Spell Icon Perplexing Flash  

Description

1: Mesmerize (2/78)
2: Memblur (30%)

Details   Raw Spell Data, Lucy Spell View

Mana: 450 Skill: Conjuration
Casting Time: 1.5 Recast Time: 90
Fizzle Time: 1.5 Resist: Chromatic [Lowest]
Resist Adjust: -100 Range: 200
Location: Any Time of Day: Any
Fizzle Adj: 89 Deletable: No
Dot Stacking: Yes Reflectable: Yes
Focusable: Yes Dispellable: Yes
Interruptable: Yes Short Buff Box: No
Target Type: Single Spell Type: Detrimental
Source: Live 02/06

Messages

Cast on you: A sudden flash of colored light blurs your thoughts.
Cast on other: Soandso is perplexed by a sudden flash of colored light.
Effect Fades:

Game Description

Distracts your opponent with a bright flash, causing them to become dazed for up to 36 secs (6 ticks). This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, Perplexing Flash can only be invoked after a rest interval.

Items with this effect

Quick Facts

Scroll:
Spell: Perplexing Flash

ClassLevel
ENC71

Expansion:
The Buried Sea

Duration:
6 ticks
Post Comment
Did I miss something?
# Apr 08 2007 at 12:17 PM Rating: Decent
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223 posts
Please correct me if I'm wrong, but was this spell initially a (0) resist modifier, with Rk. II being (-15) and Rk. III being (-30)?

And now it's a (-100) modifier, with Rk. II being (-110) and Rk. III at (-120)?

Good Lord. I have the Rk. II version, and I was happy enough with it being a (-15) resist check. With it now at (-110), I'm friggin' ecstatic! lol

I have to admit, I was initially very skeptical about this spell. SOE started off with a good idea that was hopelessly hobbled (much like our Class, as a whole, has been for the past few years), and successfully tweaked it into something that is damn close to perfection.

For a Chromatic(-110) mezz that caps at Lvl 78, I can live with a 90-second charge/recast cycle. Hell, I'd promise my first-born child to the wunderkind who came up with this...if only the government would allow me to breed.
Did I miss something?
# Sep 04 2007 at 9:36 PM Rating: Default
You missed alot.... this mez only lasts 36ish seconds. This mez is mainly good for instances where u have 3 mobs incoming your pretty much gonna land this spell 99.9% of the time so while getting that first mob mezzed quickly without worryin about a resist and most likely a wipe you got that first add under check then you have about 30 seconds to get that next one under control plus whatever mob your tank is tanking to be slowed. Then just recast bewilderment on the mob u used this spell on.. Did I just teach yah how to play a enchanter x10 better? ;)
Gem of a spell!
# Mar 25 2007 at 2:17 AM Rating: Decent
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402 posts
I keep my Bewilderment spell up, and I recently dropped Scryer's Trespass (which I love, by the way), in favor of this one. My mezz gets resisted, mob comes after me. Even when I'm getting beat on, I find I still have time to land this mezz on the mob and stay alive. Then tash it and follow up with Bewilderment. It's also very useful in charm kiting. When you're charming your first mob, you can mezz it first, then Tash it, and then land your charm on it. A much more elegant solution than letting the mob actually beat on you, chewing up your runes.
WHERE???
# Feb 23 2007 at 2:08 AM Rating: Decent
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402 posts
Where does this spell come from? Is there a merchant you purchase it from, once your faction is high enough? If so, where do you find this merchant? O is it some kind of reward?
WHERE???
# Feb 23 2007 at 7:13 AM Rating: Decent
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1,352 posts
Quote:
This spell is listed as being Level 75. But when I checked the vendor in "The Buried Sea" zone (yes, that's the name of the zone he's in), the spell was listed as being Level 71.


going to guess this npc, Halon Griere, in the buried sea sells it
http://eqbeastiary.allakhazam.com/search.shtml?id=24717

edit:
rank 1 spells = buried sea (doubloons)
rank 2 spells = katta
rank 3 spells = sol ro raid currency



Edited, Feb 27th 2007 6:48am by DukeLatan
confirmation
# Feb 17 2007 at 1:02 PM Rating: Decent
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69 posts
- level 71 spell, first one you get.

- 90 second recast timer

- the memblur (so far) isn't landing very often (edit: definitely not enough to rely on it in combat. but should drop mes aggro occasionally, which would be convenient)

- very low resist rate (obviously)

i think, if you could avoid adds for more than a minute at a time (most trivialized group content), you could probably even occasionally use this as your main mes. i love it.

Edited, Feb 17th 2007 4:05pm by SirJesster
Re: confirmation
# Feb 18 2007 at 12:43 PM Rating: Decent
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223 posts
Excellent! I hereby retract everything I've ever said about this spell. It seems, for once, SOE agreed we had a valid point to make.

Haven't been able to log on since Thursday, so pardon me while I rush off and snag this baby.

(P.S. Anyone found the rest of the TBS spells? I've only found Perplexing Flash, Entrancer's Aura, and Mind Phobiate. Maybe the rest are in the Combine area? Having never even started my DoN progression, the last group Rune I had
was at Level 61...)
Ill use it
# Feb 17 2007 at 12:21 AM Rating: Decent
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67 posts
I'm sure that I'll find a situation in which this spell will be used. 10 min is a long recast timer, but it is still useful in certain situations.

Additionally, I enjoyed the list of spells that some of you have listed as being loaded during raids, groups, etc. Some listed spells that you must keep up as being haste and mana regen buff spells for raids. May I make a suggestion?

May I suggest that you make a second spell set that trades just a couple slots for those buffs. Rename this set the same name but add "(buffs)" after the name. Then, when you need to re-buff someone, you can call on this set and only 2 or 3 buffs will switch out. This will save valuable time and allow you to keep mem'd important spells essential to crowd control and debuffing.

Happy Hunting
Darshani Dies`alot
Imperial Guards
Druzzil Ro
75 Enchanter
1389aas
Grandmaster in all trades!
enchanter class is dead in the water.
# Feb 10 2007 at 8:31 AM Rating: Decent
This spell is a perfect example of how stupid the developers at SOE are. 10 minute recast means that this piece of garbage, IDIOT designed spell will sit inactive for 10 minutes before it comes alive. So it is totally worthless even for corpse runs (if such things even existed anymore).

WTG on yet another example of how little SOE understands the plight of the enchanter class.

Yippee, I have a spell that might land on a single mob during a Vishmatar run. Like the only f'ing thing my ench does is Vish runs.
enchanter class is dead in the water.
# Feb 10 2007 at 1:37 PM Rating: Decent
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56 posts
I don't know really how you think of this spell as being useless.. i mean really vish is a PRIME example of when this spell would be used. Generally speaking, most guilds bring 2-3 enchanters on a vish run (or any raid for that matter). Really if you have more than 2 or 3 skeletons spawn during that event you're probably wiping anyways. Another thing, this spell will refresh during Vish... as vish is most definately more than a 10 minute fight. This plus stasis will be a very useful tool on these fights indeed.

There's countless other times when a low resist mez will save an enchanter's low hp/ac butt. Will this mez be used OFTEN? no.... not really, especially during group encounters... but IT WILL be used, and most likely in new raid content will end up being what's needed to get the job done. Just like a good cleric doesn't sit around with complete heal and a group heal loaded and that's it, a chanter will most likely no longer be able to sit there with 1 "do it all" mez.

Why does everyone want it all handed to them on a silver platter these days? learn to use the tools soe gives you, they're not really that stupid in considering what they give to each class.
--Faedarr Diesquick, 75th Chanter
--Baacon Bitts, 75th Cleric
--Athenya Diesquick, 69th Druid
--Deltdeath Killunju, 59th Shadowknight
enchanter class is dead in the water.
# Feb 13 2007 at 4:01 PM Rating: Decent
Unoforutnately they really are that stupid in what they give to each class. And sadly they are even more stupid in what they take away from each class. With enchanters they have taken to the point of utter uselessness.

As I said in my first post - it is not like the only thing my ench does is vish fights. Throwing us a bone in the form of a spell we can barely ever use and asking us to keep it permentantly loaded in our spell bank is stupid.
enchanter class is dead in the water.
# Feb 16 2007 at 7:27 PM Rating: Decent
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56 posts
what exactly do you mean by taken away from? chanters haven't had anything significant taken away from them in a LONG time. sure, back in the day they nerfed charm kiting... okay, but even then theyve returned that to the class. They just haven't overpowered chanters like they did some of the other classes. We have always had 1 primary duty in end game life... Crowd control... sure we buff resist (which if anything i think we're due an upgrade to GoD) and we buff mana / haste when ti's needed... but during an encounter the raiding enchanter is still reduced to crowd control.
We've gotten a TON of utilities with GoD and beyond... obviously you just haven't figured out how to properly utiize them..
-- Yeah, you can read my toons above.
--Baacon / Faedarr
enchanter class is dead in the water.
# Apr 08 2007 at 12:03 PM Rating: Decent
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223 posts
Actually, up until recently, the "1 primary duty in end game life" for an Enchanter was buffing. Not crowd control.

There for the longest while, in any end-game zone of DoD/PoR, even the trash mobs were out of the level range of our mezzes. This had been going on for some time, so guilds/raids compensated by perfecting the arts of single pulling and off-tanking.

SOE really did us a HUGE favor by increasing the level cap of our mezzes to 78. For the first time in ages, our AE mezzes go as high as our single-target, making crowd control once again a viable duty for Enchanters. And it goes without mention that the new /con system is another great step up. No longer do we have to guesstimate whether that red /con mob is merely 3 levels above us, thus putting it in range of mezzing, or the nasty 4+ level red /con insta-death, no-mezzy / no-touchy / no mercy mob!

I cannot stress how important these changes are; it's really breathed new life into our Class, as far as I'm concerned. I can't begin to tell you how much I was hating life back in PoR, especially every time we did Theatre of Blood. I'm sure you have an idea of how frustrating it was for us (the supposed "masters" of mezzing), being unable to mezz anything in ToB, while Bards (who were supposed to be the "Jack-of-all-Trades, Master-of-none" archetype) could mezz at least the trash mobs in there.


Edited, Apr 8th 2007 1:05pm by Vesanus
enchanter class is dead in the water.
# Mar 05 2007 at 12:38 AM Rating: Decent
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50 posts
ok so you think that charming a mob and it hitting something for like 10 percent of what it actually does damage wise is appropriate?

That was the nerf they did to enchanters.
Add in the taking away the collaboration line of spells.
Add in taking away the usefulness of our mana regen spells.


What as an enchanter can we do?
Crowd control(enc bard shaman or anyone with a root spell)
debuff(ok not like a shaman)
Mem blur.....very useful
Yeah we are king of speed(tough break shamans)
oh and mini wizard nukes
oh and mini necro dots
oh and we get to turn people into things

Enchanter one of the only classes that revolves around a group making everyone around them better.

So in short enchanters arent bad if you have a group otherwise dont bother because I make a wrong turn in highpass and run into a group of gnolls and dont have the right spells loaded AOE mez there is a small chance I could die. Tell me what other class can get *** wooped by 5 super green?(grey now?) mobs?
Yet can survive in places like ashengate with mobs of the red color!
(ok im exagriating a little bit those gnolls wouldnt stand a chance with me but still before I reached 75 it truly was challenging.
enchanter class is dead in the water.
# Mar 27 2007 at 12:52 PM Rating: Decent
32 posts
oh and dont forget that rogues and monks now have a mezz, and even though its not great it has taken away from the usefulness of bards and enchanters. i mean why have an enc in the group when you can have a shm and monk and clarity potions, and out of battle regen.
enchanter class is dead in the water.
# Feb 14 2007 at 10:32 PM Rating: Decent
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69 posts
how many spells do we have with any kind of significant resist modifier? ONE. and it's a 60ish mes we can only use in pvp. i would also use this any time i might have a lightning warrior add in omens or the goblin adds in don.

and no one ever said to "keep it permanently loaded," either. you load it IF you want when you zone into the nest, mpg/anguish, or certain raids.

also, it's a 1.5 second mes. this spell has a ton of things that are good, and the only downside is the recast time. i fail to see how this is anywhere close to useless or stupid.
Oh, for Christ's sake...
# Feb 04 2007 at 9:49 AM Rating: Default
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223 posts
10 minute recast timer? Wtf?

What Enchanter in his right mind would *ever* waste a precious spell slot on this thing? If you're that desperate for a low-resist mezz that has a long cycle time...use Nightmare Stasis.

99 times outta 100, by the time you've realized the mob you're facing has mondo resists and you're going to have some problems mezzing it, you do NOT have 10 minutes to sit around with your thumb up your *** while you mem this thing and wait for it to charge.

I firmly believe that SOE, long ago, lost any CLUE as to what Enchanters are here for. They've spent the last 4 expansions giving us spells/AAs that look cool on paper, but are absolutely *worthless* in practice.

Example Spells: Mana Flare, Brimstone Body, Spinning into the Void, Quiet Mind (damn thing's broken; doesn't work on the 1% of mobs you're actually allowed to cast it on...even if the mob's within the level range), etc.
Example AAs: Mana Draw (over-writes our Clarity line of buffs!), Azure/Sanguine Mind Crystal, Dire Charm (most of all!), etc.

I'm beginning to doubt that anyone at SOE has ever really *played* an Enchanter, beyond using the admin tools to make a max-level toon and cast a spell / AA once and saying, "Yep; it works. Put it in the code!" before going back to playing their Necro.

(Sad as it is, as much as I'm beginning to despair over my Class' extreme limitations...I can't quit. Or switch mains. I've played an Enchanter since Sept 1999, and my love of the Class goes so deep that I'll keep going until they pull the plug on the game itself...or until I wake up one day and find they've turned us all into Bards.)


Edited, Feb 14th 2007 8:38am by Vesanus
Oh, for Christ's sake...
# Feb 27 2007 at 3:20 AM Rating: Decent
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402 posts
Quote:
Example Spells: Mana Flare, Brimstone Body, Spinning into the Void, Quiet Mind (damn thing's broken; doesn't work on the 1% of mobs you're actually allowed to cast it on...even if the mob's within the level range), etc.
Example AAs: Mana Draw (over-writes our Clarity line of buffs!), Azure/Sanguine Mind Crystal, Dire Charm (most of all!), etc.


I don't why you think Mana Flare is useless. For me, it's a godsend. Do you realize that in group's with a Shaman, I have pretty much nothing to do, unless an add shows up? Even with crits maxed, and Evocation as my primary, my nukes are someone's idea of a cruel joke. If the tank is a Shadowknight, cast this spell on him. He'll be happy, I'm sure, to tell you how "useless" it is.

If the tank is a warrior, he can't use it, but how about casting it on the Wizzie or the Magician? I'm sure they'll tear you a new one for casting this "useless" spell on them. How about casting it on yourself? Now there's a concept! You will never be the best nuker in the game, true, but you will see a noticeable improvement in your DPS. Then maybe certain players will stop thinking about how an Enchanter "gimps" a group's DPS, in spite of our haste and mana regen.

Spinning into the Void I use all the time. It interrupts the mob's casting without making the pets break off the attack. A mezz will cause the pets to break off, and if the pets are of the "Raging Servant" variety, or the swarm pet variety they will not attack again. I'm quite sure the bard, beastlord, magician, necromancer and everyone else who has a swarm pet or a rage pet would not appreciate your using your mezz to interrupt the mob's casting and causing them to waste the mana/AAs to conjure their pets. In fact, they could stop using it. And also, it doesn't attract aggro like a mezz. Chain mezzing to interrupt a mob's casting is dangerous to you, no ifs ands or buts about it.

As for the Mind Crystals, I hated them at first, because they are lore items, in spite of being listed as "stackable." On the other hand, it's still on your gear when you get a rezz, so you won't need to wait as long before you can buff your group, if your gather mana happens to be down. Quicky spot heal for 1K and you could find that you're on top of it again when you're charm kiting and needing to "tank" for your charmed mob. It's worked for me, and it doesn't have the same recast time as a healing potion and the effect, of course, stacks.

Brimstone body stacks with other runes and it's regent-free. It gives you a little extra protection, plus, you can cast it on others. Chain casting this on a charmed mob will also give it that little extra edge it might need to "finish the job." You want your charmed mob to win, but not by too much. You still have to kill it when you're done with it.
Whoops; almost forgot...!
# Feb 14 2007 at 8:48 AM Rating: Decent
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223 posts
This spell is listed as being Level 75. But when I checked the vendor in "The Buried Sea" zone (yes, that's the name of the zone he's in), the spell was listed as being Level 71.

Dunno when they changed this, and dunno if it'll stay that way...but, as of now, it is not a Level 75 spell anymore. They may have switched levels with the new group Rune spell...Rune of the Kedge? Think that's it.

Will come back and post a complete list of prices/levels once I've earned enough to see them all.

For now, they're as follows:
----------------------------
Vendor - Halon Griere
Zone - The Buried Sea
Level 71 - Perplexing Flash - 100 doubloons
Level 72 - Entrancer's Aura - 150 doubloons

The doubloons are used by the Pirate faction, and are earned the same way you do LDoN points or DoN crystals: through missions/tasks/quests. Once earned, you can then open the "Inventory" window, click on the "Alt. Currency" tab at the top, and click the "Create" button to put them on your cursor. They can be traded/sold just like the DoN crystals can.

Oh, for Christ's sake...
# Feb 09 2007 at 8:32 PM Rating: Decent
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69 posts
good grief... this spell is not for "uh oh, my mes got resisted five times in a row, i'd better load a low resist spell." if you get to this point, you already need a res. loading combat spells in the middle of combat indicates a sore lack of preparation.

ask a healer what heal they use. if they're a GOOD healer, they'll laugh and tell you it depends on the situation. they have lots of healing spells and they use different spells for different situations.

i have different spellsets for different situations. if i know i'm going to run across five zones, i load invis and an ae memblur FIRST. if i'm going to do an event that spawns a lot of adds, i load my ae mes spells FIRST. and if i know a mob can be mesmerized but resists a lot, i will load this spell FIRST.

you site spells you consider worthless, like mana flare. i use flare all the time on burn events for burst dps. you want to see something impressive? cast mana flare on a shadowknight or paladin with a bard or shaman in the group. it goes off a LOT (as of this writing, as the proc rules have changed back and forth a few times). i can only imagine what it does to their dps.

i can't see how any intelligent enchanter would not be drooling for this spell. and in case you'd like to know in what situation a -100 chromatic check would come in handy? vishimtar. between this and aa mes, 2-3 enchanters would be more than adequate.

i love my enchanter.
Re: Oh, for Christ's sake...
# Feb 14 2007 at 8:34 AM Rating: Default
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223 posts
I, too, use different spell sets for different situations. Hell, I have all 10 spell lines set up and sorted by raid or group, and what I need to do in each situation. Considering the plethora of spells we need memmed during a raid, sacrificing a precious spell gem for something that takes *10 minutes* to charge is simply unacceptable.

Yes, I realize it's a low-resist mezz. So what? I can use the clicky on my Anguish robe every 5 minutes, and that drops the resist rate of all detrimental spells (with duration > 24 seconds) by 40% (-4% per level post-70). Considering the level of resists on raid mobs, -32% on MR (Bewilderment being a Lvl 72 spell) is most likely much greater than -100 of its weakest resist. Because, I gotta tell you...I've been using our Chromatic nuke & DoT quite a bit lately on mobs in Anguish, Relic, and the Curse of Blood mobs in DoDh, and from what I've seen, being Chromatic is *NO* guarantor of success. I've had the DoT resisted 100% by mobs hit with every debuff in the book; Echo of Tashan Rk. II, Malis Rk. II, Malosinise Rk. II, you name it. The resist mod is simply not low enough to justify the handicap placed on it.

Is it a faster cast than Bewilderment? Sure is. And yes, 1 second can often mean the difference between life and death. But the whole reason we have our defensive AAs, +Avoidance gear, Runes, and our Ward is to ensure we live long enough to fire at least one mezz/stun off. If it gets dicey, use Nightmare Stasis; Veil of Mindshadow; Mind over Matter; Dimensional Instability; etc.

As it is, I need to keep Bewilderment Rk. II, Dreams of Veldyn Rk. II, Color Collapse Rk. II, Fractured Consciousness Rk. II, Seer's Intuition Rk. II, Speed of Ellowind Rk. II, Rune of Ellowind Rk. II, Memory Flux, and Echo of Tashan Rk. II memorized at all times during the raid. If I'm lucky, I might swap out a mezz for a nuke. I simply don't have the space to dedicate to a spell that stays grayed out for over 95% of the time it's memmed.

Now, to ensure maximum availability of this spell, you'd basically have to keep it memmed 24/7; or, at the very least, rearrange all your spell lines so that every line keeps blank the gem you dedicate to it. This would ensure that, if you do have it memmed, you don't accidentally unload it while switching lines and precipitate another 10-minute recharge.

I've played an Enchanter since September 1999. I love my Class. I always have, always will. I accept the fact that never again will we be allowed the freedom and power we had during the early days. However, as it stands, this spell is not a gift. It's like buying your little girl a pony with no legs; sure, she wanted a pony...but implied is her desire to ride the darned thing. A pony with no legs is a pitiful, and pitiable, creature.

A 10-minute recharge on a spell that only has a mild resist modifier simply can't be justified. There's balancing...and there's crippling. I'm not saying I'll never use this spell; being the OCD, Type A, ****-retentive kind of guy I am, if it's out there, I simply have to have it. Period. But I cannot foresee any situation where I'd willingly sacrifice the utility of a spell gem for this. To do so would be to basically roll back the clock to pre-OoW days, when we only had 8 spell gems. And that, I simply cannot do.

(Now, if they changed it to Unresistable(-1000)...that would be a whole 'nother story. THAT would necessitate a 10-minute charge timer on it, in order to maintain balance within the game mechanics.)

Lots of people (including other Enchanters, apparently) believe we're the worst whiners in all of EverQuest. Well, we may very well be so...to each other. But I personally believe that, when it comes to ******** to SOE itself, we're the least vociferous bunch of swaybacks in all of EQ. I've seen our whole community take blow after blow, and endure for years situations and imbalances that Necros or Druids wouldn't tolerate for a day.

In that spirit, if a situation arises where nothing and no-one could've saved our entire raid from wiping but this spell, I'll trundle on back and publicly eat some crow. Until then, I stand by my initial assessment.
Re: Oh, for Christ's sake...
# Feb 14 2007 at 10:54 PM Rating: Decent
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69 posts
if you check lucy's, the recast timer is 90. i don't have the spell yet, but will confirm the recast timer as soon as i can. 90 would (obviously) be much better than 600.

as far as your spell lineup? wow. i don't keep that many mes spells up except for certain situations (mes mobs in tacvi, last sendaii phase, sanguimanus, etc...). the rest of the time i have bewilderment and my tacvi clicky ready, and occasionally load dreams and/or wake, depending on what's coming. and haste/mana? ***** that. i buff the entire raid prior to engaging, and after that i load combat spells in their place. usually an extra mes and memblur.

this spell, of course, could probably be the extra mes AND memblur, saving another spell slot.

my typical raid spell lineup: tash, self rune, cripple, nuke, single mes, dreams/wake/invis/root, memory flux/blanket of forgetfulness (ae memblur is my favorite one), scryer's trespass, and ward of bewilderment. i swap out my extra mes and memblur slots for buffs as needed, then switch back.

by the way, i have clicked my robe on vish runs, and using my 70 mes, still had resist after resist. 40% of what, 75% resist rate? still puts you about 50/50 on the attempts. also, the robe does not say 10% per level over 70 like most foci. it just says 70 max level.

if you're wondering why i have so many "personal" spells instead of "other people" spells, it's because i'm used to dps breaking mes prematurely. simply self preservation in spite of the idiots.
Re: Oh, for Christ's sake...
# Feb 16 2007 at 7:01 AM Rating: Decent
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223 posts
Alla's says recast timer is 600.

Lucy's does, indeed, say 90.

If Lucy's correct...then any/all reservations I had about this spell go bye-bye, pure and simple. A 1.5-minute recast delay for a spell with this kind of resist modifier is more than acceptable. However, I don't think Perplexing Flash could ever really take the place of a true mem-wipe spell; like most mesmerizations, it only has a base 30% chance of effecting a mind-wipe, and this isn't affected by our Enhanced Forgetfulness AA.

My typical raid lineup doesn't differ that greatly from your own, really.

1.) I use Rune of Ellowind Rk. II instead of Draconic Rune Rk. II. I typically have 3 Runes up at all times; 2.0 Epic (Aegis of Abstraction), Rune of Shadows 5 (AA) or Ethereal Rune (Robe of Eternal Eloquence) if Rune of Shadows hasn't cycled yet, and Rune of Ellowind Rk. II / Polychromatic Rune Rk. II (I only use Polychromatic if I know I'm heading into a situation where I'll inevitably draw aggro, whether intentional or accidental). I also keep Legion of Alendar Rk. II up at all times (yes, the group version; mana cost / peridot usage is the same as the single-target Alendar, might as well hit the whole group for free).

2.) Echo of Tashan Rk. II; same as yourself. I always keep this puppy up, unless in full pre-raid buff mode.

3.) Fractured Consciousness Rk. II; same as yourself.

4.) Bewilderment Rk. II / Euphoria (Hammer of Delusions, use it mostly in emergencies); Wake of Subdual Rk. II; Dreams of Veldyn Rk. II; Color Collapse Rk. II (for those mobs immune to mezz).

5.) Memory Flux. Ward of Bedazzlement.

(The AE/PBAE stuns/mezzes have increased in usefulness a hundredfold, now that the max level they can affect has been raised to 78, in line with Bewilderment. I just hope they'll go back and change the post-70 mobs so that they're no longer all marked as simply immune to mezz. But, knowing SOE, I'm not holding my breath. It'd be just like them to give us a retooled PBAE stun that all the mobs are flagged immune to, anyway.)

In the "personal" vs. "other" matter, well, I'd say that's a simple matter of taste. But people have a nasty habit of dying during raids; by having the single-target Rk. II's of C7/Haste memmed, I can get the tanks/clerics back up and running in no time flat. Yeah, I could drop 'em for our nuke/DoT combo; but a Lvl 75 WAR/SHD/ROG re-Hastened with Ellowind Rk. II can do far more DPS than I can. And a recently-resurrected Cleric has a much better chance of getting off at least one more vital heal with C7 than without. Even if he dies immediately thereafter, that 1 CH might be what pulls our chestnuts out of the fire. (And it keeps them from screeching for buffs in the middle of trying to whack a boss mob.)

As for Blanket of Forgetfulness...I can't really sing any praises for it. I have Enhanced Forgetfulness 5/5 (AA, maxxed) and I have *yet* to see even 3+ casts of BoF succeed in completely wiping aggro the way it should. Without fail, every time I've used it, I've had to go back over and re-wipe the mobs using Memory Flux instead. For some reason, aggro just doesn't clear. Have you, or anyone else, noticed this problem? (And I've used it correctly; all mobs to be affected within the radius, no aggro'd mobs just outside the radius for their buddies to assist, didn't re-aggro one in between casts...nada. And I still cannot get the aggro to clear.)

My Travelling Line is the only time I actually memorize Cloud of Indifference; if I need a quick-and-dirty invis, I use a clicky (Ring of Stealthy Travel; Gather Shadows, 2.0 cast time) and memorize Cloud at my leisure. It's also the only Line wherein I memorize Paralyzing Earth; being that I am rarely w/o a tank of some kind, my Runes buy him all the time in the world to make sure every mob around is peeved at him rather than me.

Regarding the Bedazzling Aura clicky on the Anguish robe, like most Foci, it doesn't simply cease to exist after the capped level; it tapers. I can verify that. There's been more than 1 situation where absolutely nothing stuck on a raid mob, even after being Tash'd/Malis'd/Malosinise'd, until I clicked my Robe. It does work post-70...but, from anecdotal evidence, it tapers off by ~10% per level thereafter. I really only use it to get Fractured Consciousness Rk. II to stick; Slowing is the Shamans' job, unless they somehow manage to get themselves all killed.

(Say I'm trying to cast Bewilderment Rk. II on a raid mob that has 400 to MR/FR/CR; 300 to PR/DR. Not all that uncommon a scenario. Echo of Tashan Rk. II + Malis Rk. II drop MR by -132 to 268; FR/CR/PR by -69 to 331/331/231. Using my Robe, I can drop the MR further by -32% to 182, before it calculates the resist. Using Perplexing Flash alone, it'd base itself off of the PR, and drop it a further -100 to 131, before it calculates the resist. So, Perplexing Flash would beat out Bewilderment by a -51 lower resist check. That is significant...until you realize that, with the duration of the Robe's buff, I can snap off around 4-5 Bewilderments to the single cast of Perplexing Flash. Again, all this is moot if the recast time's been reduced to 90 seconds.)

Ok...enough of this. I keep going on like this, and I'll be needing a slide rule to portion out the cat food. Whatever its ups or downs, Perplexing Flax just isn't worth memorizing; the stated recast of timer of 600 seconds (10 minutes) just isn't practical. But if it's got a recast timer of 90 seconds (1.5 minutes), then it's definitely getting added to my bag of tricks. lol

/salute
Re: Oh, for Christ's sake...
# Feb 17 2007 at 12:08 AM Rating: Decent
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69 posts
1. runes. i keep two runes up at all times (2.0 clicky and self rune) and keep the aa rune up as my "oh crap" instant cast rune. three runes would be nice, but i only load polychromatic or rune of salik when i can afford to drop other spells. taking care of the group is for group healers MOST of the time. i will, however, single rune the crap out of an offtank that's working a hard hitter that i can't debuff (council members in council of the nine).

2. mes. again, under most (raid/offtank) circumstances, i only have bewilderment loaded. you have an ae mes resist with no offtanks, you're done. i'd rather take care of them one at a time.

3. combat res/buffs. i keep my buffs up on long fights we need combat res on. blood mobs, sendaii, draygun, etc... otherwise it's not worth the spell slots. i'll swap out ward for a mana buff, and the dps can get a vallon clicky. but on trash? they can wait, we have 50 other people here to kill the trash.

4. memblur. with all 5 memblur aas, i have never had blanket of forgetfulness not land. you might have aggro on other mobs outside the ae range (which is huge for bof). i think the memblur aas increase your blur chance by 10% per rank. and bof actually checks twice at 20% base chance vs. 30% once for memory flux. so, given 10% per rank, bof modified would be 70% twice (91%) vs. 80% once of memflux.

5. invis. i use cloud not for myself, but because i'm usually babysitting a cleric. i take care of them as best i can.

6. your math. assuming a mob has 400 resists, bewilderment isn't so bad, and neither is euphoria after a robe clicky. but what if the mob's resists are 600 or 800? look at our nukes. how often does neurosis (0 MR) resist even after full debuffs? compare that to polychromatic (0 CHRR) which resists a lot less. back to our mes, though. even if it was magic based, on the rank 2 spells, -15 MR is not as good as -115 MR. -115 CHRR blows it out of the water.

7. the memblur on perplexing flash. it's 30%, same as memflux. it wouldn't normally take the place of a memblur, but if you had to do cc, this would eliminate the getting summoned because some ****** nuked the sleeping mob. which happens a LOT for me, which is why i prefer a memblur to buffs while killing.

i'm tired and if i keep going i will just become more and more incoherent. but i like this spell when i'm sleepy just as much as when i'm awake and alert.

in a recent survey, 1 out of 1 jessters approved of this spell.
And now for something completely different...
# Feb 18 2007 at 1:17 PM Rating: Decent
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223 posts
Regarding Blanket of Forgetfulness...I also have all 5 of the Enhanced Forgetfulness AAs, and while Memory Blur has never failed me, BoF has.

Example: The Tunat event in Tacvi, mem-blurring the Phylacteries; using BoF per group of 3. BoF goes off, it hits the 3 Phylacteries...and I gain aggro, where I had none before. If this had only happened once, I could chalk it up to a failed RNG roll; after all, even with Enhanced Forgetfulness maxxed, there's always a chance something's gonna fail. However, this happens every time. Period.

Another time, I was puttering around in Icefall when our puller managed to bring Papa, Mama, and Baby Bear...along with their extended family. I did a pretty darn good job of putting them all to sleep, only to turn around and find my pals had high-tailed it for the zone. I loaded up BoF, refreshed my mezzes (this was before they raised the level caps on our AE/PBAE mezzes to 78, so I had to use Bewilderment), and cast; nothing. I retained full aggro. I'd packed them in tight enough to ensure they were all in the BoF AE, so it wasn't due to range issues. I did this about 3 more times before I started getting LoM, so I eventually gave up and ran for the hills myself.

Been a couple of other occasions when BoF has failed me utterly, but that's all that comes to mind at the moment; maybe I'm just unlucky, but at least I'm consistent. I tried BoF a couple of times back in 2002 when I first hit Lvl 49, and have given up on it since. I've yet to fail with Memory Flux (since I maxxed Enhanced Forgetfulness, anyway), and I always prefer to bet on a sure thing.

I'll have to give it another series of trial runs, see what happens.

(Edit: Never let it be said I can't say I was wrong. I was wrong about Perplexing Flash, and I'll take my crow well-salted, thank you.)

Edited, Feb 18th 2007 1:24pm by Vesanus
Oh, for Christ's sake...
# Feb 09 2007 at 8:55 PM Rating: Decent
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69 posts
i tried to edit my post but for some reason vesanus' post came up for edit. weird...

anyway, look at the cast time, too. 1.5 second cast vs. 2.5 second cast could be the difference between a live healer and a dead healer. the raid mobs this was probably intended for eat offtanks for lunch, let alone clerics and offhealers.

Edited, Feb 11th 2007 8:41pm by SirJesster
Location
# Dec 15 2006 at 3:22 AM Rating: Decent
Would anyone happen to know where this spell can be purchased? I can't find it anywhere.. Thanks in advance..
Location
# Dec 31 2006 at 11:32 PM Rating: Decent
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1,352 posts
not in game yet

probably from new Incoming exspansion
Chromatic Mezz!
# Dec 14 2006 at 2:11 AM Rating: Decent
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402 posts
A chromatic mezz is a great idea and I love the resist modifier! The recast time, however, guarantees this spell will never be used, and I do mean never. Who the heck is going to give up one of their 9 measley spell slots for a spell that you have to wait ten minutes after memorizing to cast? No fair, Sony, and you know it.

Edited, Dec 30th 2006 1:58am by ChanterTime
Chromatic Mezz!
# Dec 31 2006 at 11:11 PM Rating: Decent
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69 posts
i would load this prior to a vish run (or any event with mes mobs with a particularly high resistance). you could alternate this sleep spell with your regular one with the anguish robe clicky. six ticks will despawn a vish add, too. if i'm fighting normal mobs with regular resist rates, though, i'm not loading this spell.

this is kind of like the shaman slows with really low resist modifiers. they're great when you need them, though. but not for all the time use.
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