Spell Icon Arcane Noose  

Description

1: Decrease HP when cast by 459
4: Decrease Hitpoints by 196 per tick. Max: 415 per tick

Details   Raw Spell Data, Lucy Spell View

Mana: 565 Skill: Alteration
Casting Time: 3 Recast Time: 1.5
Fizzle Time: 1.5 Resist: Magic
Range: 200 Location: Any
Time of Day: Any 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 04/09

Messages

Cast on you: An invisible noose forms around your neck.
Cast on other: Soandso begins to choke.
Effect Fades: You can breath normally again.

Game Description

Constricts your target's throat, causing between 459 and @1 damage initially and between 196 and @4 damage every six seconds for 48 secs (8 ticks).

Items with this effect

Quick Facts

Scroll:
Spell: Arcane Noose

ClassLevel
ENC69

Expansion:
Omens of War

Duration:
8 ticks
Post Comment
Rune Turn in
# Jan 23 2006 at 7:02 AM Rating: Decent
This is second spell you get
All very amusing posts
# Jan 06 2006 at 1:47 AM Rating: Default
The lack of understanding our spells is sadly apparent on these posts. Cripple prevents procs on mobs, its more than just mitigation. Asphyxiate is nice for a quick debuff when a shaman is doing the cripple. The main use of dots is cast and sit. Nukes do more damage, but dots allow you to forget about the mob and do buffs, cc. You also do not regen mana as quickly while casting. Dot, sick pet, med up. The damage is not super, but with focus items it gets better and when the mob runs at low health it helps drop it faster while the melee are losing attack range and chasing it all over.
This spell is useful
# Dec 07 2005 at 12:54 PM Rating: Excellent
31 posts
I do agree with many of the complaints about this spell. That being said, this spell is useful, virtualy every complaint was directed at its usefulness in a raid or balanced group situation.

A chanters job is to help the group in subtle ways, yes, its always good when a chanter can add some dps to a group, but its not what chanters are about. My usual cast routine is; tash (not always needed), slow,cripple, asphyxiate. I vary this depending on the group, sometimes casting the dot is a waste because the group rips throught he mobs, sometimes cripple has little effect because the tank mitigates to the point of diminishing returns. In an incomplete group, I will often cast arcane noose as well, then nuke away. Nukes use alot of mana and it is easy to too low for effective CC with them.

Also I frequently 2 box my pali and enchanter, the added dps of using 2 dots and and occassional nuke is very nice when added to pet dps, I can camp quest drops and the like I would be unable to solo effectively, without having to drag friends and guildies into hell hole places no one wants to go.

This game is after all everQUEST, not everGRIND, or everRAID, there are many many situations where mobs die slowly, and an extra dot is useful, think also of being in small groups without a proper tank, such as a bst,monk,or zerker, and though they maybe able to tank whatever content you are in, they can't easily regain agro when you nuke 1 too many times.

No, this dot has no real use in a raid, but, I would not have a spot to mem it anyway, 2mez, 2rune,tash,cripple(stacks with shammy cripple now),haste,c6, leaves me with 2 gems open, 1 gets a nuke and other gets swapped out for bufs on request, all I even try to do on a raid is rebuf the dead and mez adds, then nuke away on named.

No, this spell has no use in a well balanced group, by the time slow lands mob is often at 80%, mob would be almost dead by the time this finished casting, so, in those situations, I just sit back and wait for a crowd to control and enjoy being able to chat with my groupies.

This spell seems to stack with strangle as well, so that 3 dots I can do when in a 2 or 3 person group, this spell is useful in the right place and time, and no, it makes no sense to me that we get this before our ae mez, or our new slow, but then alot of what SoE gives us makes no sense to me
no love for the dot
# Nov 20 2005 at 10:20 AM Rating: Decent
This thread is amusing. I have had minimal practical use for my damage dots since very low level.

Chanter dots should have a debuff component - I agree.

Chanter dots should continue to be overwritten by necro - Sure there is logic in that (if there is no class overlap to allow versatility... as in necro in the group I dont need to dot... then might as well give every class all the spells ... and what fun is that?)

Would be interesting if higher level chanter dots accumulated debuff as the ticks went by - at least then the 2 min situation would have more practical application. Fits in with idea of coercing as well (the longer you are under my influence the more control I have over you).

In the end, every spell has a use (well most) if you chose to find it. Some of them seem to be of such rare situation that questioning why they were put in makes sense.
not to bad
# Jun 14 2005 at 9:32 AM Rating: Decent
Dont think is a bad little spell, everyone's always under the assumption that your going to be using it in a grp or that your always grp'd.
I do alot of faction/farming in omens/discord and anything to take off some hp while I can nuke, med, or root rot another helps.
The mana above lvl 65 on average is never an issuse and if your hurting that bad i'd suggest tribute.
WAAAAAH!
# Apr 14 2005 at 3:54 AM Rating: Decent
**
402 posts
Our DoTs suck! Sony hates Enchanters! Oh, boo-hoo!

This is a 69th level spell, and you're just now realizing that dealing damage isn't what your class is about?

You have the best haste spells, the second best slow spells, mana regen spells which most casters consider indispensible, and you're the only class who can mezz more than one mob at a time.

Your DoTs are for charming mobs. When you use a charmed pet against another mob, you want your pet to win, but not by too much, so you can kill your pet for even more experience. That's what our DoTs are for. Charm a mob, make it fight one of its own, dot the other mob, pet wins, but wounded. Break the charm, nuke the pet, and you have the experience of two kills.
2nd Greater
# Mar 21 2005 at 1:14 PM Rating: Decent
This is the 2nd turn in for Greater runes, and its the first deleted. Golly I sure am glad I got this spell instead of 69 mez, which is the 3rd turn in I hear. /sigh

This spell is a joke.
Stacking
# Mar 19 2005 at 9:32 PM Rating: Decent
Does stack with Strangle, but in the end it doesn't mean much unless you are fighting a boss mob where they will land and go full duration.
useless
# Jan 16 2005 at 1:04 AM Rating: Default
I'm going to clear something up.

This spell is useless. It has the same resist modifer as psychosis, so it is resisted the same amount. That doesn't come into play.

Arcane Noose dmg/mana ratio: 2075/468 = 4.433
Psychosis dmg/mana ratio: 4.035

You get *A LITTLE* more damage per mana out of AN *IF* the mobs lasts for *TWO MINUTES*. How many mobs do you know that last for two minutes? Not many. Your average WoS or MPG mob only lasts about 60 seconds.

This is also not counting AAs. How many AA's do enchanters have to make dots crit? 0. How many to make nukes crit? *FOUR SETS OF THEM*

You can only cast the dot once. You can cast psychosis about 3 times in your average group after you're done slowing, and unless you don't have many aa's, and your gear sucks, and don't have a beastlord or necro or druid in the group, your mana won't be hurting.

This also interferes with mezzing. If a named in WoS pops, pullers usually say "mez this... name pop" and run off to get it. How're you gunna mez that mob when Arcane Noose is on it?

So to recap: This spell is only better if you have under 50 aa's, your groups DPS is absolutely horrible and mobs last 2 minutes, if you don't have the mana to cast psychosis more than once per fight, and if there's never going to be a need to mez the mob that you've dotted. When do all those conditions apply? That's right. Never. I won't even get into how much of a waste of a spell gem it is. I'll put up rune of salik, NDT, or a secondary nuke over this spell any day of the week.

Another waste of a rune in the faux "************* of enchanter spells.

Edited, Sun Jan 16 01:06:17 2005
RE: useless
# Jun 20 2005 at 11:54 AM Rating: Default
They probably lowered the number of ticks or something, but this is only 8 ticks now, so it will last the duration of the mobs existence, meaning you're doing a little extra damage while you wail on him with nukes.

Because enchanters totally rock at nuking...

You're right though, it's kind of retarded given everything else an enc does, but I'm sure with charm kiting the extra damage never hurt.
RE: useless
# Feb 17 2005 at 1:38 PM Rating: Decent


Edited, Wed Apr 20 20:32:16 2005
sick
# Jan 15 2005 at 4:50 AM Rating: Default
That's just rediculous... 100 dmg per tick? When other classes do that much damage (easily more) per hit?!

I'm sitting in MPG and taking out named mobs with a moderately geared group and none of these mobs live for more than 45 seconds! And this spell won't have a chance in hell of sticking on a raid mob... So what's he point, SOE? Can't you figure your own game out?! Give us something useful and meaningfull.

Enchanter classes are really whittled down once they get high end. When was the last time I got a STR debuff? Oh, about 30 levels ago. Blind? 40+. We don't have any debuffs left. Enchanters are so nerfed that all we do is mez, slow, and DD the enemy. Every so often, we cast clarity or haste. Those are our big purposes in life. We used to be able to debuff. We have 1 meaningful debuff in the late game. So we do a lot of DD and become a wannabe wizzy. We send our pet into battle so it can hit for max (72?)...

We can't get a group for any reason than crowd control and buffing. As an enchanter, you start out as one of the most diverse classes in the game. You are a jacknife that can do anything. And when you hit high level, you are rewarded by being turned into a putty knife.
It needs Debuffs
# Sep 23 2004 at 3:06 PM Rating: Decent
I'd also have to agree that with a 2 minute duration and no debuffs on this spell it's just never going to get cast. Either reduce the duration and/or add the debuffs back in. I'd personally prefer seeing the debuffs back in.
why to use it
# Sep 16 2004 at 1:06 PM Rating: Excellent
the spell does more damage than a nuke, per the cast time.

what do I mean?

It takes 6 seconds to cast this, 6 seconds to cast nuke (foci will affect both cast tmes the exact same way)

Our nuke's all have a recast that force you to twist your second best nuke in order to chain cast. So you can safely compare this to the damage of our second best nuke.

That puts you using the GoD nuke (if you have it) which does 1200 pts + focus.

This does 94 / tick for 20 ticks, = 1880 + 195 = a total of 2075 points of damage + focus.

Dots can be focus'd more than nukes too.

You can focus the duration by 30% which gives a true 30% damage bonus, and you can focus a burning affliction item as well, the same way you can nukes. Giving this a maximum of a 30-70% focus (40% dot damage + 30% detrimental duration), where as nukes get a maximum of 0-40% (assuming 40 as the highest reasonably obtainable focus item)

Any way you look at it though, at any stage of the game dots are more focusable than nukes.


You have 2 choices of what spell to throw to do damge if you have not yet doted it, right after you throw your big nuke.

You can throw your second best nuke for 1100/1200, or you can throw this dot for 2075. Both take the same time to cast. Even if you had to choose between your 1500 pt nuke, or a 2075 dot, the dot is still more damge.

The maximum number of debuffs allowed on a mob is MUCH higher than it was before pop.

Lastly please note, that druids/ necros / shaman can't stack their dots very well. If they have more than 1-2 on a mob, they get agro (non chanter dots are very high agro)

Dots are worth casting, they are very good damage.

The downside to our dots is that they take so long to complete their damage cycle. If the mob dies quickly then the dot is not worth casting, because it will not do the damage a nuke would do.
RE: why to use it
# Jan 16 2005 at 1:17 AM Rating: Default
Would you mind showing me all the enchanter AA's for dot crits like we get with nukes? I can't seem to find them!

Stick to playin' yer druid. Don't wander far from talk about trees and cute wildlife. It doesn't suit you.

Bottom Line: The spell is useless, and it also doesn't stack with Grip of Mori, a far superior dot+debuff spell that necros get.
RE: why to use it
# Apr 20 2005 at 7:21 AM Rating: Excellent
**
402 posts
Waaah! When will you people get it through your heads this class is NOT about damage? You understood that going in, unless you're impossibly stupid.

As for the stupid idea of chain casting your nukes, it ever occur to any of you that that's a very good way to get the mob's undivided attention? Even with runes and debuffing the mob with everything you have, you will not last long against aggro. That's why you use DoTs in the first place: You can do the damage of our nukes without getting the aggro generated by them.
No
# Oct 05 2004 at 11:59 PM Rating: Decent
I guess it depends somewhat on your focus effects, but I never use dots. Ever.

For a dot to even come close to the efficiency of a nuke you have to make a lot of assumptions: First you have to asssume the mob is going to liver 2 minutes (or 2:36 with 30% focus) to get full damage. Then you have to assume that its not going to get cured or dispelled as jonny mentioned. Finally, you have to assume that BA effect is actually gonna help.

I prefer nukes, and here's why: I alternate Madness of Ikkibi (1210dmg for 330mana base) and Ancient Chaos Madness (1320 for 360 mana base). I get +45% Improved Damage from Discordant Magic on my shoes and -25% MP from Force of Ikkibi on my gloves. Assuming I get half that 45% on average, these two effects make my nukes 1482dmg for 247mana and 1617dmg for 270mana respectivly. AAs make them more efficient still. Criticals add more damage still and SCM3 takes about 20% more off the mana cost. Adding these factors in, my best guess is that I get about 1800 dmg for 200 mana and 2000 dmg for 215 mana from my 2 nukes on average. This is almost a 9:1 damage:mana ratio, and I can do sustained damage with only 2 spell slots. Furthermore, my damage ratio doesnt go to hell on mobs that live less than a minute (which is like almost everything).

I guess if you had dot focuses, no nuke focus, and killed mostly in small slow-killing groups maybe dots could be useful, but thats not me =p
Wtf
# Sep 14 2004 at 7:47 PM Rating: Decent
Start of as Strangle didn't have a debuff on it at all, was a pure dot. It is sad we get no real dots or nukes but that isnt what our class is about. Unfortunatly all any class in EQ is the "same old thing" upgrades to existing spell lines are all they can give us without disrupting balance. All rogues do is stare at asses all day so I would say we dont have it that bad (~_0)

But F this dot atleast give us minimal dps instead of none at all, I mean 11 dps dot at 69 gimme break.

Out
No debuff?
# Jul 23 2004 at 2:54 PM Rating: Decent
*
108 posts
Well, I'm not sure about too many other enchanters but why would you cast this spell?
In a raid situation the target only has so many debuff slots for DoT's and debuffs before its full. With 3 Necros and a good many shaman and druids all with DoT's starting at 40DPS and going WAAAY up from there.. What USE is this spell to an enchanter? I mean a 44th Shaman or Druid, thats 20 spell levels lower, gets a better DoT than this. Or a 39 Necro.
What happened to our debuff effect on the DoT? At least that was useful. Yes it was overwritten by Necros with a much lower level but sadly more effective DoT, but with no necro in group the DoT had a purpose. Even in raids I cast my crappy 59th debuff DoT until some Necro gets around to remembering theirs because it increases the Raid's overall damage and decreases somewhat the damage the tank takes.
11DPS at lvl 67 with no other effect is a joke.
I would like to ask my fellow Enchanters to send E-mail to the developers about putting the debuff effect back into our DoTs to give them some reason to be cast, as currently there is none ;{
____________________________
Master Aeldwan the Coercer and Decimator Buddercup Voxslayer of MT/Emarr
Glance the Stabber, Raiding Rogue of The Last Revolution
Kaarse the Ash Warden, Striker of the Black Desert
Keonka the Mangler of Drenden and Kager Ironveins Paladin of Arathor
Skuffal Skugbref of Chaos Wastes
Raene, Defiant of Harrow
Argus Grimm Elite Sniper of Auraxis and the 2RAF
"Doing the improbable daily to make the impossible seem easy"
RE: No debuff?
# Sep 28 2004 at 9:24 PM Rating: Decent
**
421 posts
Hun it is a tad over 15 DPS not 11
it is level 69 not level 67

they also doubled the number of debuffs on mobs a little after GoD came out

also back around Velious our DoTs lost thier debuff do to it added to the difficulty of landing spells. They removed the stun compoents from our nukes at the same time for the same reason.

That all said feel free to express your feelings to SoW just do it with teh correct facts.
RE: No debuff?
# Aug 13 2004 at 3:28 PM Rating: Decent
I completely agree. However, even the debuff on Strangle is so minimal as to make it pointless to use by the time you get it. This entire line needs to be reworked to make it more useful. I am yet to find a reason for a chanter to drop one of these dots on a mob instead of usin the mana for another nuke. Even if one were to argue that you could add this dps to the dps of your nukes, you're still wasting time and mana casting this instead of that extra nuke, and either letting it eat a spell gem or wasting more time swapping it out after cast.

Another complaint I have with the impending expansion and this spell list is that, apparently, we're getting nothing new. It's SoE saying "Hey! Guess way? You get to do MORE OF THE SAME OLD THING!!!" True, we get upgrades to all our lines, better self rune, higher level charm mez aoe mez paci color stun pbaoe mez mind candy shiny bob nuke throttle and no new tricks at all except hastes with crit. At least 61+ gave us our self rune, boggle, and pbaoe mez, while LDoN gave us the Alendar line, these new spell lines not just allowing us do our job better but manage the course of combat better. I hope the some of the AAs are useful because the spell line, while nice, remains so far pedestrian.
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