Spell Icon Spinning into the Void  

Description

1: Spin and Stun NPC's for 7.5(s) or PC's for 5.25(s), up to level 78.

Details   Raw Spell Data, Lucy Spell View

Mana: 240 Skill: Alteration
Casting Time: 2.5 Recast Time: 6.5
Fizzle Time: 1.5 Resist: Magic
Range: 200 Location: Any
Time of Day: Any Fizzle Adj: 93
Deletable: No Reflectable: Yes
Focusable: Yes Dispellable: Yes
Interruptable: Yes Timer: 6
Target Type: Single Spell Type: Detrimental
Source: Live 04/23

Messages

Cast on you: You feel as though you are falling into an endless void.
Cast on other: Soandso begins to spin.
Effect Fades: You feel dizzy.

Game Description

Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.

Items with this effect

Quick Facts

Scroll:
Spell: Spinning into the Void

ClassLevel
ENC74

Expansion:
Serpents Spine

Duration:
Instant
Post Comment
Cost
# Jun 16 2009 at 3:11 AM Rating: Good
*
70 posts
810p9g9s8c being amiable to bixie imposter
Not "Real" stun
# Aug 06 2008 at 6:35 PM Rating: Decent
This spell has the effect SpinStun and its not really a stun as such, but more like a confusement of the target, that then interupts spellcasters very well. It works on almost anything ive used it on, except for Nameds and dragons.
A few questions...
# Jul 03 2007 at 8:11 AM Rating: Decent
*
223 posts
I know next to nothing about this particular line of spells. When I made my first Enchanter back in 1999, I remember memming and casting "Whirl till you Hurl" on a dune tarantula in North Ro; it had no effect. I mean, it landed just fine, but it did absolutely nothing. I haven't used this line since.

Ok, first question: Since Alla/Lucy isn't telling us....what's the level cap on the stun portion? 75? 78?

Second question: Has anyone ever tried this out in Frostcypt?

I try to avoid going into FC, because I hate being relegated to the role of buff-bot (not to mention extremely sub-standar DPS). I wouldn't mind that much, were it only a mob or two, here and there. But every damn thing in Frostcrypt is immune to mesmerization-type spells. And since 95% of the groups who head in there take along a SHM (for Slows, heals, buffs, etc) or a Necro (can also Slow these undead Giants, and have incredible DPS to offer), I lose half my functionality right there.

If it does work against those undead Giants, that probably explains why SOE gave us the first upgrade in this spell line since Dyn's Dizzying Draught, back in 1999: because they didn't want us to feel as though we were completely useless (well, not anymore, anyway).

Since I was just in FC tonight, I supposed I could've gone ahead and tested it myself...but I die enough in there as it is. I wasn't feeling frisky (or adventurous) enough to try my luck.
A few questions...
# Jul 03 2007 at 4:48 PM Rating: Decent
***
1,352 posts
i think are immunte to this because giants are immune to All types of stuns, save the paladin line of AA stuns (must meet lvl req. though), someone correct me if im wrong

None of my paladin stuns work on Any giants, cept my AA stuns

Edited, Jul 3rd 2007 6:52pm by DukeLatan
RE: A few questions...
# Jul 03 2007 at 5:27 PM Rating: Decent
Scholar
***
1,087 posts
Chanter ae stuns work on the frostcrypt giants.
Have used them on an aug event in FC1 and one of the FC2 events.

No idea on the single target one, but so far, the main chanter complaint was about Mez not working on the giants.
Haven't heard any complaints on the stuns.
____________________________
Pain Mistress Okami L`Assundre of Tarew Marr
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Remade
http://www.magelo.com/eq_view_profile.html?num=96950
Retired again
Fun spell
# Nov 21 2006 at 5:58 AM Rating: Decent
36 posts
One of the best additions to the chanter lineup in a while, I use this all the time in groups. One of the best things: it's almost 0 aggro. It can be used for a few things. First, it's a gimp super-effective slow. If you chain this (assuming no resists), you get about 6-7 seconds of stun, one attack round, and then 6-7 more seconds of stun.

Second, it can be used on inc. I wait for mob to come right up into camp, time it so my stun hits right before he gets to tank. Tank gets aggro, during stun I slow, or tash. If I stun, tash, then I cast stun again immediately, and slow on third cast. This way you can basically slow before the tank takes ANY unslowed dmg.

Third, it can be used to save a caster/cleric. When aggro gets ganked, cast this quickly, stun off mob, tank will be able to re-get aggro, or you can use soothing words in the meantime.

Fourth, the all-important interrupt. Very useful for gaters. No mob can get a gate or heal off with this spell chained.

Works nicely with the aoe stun too.

The catch: ($*@#*$(@$*@ing level caps. The fact that this is only effective on mobs to 75 makes it relatively worthless in new content (forget the fact that giants are completely unstunnable). Like all other chanter skills, this might actually be USEFUL if level caps were adjusted/eliminated.

The saddest thing is, you know that with the next level cap raising expansion (e.g., allowing players to level 80), we'll get a stun that goes to 80. Thus, it's relatively safe to assume it's not THAT unbalancing (which I agree with). Most nameds are flagged unstunnable anyway. So what exactly is the rationale behind level limiting my stun now? To make me generally worthless?
Fun spell
# Jan 29 2007 at 8:43 AM Rating: Decent
I've found this spell very useful in both group and raid situations. Using this, then following with Tash and DD brings many (read many, not all) mobs almost to a complete standstill. I just love stopping them in their tracks so the tank(s) can bash the daylights out of them. :D
Fun spell
# Jan 09 2007 at 4:51 AM Rating: Decent
Quote:
One of the best things: it's almost 0 aggro.


How can you determine that a detrimental spell casted on another mob is "almost 0 agro"? If you ask me, stuns are next to as much of an agro generator as a mez. The only added factor that may play a role when using this is that any dps class you are grouped with would be building agro during the 5 or so seconds the stun is on the target. Where as normally if it were mezzed, given that all were following the rules of mez, NOBODY would be producing dps on it, leaving YOU with a mob that has no real reason to be pissed at anybody but yourself.

Quote:
So what exactly is the rationale behind level limiting my stun now? To make me generally worthless?


You actually want me to answer this? You have a spell that has a lvl cap thats goes beyond this, and its called a MEZ!!! Do you expect a stun to be given to use that had NO level cap? That would be extrememly unbalancing to the structure of the classes. In order to make a game like Everquest work, you MUST have a balance.

/boggle
Chantertime
# Nov 18 2006 at 11:03 AM Rating: Decent
Are you just trying to give yourself more posts? LMAO
Chantertime
# Nov 23 2006 at 1:03 AM Rating: Decent
**
402 posts
Quote:
Are you just trying to give yourself more posts? LMAO


No. When I posted my first reply, I went to look for it and couldn't find it. I thought something went wrong, so I rewrote it, and tried again. This time, I saved it. Still nothing. So, I reposted it. Lo, and behold, there they all are.

If someone knows the name of a host I could email, I'd like to have him/her remove all but one.
I'm Glad:
# Nov 04 2006 at 3:47 PM Rating: Decent
I'm glad they finally gave us a new spin stun, I used to love "Whirl Till You Hurl" and we havent gotten one since. It's very good when you need that stun to interrupt a heal or gate, but don't want to have to get in melee range to use our PBAE color stun. Will use it tons when I get it I'm sure.
Effectiveness
# Sep 26 2006 at 9:56 PM Rating: Decent
I had fairly good luck with this spell, lasts for about 3 to 4 seconds, so not really useful over a mez, unless the target is unmezzable of course. I'm just curious if it would be useful in PvP....
Effectiveness
# Sep 29 2006 at 5:28 AM Rating: Decent
**
402 posts
Quote:
I'm just curious if it would be useful in PvP....


With no resist modifier? Useful in PvP? Please say you're kidding.
Effectiveness
# Jan 09 2007 at 4:38 AM Rating: Decent
Quote:
Quote:
I'm just curious if it would be useful in PvP....


With no resist modifier? Useful in PvP? Please say you're kidding.



Hence the reason I stated "i'm just curious"... was an open response more towards an inquiry. But thank you for the input.
Effectiveness
# Sep 29 2006 at 5:26 AM Rating: Decent
**
402 posts
I couldn't tell how long it lasted when I cast it, as it never told me when the spell wore off. Actually, it's useful over a mezz, not as CC, but as a means to stop the mob from attacking, allowing your group a few seconds of "free shots." Also, pets will stop attacking mezzed mobs, but stunned mobs are another matter.

It's useful also, if you wish to interrupt the mob's casting. Mob's start to cast "gate" or "complete heal," you can stop it, without having to chain mezz. I don't like having to use mezzes to interrupt a mob's casting. Not only will repeated casts earn you the mob's undivided attention, but it will also stop the pets from attacking. I can't imagine a magician being too pleased with you, if you stopped his Raging Servant, given the amount of mana it takes him to cast it, and the damage it does.

Edited, Oct 9th 2006 at 10:43am PDT by ChanterTime
Effectiveness
# Oct 13 2006 at 1:48 AM Rating: Decent
I would still trust a mez over this to interrupt gating or CH'ing mobs. Yea it makes pets stop attacking, but at that point in time the mob will be low health so the usefulness of the pets has already been utilized. As far as drawing agro from repeated mez casts, sure it's possible, but in my experience, the chance to mem blur portion of our mez spells land quite frequent, so agro is wiped on those successful blurs. Not to mention, if you draw agro from chaining mez to interrupt casts, you more than likely won't be getting hit... as the mob will be busy casting.
Effectiveness
# Nov 18 2006 at 4:20 AM Rating: Decent
**
402 posts
Quote:
I would still trust a mez over this to interrupt gating or CH'ing mobs. Yea it makes pets stop attacking, but at that point in time the mob will be low health so the usefulness of the pets has already been utilized. As far as drawing agro from repeated mez casts, sure it's possible, but in my experience, the chance to mem blur portion of our mez spells land quite frequent, so agro is wiped on those successful blurs. Not to mention, if you draw agro from chaining mez to interrupt casts, you more than likely won't be getting hit... as the mob will be busy casting.


The Memblur aspect of our mezzes is something of a mixed blessing. If it wiped out only your aggro, that would be fine, but unfortunately, it wipes out all aggro, including the tank's. So, successfully blurring the mob would literally mean it could go after anyone, including you.

As far as drawing aggro, it's been my experience that it happens alot when I chain mezz. Even with layers of runes and maxed defenses, I don't tend to last long against the mob's undivided interest. Contrary to popular belief, purecasters can raise their defenses sufficiently to avoid being one-rounded by powerful mobs, but we still don't last long.

Whose dumb idea was it that the Enchanter should be given the happy job of chain-mezzing mobs to interrupt their casting anyway? What a stupid idea!
Effectiveness
# Nov 18 2006 at 4:13 AM Rating: Decent
**
402 posts
You raise some valid points, but so do I. Like I said, given the amount of mana it takes for a Magician, Necromancer, Druid and Beastlord to cast their "rage pets" (as I call them) I'm sure I would drop to "scowls" faction with my group's Magician, Beastlord, Druid and/or Necromancer if I dared stopped their pets from attacking.

That aside, I'd still like to know who's dumb idea it was that Enchanters should be the one to interrupt mob's casting by chain mezzing. Even with my defenses maxed and my runes up, I'm not interested in gaining the mob's undivided attention, which seems to happen whenever I'm called upon to do this. Maybe I just need to group with more conscientious tanks.
Effectiveness
# Jan 09 2007 at 4:43 AM Rating: Decent
The most effective way to interrupt a gate or ch cast is with a mez. Especially in the content that most of us will be experiencing in, as the mobs will be POST lvl 75 mean NO STUNS! This is what my entire point from the very top was all about.

I could care less if my chain mezzing to interrupt ch or gate upset the mage because it caused their Rage pet to stop attacking. Its either that or wipe the group by letting the mob gate back to its bind, summon the mt proceed to KILL the mt while they are out of range of the healers assistance and so on so forth. And the fact that you are concerned with "gaining the mobs undividied attention" from chain mezzing.... you are chain mezzing to interrupt spell casting, via gate or ch. The mob is obviously concerned about other things than you at that moment and the point in time in which you would need the chain mez would be when the mob is nearing its death, meaning the tank has built up a lot of agro on the mob. I think your last sentence was probably the answer to the riddle.
Effectiveness
# May 26 2007 at 10:40 PM Rating: Decent
**
402 posts
Oh, I almost forgot. You interrupt a mob's casting of Complete Heal or Gate, it does have to wait for the spell to recover before it can try to heal itself again. And no, it doesn't just stand there like a simpleton waiting for the spell to come back. It continues to fight. If you've been busily generating aggro by repeated mezzes, yes, it can and will summon you.

Like I said, you need to check things out by looking them up or trying them out for yourself before you open your insufferable yap.
Effectiveness
# May 26 2007 at 10:34 PM Rating: Decent
**
402 posts
Quote:
The most effective way to interrupt a gate or ch cast is with a mez. Especially in the content that most of us will be experiencing in, as the mobs will be POST lvl 75 mean NO STUNS! This is what my entire point from the very top was all about.

I could care less if my chain mezzing to interrupt ch or gate upset the mage because it caused their Rage pet to stop attacking. Its either that or wipe the group by letting the mob gate back to its bind, summon the mt proceed to KILL the mt while they are out of range of the healers assistance and so on so forth. And the fact that you are concerned with "gaining the mobs undividied attention" from chain mezzing.... you are chain mezzing to interrupt spell casting, via gate or ch. The mob is obviously concerned about other things than you at that moment and the point in time in which you would need the chain mez would be when the mob is nearing its death, meaning the tank has built up a lot of agro on the mob. I think your last sentence was probably the answer to the riddle.


You really need to try things out, or look up some information before you open your insufferable yap.

First of all, the spell caps at level 78, not 75. 78, just like our mezzes. And yes, I have proven this for myself.

And my arguments still stand. Chain mezzing generates far more aggro, assuming the mem blur portion doesn't work, that is. And worse, if the blur portion DOES work, then all the aggro generated by the tank will be for nothing. Mob is casting spell, you mezz and the spell is interrupted, your blur procs, wizzie nuke lands, and you've just killed the Wizard. When you blur, ALL aggro is wiped, not just yours. You understand this concept? ALL aggro. After your blur procs, the mob will go after whoever has hit it the hardest, whether it's the Rogue, the Magician, Druid, or even you. You've just turned the tank's careful efforts to control the mob into a game of Russian Roulette.

Now, by using my way... mob is casting spell, I stun, and the spell is interrupted, no blur, therefore no loss of aggro. The pets do not fall back. And for slightly more than half the mana cost of casting a mezz, too!

By the way, nice to know you don't care in the least if someone's pets are called off. You just go right ahead and pooh-pooh this terrific spell that solves a problem, and continue to call off the Rage pets of the Magician, the Necromancer the Druid and the Beastlord, the swarm pets of the Magician and Bard, the Necromancer's undead army, the one-mob pets of the Cleric and the Wizard, the standard pets of the Magician, Necromancer, Beastlord, the Shaman, the Druid, the Shadowknight, your own. I'm sure you'll be about the most popular Enchanter on your server. Glad as heck you're not on mine!

Edited, May 27th 2007 9:49am by ChanterTime
Effectiveness
# Feb 13 2007 at 1:07 PM Rating: Good
Personally I have almost never had aggro problems while using mezzes to interrupt casting mobs, particularly gates. Two tricks... ONE, and most important... use audio alerts to let you know when a mob makes that little emote "Soandso begins to cast the Gate spell." GET to KNOW that sound, and just make it a reflex to hit your /assist key and mez hotkey. If you're not asleep, you'll have your mez landing on mob in half the time it takes for mob to complete cast. This little trick eliminates the "chain" casting... you don't need a club to break an egg. Practice this, and you'll save your mana, save your aggro, and because of that blur factor, save your cleric. It also allows you to relax a little once you have this down pat... no need to wonder if a mob could or is casting gate. The audio alert will help get you back on your toes instantly if you were busy trying to hit on the cute DE mage.

Number 2- This is very conditional, but realize that you can leave a lot of the interrupts to your groupmates. You ALWAYS interrupt a gate cast any way you can, but when a mob's just healing itself? Quite often, it's safer to hope that someone else can stun off the minor heals, and keep your head and your mana about you without ******** with aggro. To stress the first part of this again, this is conditional... sometimes you're killing lower-lvl mobs, your group DPS is high, you have pally tanking, and the mob is only healing himself for 15% a cast. Sometimes you had BEST interrupt that full CH or your raid will wipe. Use your head. If you don't know how to do that, make a zerker. =D
Effectiveness
# May 28 2007 at 5:14 AM Rating: Decent
**
402 posts
wrongsyde wrote:
Personally I have almost never had aggro problems while using mezzes to interrupt casting mobs, particularly gates. Two tricks... ONE, and most important... use audio alerts to let you know when a mob makes that little emote "Soandso begins to cast the Gate spell." GET to KNOW that sound, and just make it a reflex to hit your /assist key and mez hotkey. If you're not asleep, you'll have your mez landing on mob in half the time it takes for mob to complete cast. This little trick eliminates the "chain" casting... you don't need a club to break an egg. Practice this, and you'll save your mana, save your aggro, and because of that blur factor, save your cleric. It also allows you to relax a little once you have this down pat... no need to wonder if a mob could or is casting gate. The audio alert will help get you back on your toes instantly if you were busy trying to hit on the cute DE mage.

Number 2- This is very conditional, but realize that you can leave a lot of the interrupts to your groupmates. You ALWAYS interrupt a gate cast any way you can, but when a mob's just healing itself? Quite often, it's safer to hope that someone else can stun off the minor heals, and keep your head and your mana about you without ******** with aggro. To stress the first part of this again, this is conditional... sometimes you're killing lower-lvl mobs, your group DPS is high, you have pally tanking, and the mob is only healing himself for 15% a cast. Sometimes you had BEST interrupt that full CH or your raid will wipe. Use your head. If you don't know how to do that, make a zerker. =D


"Save your Cleric?" Please say you're kidding. Your blur factor will KILL the Cleric. If you successfully blur the mob, then the chances of the Cleric gaining the mob's attention is increased. Once everyone's aggro has been wiped by the blur of chain mezzing, the Cleric now has a much better chance of making it to the top of the mob's hate list, because you're starting all over again from square one.

If you want to save your Cleric, use the stun. It's less mana for you, and it interrupts all actions of the mob for several seconds. As opposed to mezzing which interrupts only for a split second. If the stuns go off, no increased aggro for anyone and the mob can't attack anything for several seconds, which will not only save your Cleric, but save his mana because he's healing less. and as I said, it will save your mana, too.
Post Comment

Free account required to post

You must log in or create an account to post messages.