In our guild many int casters have this cloak, and since the necros ALWAYS get jipped out of the Radiant Feather FT5 range mod that drops in Plane of Air off the Archmage Birdie, on the grounds that the clerics needs the all/all Feather, I am pleased to report that I know of 3 necros wearng it.
As for wizards....no one feeds wizards, you have a familiar and you have Harvest, so rod it you snowball chuckers and get some FT. Chanters get mana drain and mages get pets to kill for mana. Why anyone would feed a shaman is beyond me, considering they have canni 5 and should almost never go OOM. Every caster can receive c3,4 or 5, and mindwrack if its possible to cast, and they can all use mod rods. Trick is of course it costs the necro 600 to cast it to give you all 300 mana back.
Before people whine on about Lich giving necros inbuilt FT (ok it DOES in a way) try and remember how much of our mana we sometimes have to give away. In my guild the FT items are prioritised to the clerics so we dont have to feed them all the time. Next come the druids, who have patch heals and nukes. In a longish fight, say Xegony, you might end up with 3-6 necros feeding 10 clerics by the end of the half hour it takes to kill her.
So, while this is a nice item for anyone that can use it, including wizards, don't exclude necros. We might have higher mana regen than you mere mortals (mwahahaha) but we play the whole game dying in lich form to get it, and even then in raids we are often stuck twitching the healers. Of course eventually all the needy clerics out there will not require as much mana dumping as they currently do, but until they are all FT15 with additional AA they are in need of mana from necros.
So....its a nice cloak, and everyone who can wear it can get benefit from it. Just be aware that we necros will be just as keen on the FT as you are. And we don't have pets, familiars or a manadrain that directly benefits us....we kill ourSELVES slowly with lich to get mana to feed people. Bear that in mind next time you are whining about wizards needing a feed!!
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Posted:Dec 20 2004 at 10:50 AM, Rating: Sub-Default, (Expand Post) If your raid is flailing because your clerics or enchanters do not have the mana pool/regen without Necros pumping them, your raid does not belong in that fight. Period.
Yeah, mana drain is a real plus for enchanters. You know, since it can be cast anywhere, not just during a fight, and we don't need a mob around with mana to use it. Couple that with our insanely awesome summoned pets that we don't have to seek out to use and keep under control and that makes us the most powerful class in the game. No wait, none of that's true. Our mana drains suck, and not many enchanters find themselves in mana situations where a mana drain is always on their spell list. Add to that the fact that mana drains have a recast time of about 2 mins or more, and steal much too little mana to make a big difference, and the drains are almost worthless. I've never played a necro, but I suspect in a good group, or perhaps even a raid, theres some sort of minor healer able to keep you going if you really do desire a 50 point mana regen. Or, heaven forbid, you could settle for KEI and live with that. You know, for being the masters of mind and all that, Enchanters get the lowest mana regen capabilites cause we have no self buffs for it like all the other classes, and all of the other classes self buffs stick with all our Cs.
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Posted:Mar 11 2003 at 5:41 PM, Rating: Sub-Default, (Expand Post) 145 is max i have seen now for hp/mana on an item, and btw this pos just rotted on Kayne Bayle as of today march 11 2003
We've done him with 21. 4 cleric rotation, 6 people in CC group, 2 tanks on emp, bard,1 shammy 1 melee with bane and 7 casters.
And no, we weren't Time geared, not even in EP yet. Was our 3rd kill on him in our progression. We like a challenge and turn our nose at the zergers.
If you have people that know their jobs, he is doable with 18 pre-EP, just takes longer. You know WHY people have to zerg? Cus they raid with 75 people and those same people have crappy gear for 2 years cus there's not enough loot to go around. We raid PoP with 40 and our members get an avg of 4 upgrades per month. Even beat RD with 32.
This cloak might rot for us as this is our 21st emp kill in 5 months we'll be doing tonite and our casters mostly have Glowing Embers cloak from VT now. A probate might loot it though. We will continue to farm him however, cus the robe is so cool and others can still use his sword and shoulders, not to mention the ring and torque. As well as getting the mileage outta our bane weapons we put so much time into.
To the guy that says emp fights arent won with melee dps? You're a bafoon. The FIRST couple kills are not. We struggled with 21, we now cruise and last kill he died in 11 minutes due to our melee bane weapons. Every ranger has a bow, rogue has 2 daggers, beast has 2 hth. Emp bane is teh pwn.
ughhhh i hate to hear this guy is from kane bayle, dont know what guild its in but it must really have some stupid ppl in it. dont take this as a judgement from the server, there are a few mentaly challenged ppl there thats all.
Great Item, cuts down on the search for FT items, allows me to be able to now consentrate a bit on just mana and resists while still keeping my FT level up.
Those words explain it all!! This cloak is VERY nice! Too bad priests can't use it! Would work well with clerics :) OH WELL...stuff happens lol...again VERY nice cloak! And once again i must say that the trouble it takes to kill the Emporer is well worth it with this kind of loot...
I don't think you could nail any one class down as being the "best" class for this. I strongly believe any class that wants it (either being a Necromancer, Enchanter, Wizard or Magician) will use their DKP (there is no randoming in FoH or any other guild that can take the Emperor Ssraeshza) to get it.
FT4 items are very rare and should be cherished in my opinion. This is the first FT4 item to be introduced I believe, all the other ones were FT5, FT6, FT1/2/3.
Anyway, goodluck to anyone who gets this cloak.
One thing though, I have always wondered..
Why does a necromancer, enchanter, magician or wizard need wisdom? Ya know? And don't say for tradeskills, unless your starting wisdom was higher then your starting intelligence, wisdom means barely anything to your tradeskills.
There is many ways to handle a DKP (Dragon Kill Points) system, here is a simple exemple.
When u come to a raid u win 1 point.
Each item has a proper value, this cloak should be around 20.
An officer call for the interested peeps to send him a tell with their points.
PA got 18, PB 24 and PC 38.
PA won't be able to roll, u need at least the item value to be *in*.
Max roll: (Higher points + 10) * 10 PX's roll: points of PX * 10.
here higher points are 38 so max roll will be 480.
PB will roll 240 480. PC will roll 380 480.
The winner will lose 20 points (item's cost).
Basically: - a casual player will win less often than a hardcore one. - if u want an item u can save ur points for it, and have a good chance to loot it when it drops. - peeps roll only for the items they need, they won't throw 20 points for a minor upgrade. - the MAJOR upgrade with this systeme is the way u keep officers out of troubles from sorting loots. Peeps know the rules and can't complain. But: - if no1 want to spend points in an item u'll have some stuff decaying - peeps with a very bad luck will lose with 60 points against others with 20.
Some guilds (like mine) use several addendums to deal with those 2 last points.
dragon kill point Back in the day (I believe) dragons were the big nasty mobs of the game. Course I haven't played that long, started really getting serious after SoL was released. Look for the afterlife/foh website and see for yourself.
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Posted:Jun 04 2002 at 4:21 AM, Rating: Sub-Default, (Expand Post) from what ive read,dont remember where, wis still effects resists agains mind control ie mez, charm etc
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Posted:Jun 04 2002 at 9:36 AM, Rating: Sub-Default, (Expand Post) no you wrong DarkBander wis dont have nothing to do with resist of charms is all in the magic resist think what you read was nonsense
Dire charm caps at 45, whereas the highest mob that I have personally seen a chanter charm was a level 60 Malarian in PoD. Dire charm is great . . . when there's things you can actually use it on..
Actually Dire Charm caps at 46th. The 'regular' mobs that get DC'd can usually dual weild. At 46th most cannot double attack. The 'provided' DC mobs in PoP cannot dual weild sadly but can double attack for 149s. The spell Command of Druzzil will allow you to charm up to Level 64 mobs, but as I have discovered there are a great many 'cannot be charmed' mobs in PoP, and more than I had thought in Luclin. I have charmed Wrulon Guardians in HoH, several Ogre mobs in PoTactics and Boars also. There are 64th mobs in Sol Ro tower, but I haven't attempted them ...yet. Your charisma affects a mobs ability to resist your cast charm. (46th and under mobs just TAKE Dire charm, no resist possible and lasts til you invis, dispell, or zone) There after a mob will get a chance to break free of the charm based largely on its current magic resist, but also modified by your current charisma. What all that has to do with this wonderful cloak is beyond me. This is a fantastic cloak mostly because of the massive raw hp/mana, the wonderful FT4 which on one item is nearly priceless, and also for the HUGE resists and the extra Stamina. Why many enchanters highly price this cloak is also for the Channeling Bonus. Any improvement to your ability to cast while being hit or geting nudged is worth everything needed to get it. The int at this level in the game is just a nice bonus to allow you to get some non-int caster wearable items. 3 thumbs up, its on my wish list.
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Posted:Jun 03 2002 at 8:42 PM, Rating: Sub-Default, (Expand Post) IF YOU TAKE A LOOK AT THE ITEM LISTED SECOND ON THIS VERY DAY'S UPDATE THERE IS A FT 4 ITEM. OOPS CAPSLOCK IS ON. F*** IT I'M NOT STARTING OVER.
VI puts wisdom on items like this to kind of balance the look IMO, even though its not priest useable...
There are actually Ft4 gloves from CT... can't remember the name though, were in an update a few days back...
i strongly think that FT items should go to wizards.... then mages.... then necros.... then Enchanters.... if you only consider pure casters, if this was all/all i would say cleric/wizzie first (they need mana regen the most IMO) and it shows in high end game, and from there it goes down the list, i don't really wanna say i know the best way after wizzie/cleric... but i think they are definately first.
Wizards before any other class, great idea coming from a wizard. Uber guilds that can take down this guy are using DKP system and not one single person trying to decide who the item goes to. If there are some lame guilds that arn't using DKP and can kill the emp, that's very sad.
Two of these dropped off the Emp today, and both went to enchanters. I was lucky and got one.
Everyone will have their own opinions but in a raid situation wizzies have better mana regen than mages and enchanters. They'd have their FT items, KEI, bardsong, PotG (if they choose), their familiar, mod rods, necro feeds and harvest.
For enchanters, we the same minus rods and feeds (usually), harvest (ToT is a joke at high levels) and no familiar. Not sure how mages fare.
mages get raid buffs, xegony's phantasmal guard(or transons if youre not 62 yet like me), and our nerfed up rods. keep in mind that some encounters require coth(tho sony has nerfed that in some zones) and coth is 500 mana a pop. like many others have said, this is a great item for any purecaster, but in the end its the person with the most points that will win.
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Posted:Nov 24 2002 at 2:10 AM, Rating: Sub-Default, (Expand Post) Isn't that the point on the afore mentioned post? If necro's aren't feeding wizards mana, then shouldn't they get favor to the FT items? Enchanters also need a little extra FT just for GP's... but... I think mages and wizards should get dibs on FT items just because of the sheer volume of damage they can put out. They certainly need it after expiereing manaburn... thats for sure..
I'm not a mana wh0re, i spread the wealth when clerics are in dire needs. . but other than that, I'm casting DoT's that total close to 1500 damage per tick stacked and critting nukes close to 3k nonstop.
Stats, saves, bonus stats. Things not always found on FT items. Without the flowing though 4 this would still be a FANTASTIC item. Adding on FT4 just makes this sick! If anyone can think of a better FT item out there, let me know! If there is a 10th shawl (and there are good indications to belive there will be a 10th) it might be able to compete, but I doubt it. To me there is no arguing who gets this item, it probably dosn't drop enough for people to argue about it. Every pure caster on the raid will want a peice of this action. And their is no arguing "it's better for this class", it's great for ALL of the possible classes.
Well, my 2 cents.
Meirril
p.s. if you can think of a better FT item, please post.
Just to clarify, I wasn't refering to the level of FT on the item. The three Xeonic listed are good items, but aside from the MASSIVE FT on them, they can't touch this item. Even the other FT4 item posted today is slightly less desirable to the classes that can use this cloak. (though more people that could get to this cloak may have had a harder time finding equivlent footware as opposed to an equivalent cloak.) While FT is great, I'd certainly give up a few points of FT if it means I get great saves and HP/Mana bonuses too!
Rumor has it the largest stat mod any item can have currently is: +- 125. This is due to a coding restriction built into the game. Similar to the pre-Velious days when the max HP a monster could have was 32,000. There are items out there with +125, very rare though.
The limit is actually 127, and I'll tell you why. In everquest, the packets you're sending and recieving have 256 bits of information. The first and last bit of info is used as a header and ender, leaving you with 254. Half of 254 = 127.
It's my guess that item Hitpoints and Mana are using the same 254 bit info to determine the hp and mana amounts on items. That's why the limit is 127.
Oh and what you meant to say was "header and footer"... which isn't really necessary in a TCP/IP packet either.
The original modem code included start and stop bits, which MIGHT be what you're thinking of... since they were analog signals and needed to know when the next byte was beginning... oh and they were optional...
TCP/IP packets DO have headers... and I suppose you could put a "footer" or "ender" on the packet if you were so inclined... but EQ packets are not 256 bits. They are different sizes depending on what the packet is actually for.
If you would like further information, please search the web. Just because a junior high school computer science teacher tells you it's so... doesn't make it so. *grin*
Actually, the assumption that an entire packet would be sent just to submit a signed character is false.
And to help you further... 256 bits of information would generate a number greater than the number of atoms in the universe.
What you were looking for is 8 bits of information... 8 bits generates a number between 0 and 255 (256 total numbers) unless you use one bit for the sign (+/-) in which case you have 7 bits which can give you a number between 0 and 127 (128 total numbers).
And it has nothing to do with packets, other than a character (8bits) was used to store the data instead of a word (16bits) or double-word (32bits).
"It is better to have people think you're an idiot than open your mouth and remove all doubt." - Mark Twain, if memory serves, was credited with this saying... smart guy
actually the stats on items have 8-bit strings on them..with the first digit signifying positive or negative. which leaves 7 digits. 2 to the 7th power is 128, but starting from zero, you go to 127.