 50. No hps on this knife. I wouldn't mind having this but it almost seems like more of a toy than anything. A sickly glowing orb is a far better range slot item for necros(60 hps).
I would have to disagree with HP being more important to a necro. I'm going to have to say enchanters need more AC and HP, as their crowd control spells have high taunt, unlike other casters. As a necro, you have the lifetap line of spells which gives you an almost endless amount of hitpoints as long as you're not the mob's main target. Not that the sickly glowing orb is a bad range slot, but I would have to agree that this range slot is a much better addition to the necro's ******** Bone chips definitely aren't a big deal, but why farm them if you don't have to?
For a necro more HP = more mana and can make a huge difference in a close fight. Ask any high level necro, and I can assure they are wearin a ton of +hp items. Once Int hits 200, its HP all the way.
I am a high level necro...and I disagree that HP are more important than manna on items. It's really all in the way you manage your HP and manna. I can root, Splurt, and BoD something indefinitely. I look for int/manna/saves on my items. Anything I solo I can use either Bond of Death or Vexing Mordinia on. These are the most efficient spells for getting your HP back, doing damage, and conserving manna...I try to never use a lifetap when soloing.
HP are nice...but I can always get a buff from a friend if I really want them. Manna and saves are more precious...HP are easy to buff up to over 2k...saves are the the most important in the high end game...but everything is situational. I do have some AC/HP rings in the bank I use when I solo and do not need my resist gear on,ie, when I solo SkyFire.
Ishtarra Gemeinseele, Defiler (58) of the Dirty Soul Tunare Server
Ive never once died from being OOM, however, when i run out of HPs, i die every time. As a necro, HPs are the only stat i care about. I have around 170 int normally as an iksar, and thats plenty of mana to solo anything i want. HPs are the only stat that matters to a necro.
by the way, getting buffs from friends isnt soloing, thats for pu$$ies.
Unless you're raiding, HP > *. Seriously. Then saves are important. I don't wear any mana gear unless it has resists, health or int. If you're not at full mana, what is that extra mana doing for you? Nothing. Fully buffed, I have arround 3500 health but that isn't nearly enough. Health is king. Not only will it save your *** in tight situations, but it decreases downtime signifigantly. Why vex when you don't have to? That's a lot of mana. That could go into another pyro or something.
In any case, when are you honestly full mana? When you're not doing anything. When will that extra mana save you? Not often. If you're playing heavily, you will be kinda low on mana all the time. Meaning that you'll be regening mana just as fast as me... but I have more health. Would you rather have 1700 health and be at 700 mana or have 1100 health and be at 700 mana? You tell me. And, if you med to full inbetween each kill, you have to be the most inefficient necro I've ever met.
HP's is everything... like that guy said, you see any high level necro that is good, he/she will be wearing items that give alot of +sta +hps on them. I am level 60, with 2128 hps unbuffed.. On raids i top over about 4200 with all buffs on, that is some elite hps, it makes me lich longer, and I live longer... hps is everything, it effects everyone, and as a necro, it is our core stat. I don't even try for intellegence... but those items I wear just happen to have it on there.. and i'm 255 int and not even trying. saves are all 75ish+, I don't wear resist gear because I don't have to... lvl 60 with 100 FR will resist more then a lvl 54 with 255, and depending on the mobs lvl casting on you...
Anyway.. I would use this item just for proc'ing bone chips, it's a neat item. :)
As long as you don't accidently throw this thing at a mob, this has to have some of the most amazing, well-rounded stats for a Necro's range slot. The extra intelligence (10) will allow you to free up some other slots for other needed gear, not to mention the extra mana (25). As if that wasn't enough, the item also gives an Armor Class (5) and Disease Resist (8) bonus, and the negative charisma (-10) suits the necro perfectly. The damage/delay ratio isn't half bad either, and if this proc is indeed triggered, this is the ideal Necro range slot.
I wouldn't mind equipping a Mage equivalent to this item:
Slot: RANGE PRIMARY Skill: Piercing Attack Delay: 20 Damage: 9 Damage Bonus: 0 AC: 5 INT: +10 MANA: +25 SV MAGIC: +8 Effect: (Misc. Effect) Weight: 1.5 Size: Small Class: MAG Race: HUM ERU DEF GNM HIE
The effect could be the same old "Reclaim Energy" for all I care. Wishful thinking, I guess.
All in all, Chardok has some amazing items coming out of it, and this is definitely one of them.
ok, this weapon has a triggered proc, and after reading the other posts, it appears to summon bone chips... If this is true, can you so EXPENSIVE WEAPON??? every necro in the WORLD will want one of these, never having to farm up bonechips again would be INSANE. who cares if the are no-rent, if they work to summon pets, WOW. Just my 2 cents Delios Shadowsoul rogue of the 49th season, Drinal
Ok, I can't be the only one that wishes Verant would go back and re-tune the rest of the Old World dungeons like this.
This is something they should have been doing all along. Changing things around so they don't get stale. The only real gameplay involved in this game is killing things and getting treasure. Having the same treasure in the same dungeons for 2 and a half years is kinda boring.
There's actually a sense of enjoyment in Chardok again. You never know what you may get on any loot.
My question is why are they focusing on so many other expansions when they should just create more zones (imo) since hell.. we all know warrens and stonebrunt make old world/tox look like crap. I mean, there is waterfalls, new plants that would not even be on the old world and all these animals that are so unrealistic compared to old Tox. I mean, why not at least try to make these zones realistic to the continents they are on :P Well, other than that, I feel that the Vah Shir should have never been created! Why didnt they just create like goblin-like or demon-like races if theyre going to a drastic change - Vah Shir looks nothing like a real race - so why not make something that we would wanna play? ;)..err, I talk too much crap :D
I personally think splitpaw is just about perfect for an old world dungeon. Kind of hope they make another new zone off the south end of Lake Rathe or maybe add another zone that connects with the very bottom of runnyeye, or splitpaw, (like guks). I'm on a roll with new ideas now. New zone off the west end of lavastorm that has some sort of outcast band of Cat people or gnolls. Best idea i can think of is to hide another zone like they did with mischief. I was really hoping mischief would have been somewhere no one would have looked like in the middle of OoT on the bottom.
Plus you've got two tunnels in SBM that currently don't go anywhere (although they still have three potential outdoor zones-Vasty Deep, the desert area, and the plains-not to mention potential for more uunderground dungeons with each)...and then there's at least 2-3 currently unused named sections on the map of Faydwer (another lake & I think a mtn. range), plus at least one currently unused in Antonica (that I know of), Unkempt Woods. I think that might eventually be a starting point for the 'newer' druid faction, the Unkempt Druids. Then there could be some unused portions of Luclin when it comes out, plus potential re-vamps of old zones like they've been doing & who knows what else. I'd say there's still a HUGE potential for new content within the game as soon as the storyline reaches the point they want to add it in with.
Don't forget the 'tunnel' graphic on orc highway in Oasis. Heard a rumor once one day it's supposed to lead to a zone thats either...
A.) A ruined/last outpost of the combine empire
or
B.) last remenants/ruins of the old city that used to stand where the Rovian Desert is before Solesk fireballed it.
Be nice to see that added. A 30-40 zone right off oasis. Imagine, looting a dungean then zoning out with only one zone between oasis and ECommons to sell stuff...
This splitpaw is not the original. They revamped it once. Used to lay waist to the old splitpaw at level 25 or so.
Adding in that dungeon at the bottom of LOIO would be goo for starters. Temple of Veksar. The zone-in is there under the iksar statue, but is nothing to zone into.