Spell Icon Bewilderment Rk. II  

Description

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

Details   Raw Spell Data, Lucy Spell View

Mana: 469 Skill: Conjuration
Casting Time: 2.5 Recast Time: 1.5
Fizzle Time: 1.5 Resist: Magic
Resist Adjust: -25 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 09/29

Messages

Cast on you: A feeling of complete happiness washes over you.
Cast on other: Soandso gazes happily into space.

Game Description

Causes your opponent to become confused for up to 54 secs (9 ticks). This spell works on creatures up to level @1.

Items with this effect

Quick Facts

Scroll:
Spell: Bewilderment Rk. II

ClassLevel
ENC72

Expansion:
Serpents Spine

Duration:
9 ticks
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# Oct 13 2006 at 1:18 AM Rating: Decent
I just spent 85k in the bazaar on this spell. I questioned myself the entire time as to whether or not it was worth it, yet I still purchased it anyways. Figured having a mez with a higher resist check would be a life saver... but at the cost of 85k? Stupid prices people charge for things...
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# Jun 10 2007 at 4:19 PM Rating: Decent
**
402 posts
fatbass wrote:
I just spent 85k in the bazaar on this spell. I questioned myself the entire time as to whether or not it was worth it, yet I still purchased it anyways. Figured having a mez with a higher resist check would be a life saver... but at the cost of 85k? Stupid prices people charge for things...


What annoys me about this spell is that even Euphoria has a resist modifier. Whereas the Rk I of this spell doesn't. So, you either need to farm the spiders in Valdeholm or shell out the 85K.

But with the TBS expansion, I don't usually worry about my mezzes landing. I use Perplexing Flash on the incoming, slow the original mob, tash it, then tash the mezzed mob, then follow with Bewilderment. Perplexing Flash is a gem of a spell, worth the slot it takes up. It's -100 Chromatic resist makes it almost certain to land. In fact, I've never had a resist to that spell.
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# Aug 15 2007 at 5:23 AM Rating: Decent
*
223 posts
Indeed, Perplexing Flash Rk. II is a life-saver...not to mention a time- and mana-saver, as well.

When holding the bats in stasis during the entirety of the Wailing Sisters event in the Demiplane of Blood, I invariably encounter at least 1 bat that is damn nigh immune to every mezz tossed at it. Ten (or more) resists in a row aren't uncommon, even after it's been hit with Echo of Tashan Rk. II and Malosinise Rk. II; however, once that initial mezz has landed, the problem seems to resolve itself and it is no longer troublesome.

When first doing this event, I resigned myself to throwing away anywhere from 10%-20% of my mana pool, just trying to land that initial mezz on the SuperBat(s). With the advent of Perplexing Flash Rk. II, though, that's a thing of the past; once I see that second resist of Bewilderment Rk. II, I toss out Perplexing Flash Rk. II...and everything's under control.

[EDIT1-Begin]
I just thought of this...
I know that the Bats in Demiplane sometimes cast the NPC buff called Blood Infusion on themselves; this may well account for why an occasional bat is so troublesome, seeing as this buff increases all Resists by 300 points. It may also explain why, after landing that initial mezz, they're no longer such a problem; the buff only lasts for 1 minute, and can be recast only once every 30 minutes.
If this is indeed the case, then simply using Recant Magic (or similar) on incoming should resolve the problem of initial mezz resistance. I'm going to try that the next time we do the Sisters, and see if we have any more reports of "SuperBats".
[EDIT1-End]

Edited, Aug 15th 2007 6:40:30am by Vesanus
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