Anybody know what level of mob this will stun? Many items like this won't stun mobs higher than lvl 55, so I'm wondering if this is the case for this item as well.
Got it tonight. I love being the only necro on a raid. Very nice...too bad the graphic when equiped looks like a walrus tooth =/ I haven't used it yet but I'll update soon to see how good it is.
ive been playing a necro for about 2 years now, and ive noticed that everybody flames everybody elses stuff. why cant i have this, it should be for this class, that class doesnt even need it or cant use it properly. look every class has its nice gear and has its crap gear. i myself have severe problems with wis caster gear vs int caster gear, but do i post, no i keep my mouth shut so other people can post on stratigies and stories on how to get and use the items. if you want to ***** tell it to verant, cuz the people that post here cant do anything about your wishes/********
#DStealth,
Posted:Oct 05 2003 at 12:04 PM, Rating: Sub-Default, (Expand Post) I do want this for one character... My rogue... It's crazy to think that any rogue could not use any piercing item... Ain't we the best? Oh well, ^yours EQ... Thanks again for thinking of rogues last.
#REDACTED,
Posted:May 21 2003 at 2:57 PM, Rating: Sub-Default, (Expand Post) two comments,
I have a better primary item than this weapon, and my range slot is taken up by my Affliction Efficiency IV item, so I was very pleased to find out that Skeletal Curse effect could indeed be used from an inventory slot.
If we're fighting mobs that go down too quickly for dots, I just throw Bonecurse into my range slot for a great HP and stat boost.
Ok, here is a tip, please all of you who dont have this item should just STFU, this item owns, can be compared with almost the power of an epic, I have it and I can just snare, fear and nuke like crazy, 250dmg per 8 secs is amazing, everyone who has it will agree with me and everyone who don't and say it sucks should STFU. Period.
[link=www.magelo.com/eq_view_profile.html?num=570047 newwindow]Sarkel Val'Kad[/link] Necromancer of Cazic-Thule [link=pub94.ezboard.com/bfirionavie newwindow]Firiona Vie[/link]
The effect text reads 18 second stun (on the new UI version of the weapon), and that's just wrong. The "effect" lasts 18 sec, but that effect just acts to prevent you from re-casting on the same target, so it's really 250dmg/18sec unless you are hitting more than one target.
The 0.0 stun is nice though, and free 83.3 per tick ain't too bad. I can cast that once I've dotted a mob and get in a trickle of extra dps.
I would reall use this first and foremost for interupting casters, though.
I also have this. "The "effect" lasts 18 sec, but that effect just acts to prevent you from re-casting on the same target..." That is wrong. I chain cast mine while i'm in a group, and it has never once prevented me from re-casting on a mob w/ the effect still active. maybe mine is bugged, i SERIOUSLY doubt it, but possible. I completly agree, otherwise. It's roughly 187.5 dmg/tick... FREE!!!... only downfall is it creates a rtemendous amount of aggro. While in a group, i havent had a problem, thus far. Note: Again, maybe mine is bugged, but as of June 2005, mine stopped turning my targets into skeletons (graphic wise). Still very nice though.
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Forcuv of Erollisi-Mar, LvL 104 Shadowknight Gimper of Erollisi-Mar, LvL 103 Mage Manifesto of Erollisi-Mar, LvL 100 Necro Stonehendge of Erollisi-Mar, LvL 96 Shaman
Probably because we'd never be able to lose aggro with something like this. I can steal aggro pretty easily at 54 with a Ragebringer and Horn. Innoruuk help me if I get anything more damaging - and this is evading as often as is elvenly possible.
why even bother putting such a weak effect on something like this? shamans can get JBB and its tradeable and also very common. this is super rare and is exaxtly idenical to the casting time and max dmg of JBB, but is also resisted much more.. seems like a very stupid efect that should get changed to maybe a 600dd
#REDACTED,
Posted:Oct 22 2002 at 4:34 PM, Rating: Sub-Default, (Expand Post) ok everyone is talking about the 19/20 ratio on this dagger. But, there is a paladin lance that is 50dmg 36dly not on the allakhazam db. Combined with enchanter haste, dragon slayer gloves, and eyepatch of plunder, this paladin i know in rl that plays on xev out tanks warriors on raids.
Whats the point of comparing a paladin weapon to a necromancer weapon? For a necromancer the dmg/delay ratio is awesome and whats with all these posters that know some one in rl that always has better weapons. Did they take too much crack that some how makes them unable to come and read these posts. If that guy is your rl friend have him read this and post. Maybe if you spent less time drooling over items you cant get and put more of it into everquest you could get said items. Sorry to go off topic like this but damn people suck when they start comparing weapons they dont have to weapons other people dont have.
I just don't uunderstand why VI is putting damage delays like this on caster only weapons...Yeah i'm sure melees in the UBER guilds have much better than this. But i'm just 59 ranger in a second or third tier guild on a medium age server. I would give my left arm for a weapon with this kind of damage delay. Do they just put stuff like this in to make players of my caliber whine? I mean most the necros I know don't know the pointy end of a weapon from a hole in the ground. They are never gonna melee so why bother giving them weapons with such amazing, imho, ratios except to **** the melees off.
They put that Dmg / Del on the weapon becasue by the time you will get it, it doesnt matter if it's 100/1 or 1/100... the necro's attack and piercing skill will prevent it from doing anything useful.
#REDACTED,
Posted:Dec 19 2002 at 5:05 PM, Rating: Sub-Default, (Expand Post) actually i melee with soss and wear gods and i do decent melee dmg for as far as a caster goes anyways. Im not sayin I can whomp on the big guys but dont underestimate our melee in the casual group or smaller raids.
I personally could care less about the dmg/del ratio on the weapon.. I would just use it as a range slot item.. probly one of the better Necro range slot items out there.. of course that is if you totally disregard ToV or VT range items. This is right at the top. VI doesn't expect a necro to tank.. some do it for fun as long as they don't get in the tanks way...
And there's better stuff out there than 45dmg 40del... try the Petrified Heartwood Flamberge.. 2hs dropped by Tunare.. 50dmg 39del. Or the Sword of Ssra.. 52dmg 42del, or Caen's Bo Staff of Fury.. 42dmg 30del. Can't beat those with a pointed stick! ;) There are some sick items out there available for all melee.. just gotta be powerful enough to get them.
This item was completely revemped It is now range equipable. (not on range db, please add) I use it on range item. The effect Skeletel Curse is 8.0sec, 250dd no skellie illusion, stun effect. Stats remain the same - just Primary and Range now. please update
19/20 is the most godly ratio in the game not including the incredible monk 2handers..but this thing is ******* amazing, but VI puts it in cuz necros dont tank..
AND THEY NEVER WILL!!
so dont say "oh yeah now ill be a melee necro" cuz if any mob ur fighting if u have got this could take u out in usually 2-3 hits!
umm... i dont know if you noticed but maybe its cause your just looking us equipment for your necro or something. there are weapons in the game with alot better ratios than this. there are like 45dmg 40dly (yes thats correct) and stuff like that. i cant belive that people still talk when they dont know crap about this game =/
If you've been paying attention at all, you'll see that there are many nice dmg/del priest/caster weapons dropping in Luclin. My druid is currently using Scimitar of Oak which is 23 dmg 25 del (5 bane, elemental) and has a 200 DD proc. I'm not going to be meleeing with it in groups, but for the annoying greens that come along that I don't wanna burn mana on, these weapons are great. Also very effective at finishing off annoying mobs that are near death and fleeing without pumping out more mana.
This weapon would only really be better than the rogue epic...if rogues could use it...since only necros can use (and necros can't melee like a rogue) then the damage and delay means very little. Not to mention since rogues can't use it, and necros can't use the rogue epic, how can you even compare the two. Just a couple of thoughts on this and all the insane ratio int caster only weapons out there now that are complained about.
Fact is that by the level you can get this (60, Grieg is mean) or others like it, you can't hit a mob with 20 piercing skill (or whatever it caps at). You could probably kill greenies all day,but not much else.
Necromancer melee weapon(s) skill cap is 110. At L 58, I can hit for up to 46 with my epic ( 1hb ) and a damage cap comes off at L 60... A L 60 necro w/epic can melee in the high 70's damage. So if I was to weild this weapon, currently my max stab would be around 40 damage..... and yes I can hit L 60+ mobs. However, it's not the damage/delay that would make me " not " use this dagger, it's the proc. The proc is basicaly our L 44 Ingite Bones spell ( close to the same damage and effect ). Unless I'm soloing or in a small exp group, nobody wants the mob to transform into a skelly. MT'ing on a giant sized mob is totaly screwed when the size is reduced to barb sized.
With a Tarmok battle staff (33/44) and an epic bard in my group, I have gotten an atk of 700+ and have meleed higher than 100. But, deffinatly, you want this for the proc. Not the dam/dly. Not a raid weapon like the Staff of the Silent Star is, by any means. It's an exping weapon.
The proc does a nice amount of direct damage, and turns the target into a skeleton... our guild necro now does a ton of damage on melee on raids with the proc, but it's really annoying to turn big boss mobs into skeletons... if you've had it happen, you know what I mean.
This came up a while back on the [link=boards.station.sony.com/ubb/everquest/cgi-bin/forumdisplay.cgi?action=topics&forum=Developer|APO|s+Corner&number=1&DaysPrune=20&LastLogin=]Developer's corner[/link] board. The original question raised, was why necro spells that cast an illusion are blocking Giant-bane and Dragon-bane spells. The original reply to this, was that this is how it should be, since the creature becomes a skeleton, for the duration of the illusion.
Chill/Ignite Bones - the illusion effect of these two spells are blocking the Dragon/Gaint Bane line of the Wizard class. That makes sense, considering that they change bodies when you use those spells. Giant and Dragon bane spells won't work on creatures that are not Giants or Dragons at the time. Not much to do about that except get the other spells, which you mention below.
This answer fails to account why no undead only spells effect a creature under the illusion. When this was raised, the answer given was that it would be looked at after the next Fan Faire. (A remark was passed about possibly being too powerful, with regard to undead charm spells, but presumably, these would beak as soon as the illusion passed.)
Anyhow, although it's anything but guaranteed, it's feasible that this may change at some point.
Oki, I'll conceed that they did call it a body change. But, I'm not entirely sure how that is supossed to account for it.
If you take a creature that is, by default, a dragon... Unless you do anything odd to it, it's a dragon and vulnerable to dragon-bane effects. You hit it with a spell that gives it an illusion... Logic suggests that it's still a dragon, but it looks like a skeleton. (I play an Iksar necromancer. If I cast Call of Bones on myself, I look like a skeleton, but I'm still an Iksar!)
If this were the case, then bane damage should still be effective. However, the nice people at Verant have an issue with saying, "Erm, yeah! We missed that. We'll fix it at the next patch!" So, instead, they announced that it was working exactly as it should, because the monster under the illusion was no longer a dragon, or a giant, or whatever.
Which is fair enough. Well, it would be, if it was then whatever the illusion was. (Skeleton in this instance, but I suppose there could be other shape altering spells! (Ignorin' enchanter illusions, which, at least as far as I'm aware, are self only!))
The remark about not letting necromancers use their undead only spells on such a monster are valid, but only once you accept the basic premise that the monster's physical actuality has been changed. (It would be rather nice to use something like a dire charm, on an altered mob, but this would only be feasible if the mob was being constantly blasted, to maintain the illusion. (Am I right in thinking that you can't damage a charmed mob, unless you're duelling it's master? I suposse the duelling thing might be a way of maintaining the illusion, but imagine the mess the second you have a lag spike and don't tell it to back off quickly enough!!!))
If we're being honest, I think the best anyone can hope for is that Verant eventually decide the illusion shouldn't effect banes and fix that. The remark to the effect that we may be able to use undead nukes on a monster under an illusion was unnecessary optimism. It doesn't happen often!
(If the optimism stuff worked, I'd have hit level fifty about five minutes ago, instead of writing here! Bah! Six hour patch... (Actually, six hours and twelve minutes...) Five minutes of playing... Emergency patch... Curiously, they haven't bothered to post it on the official site, anywhere I can find, so I have no idea when it'll be back! (My EXP bar is off the end of the scale! I could probably get my level from the dregs of EXP you get from questing! I'm sure they've done this purely to spite me! *Grin*)
No we [Necros]also have a spell called ignite bones which turns mobs to skele but does not make them undead so our undead only spells will work on em, I am to assume this is same effect.