Spell Icon Terror of Thule  

Description

1: Increase Hate by 1

Details   Raw Spell Data, Lucy Spell View

Mana: 60 Skill: Alteration
Casting Time: Instant Recast Time: 6
Fizzle Time: 1.5 Resist: Unresistable
Range: 200 Location: Any
Time of Day: Any Hate Generated: 600
Deletable: No Reflectable: Yes
Focusable: Yes Dispellable: Yes
Interruptable: Yes Target Type: Single
Spell Type: Detrimental Source: Live 04/09

Messages

Cast on you: Your mind is consumed in nightmares.
Cast on other: Soandso is consumed in nightmares.

Game Description

Fills your target's mind with pure terror, inciting severe hatred.

Items with this effect

Quick Facts

Scroll:
Spell: Terror of Thule

ClassLevel
SHD63

Expansion:
Planes of Power

Duration:
Instant
Post Comment
The point of this spell line...
# Nov 21 2005 at 10:20 AM Rating: Good
Nice aggro with no damage for low mana with a reasonably short recast delay. They are reasonably serviceable for pre mez break aggro for grouping as well as being very nice as an off tank method for raiding. A good method of "off tanking" during raids is to use non damage aggro (pally non DD stuns AND these spells) from your knight tanks to build aggro on a mob to keep it from beating on healers / debuffers until it can be mezzed. If used correctly it allows a shadowknight to grab aggro on an add and take the hits from said add until mez hits with no chance of breaking the mez. Darkness is useless for that, lifetaps are useless for that, melee is useless for that, heck almost everything else in a SK's ******* is useless for this type of thing either from long recast times, high mana cost, or causing damage. Before this spell line was added, there was no way an SK could do this job. Another use for non damage aggro like this is for kiting non mezzable mobs. Many raid targets require mobs to be kited that would normally summon if damaged and hit too hard to be off tanked instead. This spell line allows SK's to be used for this -- considering the typical method is to have rangers snare these mobs (no damage and good duration) then have paladin's use stuns to hold aggro without damage for kiting, this spell line allows SK's to do the same job as the paladins.
This spell line is very usefull for a raiding Shadowknight so don't knock it till you've tried it. =)
wtf
# May 07 2003 at 5:36 PM Rating: Default
humm ok lvl 60 its same spell info except its 510 hate and 51 mana and 63 its 600 hate and 60 mana, ummm not that significant a bump in my book to waste a spectral on, when you hitting for 112-420 per swing and festering darkness being what it is i hardly ever use any of the terrors except for the proc off a black bastardsword...
RE: wtf
# Mar 16 2004 at 12:42 PM Rating: Default
I use these spells to pull with since they dont damage the mob anything that summons will not summon you until you damage it so its good for pulling things that summon. and on long pulls with festering darkness it takes about 12 minutes for the mob to finally walk up to the group lol.
RE: wtf
# May 17 2004 at 4:18 PM Rating: Decent
Why not putt with the old stand-by, Abduction of Strength? Even if they resist it, they still come, and hey, you're only out 5 mana. If all you use this for is pulling, then AoS beats it, hands-down. I'll need a better reason than that to want to get it. I'll need a better reason than that to be able to sell it to the next sucker, if my Spec turn-in sticks me with it, too.
RE: wtf
# Aug 18 2004 at 6:00 AM Rating: Default
This whole spell line (low cost agro generation) seems like it basically sucks for SKs, at least that's been my expeirence so far. i'm level 61 right now. i think they need to add a lot more hate, because it's pretty dumb when sks have better spells for generating agro than the spells that are supposed to be used just for that purpose.
RE: wtf
# Aug 25 2004 at 6:10 PM Rating: Default
Wow, just shut the hell up. These spells are great, and if you don't like them -- go make a Druid... And then kill yourself.
RE: wtf
# May 07 2005 at 9:44 PM Rating: Decent
These spells are not great, they're only ok. My point was, and is, if SK's are discussing alternate ways of holding agro, such as using fear spells, using snare, using dd's, etc, it proves the spells aren't as good as they should be. If the class has a spell that's JUST for holding agro, then there shouldn't even be any questions like these.

The previous version of this spell, which I used extensively grouping in ldons way back in the day, definately didn't hold agro well enough. Maybe this one is better. But I wouldn't want to use a spell slot JUST for holding agro, when I have other spells, which are useful in other ways, such as snare, that do the job almost as well.

I've played a paladin, beastlord, and shadowknight up to 65. All of these classes are reasonably good at holding agro. The paladin has the built in advantage with his stuns, that they also prevent the target from moving and attacking. A beastlord can slow, cast a dot, or do something otherwise useful.

My paladin at 65 & SK at 65 had almost identical gear, and with my paladin (and 4 stuns memed) Nobody would ever get agro over me. Not even close, not a chance, no mobs momentarily turning to hit the slower, etc. With my sk, I initially thought I could just memed this spell, and chain cast it. Low mana, low cast time, and it would hold agro the same as chain casting stuns. Nope. Because the mobs get a chance to move it's just not as good of a spell, especially when all that spell does it hold agro. *shrugs*


Edited, Sat May 7 23:12:23 2005
RE: wtf
# Dec 18 2010 at 11:58 PM Rating: Decent
Smilez wrote:
These spells are not great, they're only ok. My point was, and is, if SK's are discussing alternate ways of holding agro, such as using fear spells, using snare, using dd's, etc, it proves the spells aren't as good as they should be. If the class has a spell that's JUST for holding agro, then there shouldn't even be any questions like these.

The previous version of this spell, which I used extensively grouping in ldons way back in the day, definately didn't hold agro well enough. Maybe this one is better. But I wouldn't want to use a spell slot JUST for holding agro, when I have other spells, which are useful in other ways, such as snare, that do the job almost as well.

I've played a paladin, beastlord, and shadowknight up to 65. All of these classes are reasonably good at holding agro. The paladin has the built in advantage with his stuns, that they also prevent the target from moving and attacking. A beastlord can slow, cast a dot, or do something otherwise useful.

My paladin at 65 & SK at 65 had almost identical gear, and with my paladin (and 4 stuns memed) Nobody would ever get agro over me. Not even close, not a chance, no mobs momentarily turning to hit the slower, etc. With my sk, I initially thought I could just memed this spell, and chain cast it. Low mana, low cast time, and it would hold agro the same as chain casting stuns. Nope. Because the mobs get a chance to move it's just not as good of a spell, especially when all that spell does it hold agro. *shrugs*


Edited, Sat May 7 23:12:23 2005


I dont know about the rest of you but I have no issues holding threat, even against repeated slow attempts that fail. If you are going to rely on a single spell line then you just don't know what you're doing and should give up tanking. This spell is great for the almost instant threat build, but is not the primary spell for threat. I generally start off with a spear attack (if its a summoner then yes I use this first) until its within reasonable range to caste darkness snare for amazing threat. Being an ogre has its benefits where I don't have to worry about being stunned as the mob reaches me. After my snare I rotate into my melee swings combined with the terrr spell for a quick aggro boost, then begins my dot/LT chain. I run with a merc tank atm because it does great damage and I really don't have to worry about dying.. especially since i box a shammy with cleric merc. Once i have laid down the above mentioned including my disease and fire/curse dot I'm set... this pulls aggro away from my tank merc when i go full force. And I can even switch to my shaman and lay down malo/insects double dot (disease/poison - my two strongest) and nothing has pulled the aggro... cept maybe the merc tank who is using threat moves while I'm on auto swing... however if I was in full attention to my sk not even the merc would get it. My point is that I noticed people talking about single spells for holding threat.. eh wrong.. you gotta chain your attacks properly and you won't be losing threat. You can argue this all you want, but i do it daily and can prove it daily.

Eechu Uuhlive Shadow Knight of AB
Kromx Steel Shaman of AB
Aurua Silverleaf Cleric of AB
Kittiana Jade Ranger of AB

Guild Twisted Evil

Last group that stole a camp from us, got MASSIVE train camped by one of our mains bards! AOE memblur ftw!
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