Spell Icon Ancient Force of Jeron  

Description

1: Stun (4.00 sec/73)

Details   Raw Spell Data, Lucy Spell View

Mana: 100 Skill: Evocation
Casting Time: 1 Recast Time: 12
Fizzle Time: 1.5 Resist: Magic
Resist Adjust: -55 Range: 200
Location: Any Time of Day: Any
Hate Generated: 1800 Deletable: No
Reflectable: Yes Focusable: Yes
Dispellable: Yes Interruptable: Yes
Timer: 5 Target Type: Single
Spell Type: Detrimental Source: Live 09/07

Messages

Cast on you: You are stunned by the force of Jeron.
Cast on other: Soandso is stunned by the force of Jeron.

Game Description

Strikes your target with the force of Chaos, briefly stunning them. This effect works on creatures up to level @1.

Items with this effect

Quick Facts

Scroll:
Spell: Ancient: Force of Jeron

ClassLevel
PAL70

Expansion:
Omens of War

Duration:
Instant
Post Comment
Crazy?!?!?!?
# Jul 07 2009 at 10:58 PM Rating: Default
I don't know what you all talking about but im a fan of DD stuns by pallies, which is why im a fan of Serene Command, who cares if it's more mana, does DD and stuns the same lvl.
Paladins
# Feb 15 2006 at 6:25 PM Rating: Decent
I think the main intention of this spell is to provide a second chance stun for those Paladins that access high end content. If Force of Piety gets resisted, this spell would give you a second chance to stun the mob.

I use 3 stuns in my regular lineup.. Cease for agro, Force of Piety for mitigation / Agro, and Serene command for extra mitigation on inc, and push control.

When the mob is inc, I use FoP first, then SC, then FoP again, which (assuming no resists) locks the mob for about 20 seconds on inc allowing the puller to get some distance on it, and the slower / debuffer to slow it before it touches me. I find it works well.

When I need to tank a mob thats really nasty I load up 2 extra stuns (Desist & Akera) and chain stun & taunt the mob with attack off. I find this is enough agro to keep the mob on me, it's only a problem if I get stunned & can't cast. The extra damage from ripostes is crazy, and given that Paladins can turn their attack off & still tank effectively, I think puts them closely behind warriors as strong tanks.

The thing I like the most about this class however is saving people. Lay Hands, Stun, Heals, Rez! We can't be good at everything, so we have low DPS.. unless the mob's Undead! Head to Illsalin guys, you'll find plenty of lvl 71 ~ 72 undead mobs that you can test your Slay Undead skill on. Great xp, and great fun so now, we can have our cake & eat it too!
RE: Paladins
# May 02 2006 at 12:44 AM Rating: Decent
OMG!!! Are you really playing the high end? Our stuns are worthless except to hold agro against anything over level 70!?! <edit: text removed> ebay <edit: text removed>... sad.. sad.. but true. Well have fun working them mobs in Illsalin my friend =)... and keep on saving people =)
How to get it
# Dec 21 2005 at 4:59 PM Rating: Decent
Since I couldn't find much info on this until I looked at the source for a level 65 stun, I thought I would take a post on the 65 stun and post it here:

Kalaylus wrote:
Velious, GoD, and OoW all have their own ancients.

The lvl 60 ancients are from Vulak'Aer ring in ToV or Vex Thal,
The lvl 65 ones are from raid targets in higher GoD.
The lvl 70 ones are from raids in OoW, mostly Anguish.
why?
# Nov 13 2005 at 4:32 AM Rating: Decent
why didnt they keep this stun up to level 74? after all, this is the ancient spell that is a lot more rare to obtain than most other spells.

this is pretty useless... compare this and the force of piety. whats better? force of piety only becuase it costs 25 less mana. and only if this isnt linked to the other stuns then its useful.

and banedoneelvensmoke, taunt only puts your hate on the #1 spot hatelist. so just keep spamming cease, desist, force of piety and bash and your golden. i never use taunt unless i want to take aggro.
why?
# Nov 04 2006 at 10:33 AM Rating: Decent
The reason is recast timers..

short stun 4
ancients 5
long stun 6

The ancients allow a pally to chain park a mob provided the stun will land. Also being able to have another no damage stun for chain aggro.

Bad Paladins
# Jun 22 2005 at 6:13 PM Rating: Decent
For any of you that say that Paladins are being screwed, either you don't play one... it's an alt... or you just suck at it.

Paladins now have 2 spells that are not linked. Use Jeron and Piety spells for mitigation and use any other stun (except the knockback) for agro.

If you are having a problem holding agro, then you are not trying hard enough. Stun, Taunt, Stun, Bash, Stun... rinse, repeat. Compared to warriors, Paladins are much better in the single group grind. We can hold agro better, and without hard data I would wager to say we can mitigate better with the stuns. Also, if someone gets low HP agro, then you can chain stun the mob long enough for the person to get healed and for you to get agro back.

In a raid situation, you can use your stuns unless you are in the Nest or Anguish. At which point you just use your stuns for agro, most of the time you will be able to hold it provided no one else is fighting you for it. Other that MA'ing, you don't need your stun. Paladin's job in a raid is to heal the healers, peel the casters, ramp tank and raid mob puller guy (DA hammer... don't know what that is? You suck)

Paladins don't suck. I play one. I have 13.5k hps, 2.2k AC, 8.2K mana and am Anquish flagged.
RE: Bad Paladins
# Sep 02 2005 at 1:25 AM Rating: Good
45 posts
I have played a paladin for many years now - and i can honestly say that while there have been manymoments of discontent with my character, i eventually learned the value of what being a paladin is all about.

Ok , we can't solo jack. Thats fine . Ok, so we don't neccessarily have the same melee mitigation or discs to assist us as other classes...thats somewhat understandable (after all , we aren't asking to be warriors).

Here is what baffles me about our class. Along with SK's , paladins are the only other options for tanking big mobs for any lasting amount of time. I mean , a ranger can WS tank a mob for what ...18 secs? After that hes toast. So be it that thats the case, when was the last time ANYONE went on a big raid ...like Bert , or Rallos, or a time run , or GoD trials , or any of that stuff, and assisted a paladin the entire time, or a shadowknight for that matter, as main assist all night? 99% of the time....it doesnt happen. Im sure someone will pop up here and talk about how the top paladin of the server is in their guild and can solo quarm or some crap - but most folks know - big named? Big raid? A Warrior will be your main assist. SA ? Usually a warrior. With that said - it is increasingly evident that while we make viable offtanks ,and great single group tanks , there is one class and one class only that stands up to the big mobs - thats warriors. Weather or not this was done on purpose we wil never know. Thats something thats been swimming around in Dev's heads for years now that we as a player base just cant understand.

Now , i don't mind myself. Its ok that warriors are the only class in the game (generally speaking) that stands up to the big named mobs - but it sure does put alot of unneccessary stress on warriors , the same way clerics have healing stress. They are the only class that can perform their functions to the fullest extent and keep groups/raids alive sometimes. You simply cannot go into RSS with a paladin tanking and a druid healing. The reason why i see this as a problem is simply because it detracts from the options and simplicity of an already in depth , complicated game. You have several classes that can slow , several classes that can FD and pull, several classes that can provide DPS , and several classes that can act as offtanks. Why o why in the good name of Tunare does this game persist on keeping adequate healing and tanking to 2 classes? If i were a cleric or a warrior - i am sure i would have quit that class by now.

Im not asking that pallies get defensive discs that are comparable to a warriors. However the fact that our stuns are useless on most high end mobs is extremely annoying. Thats our defense. Thats how we mitigate damage. I use to feel sorry for shadowknights - now i know how they feel. We cant mitigate any damage hardly on high end mobs. Every other mob is immune to stun effects , or like the lightening guys in MPG , flat out resist 8 casts in a row. Sks and pallies aren't the ones getting screwed by not being able to mitigate damage , its everyone else in the game getting the shaft. Y'all only have ONE option of class to go to for tanking high end mobs - thats warriors.
Think about it - you have an entire raid set up and ready to rock - and only one warrior on that night. 8 sks and 8 pallies are standing around scratching their heads sayin ...well...i cant tank if he goes down - i will be toast!

Now add to the fact that tons of our spells arent upgraded. And the ones that are , get upgraded several times thru out many levels - rendering many old versions useless before you have even broken them in yet. Force - Force of Akera-Force of Akilea-Force of Piety - Ancient Force of chaos - Ancient force of Jeron - ok thats all within like 20 levels of echother or so. And we still have a pacification from how far back> I cant even think how far back that was- kunark? luclin ? Which is made more humerous when you look at the line of paci spells we were getting.
Lvl 10 - lull
lvl 25- sooth
lvl 43 - calm
lvl 49 - pacify

Then ..........nothing. Im level 70 now ...something tells me those DoD mobs are gonna laugh when i cast pacify on em.

lvl 44- our one and only self haste.
Thank goodness they never upgraded this. Someone might think pallies offer good DPS.

Yes we can hold agro just fine. Yes we can mitigate damage on lower end mobs with stuns taking effect. But none of it does much good in the higher end of things - which - eventually - is where we all wind up. DOes it make us useless? Not by a long shot. Especially in groups- we are highly desired and thats for good reason. COuld they treat the class a bit better with certain minor things that could improve game conditions for everyone as a whole ? Most certainly- but i think thats the case with alot of classes. Its not just us. So as far as being gimp , we are on par with most others in the game. We aren't. But there are things ,...little things...that could be done to improve our game and everyone elses.
RE: Bad Paladins
# Dec 24 2005 at 12:17 PM Rating: Default
When our guild was doing Plane of Time, we had paladins and sk's do allt p5 mobs cept RZ. It just depends on your gear and skill.
RE: Bad Paladins
# Oct 03 2005 at 10:30 AM Rating: Decent
You're kinda on the right track, but a little off.

Paladins can't pull jack, they can solo like hell.

Pallys are the best soloers. I've seen one solo the Fabled Genie in SolB, forgot his real name, and the same one solo the Fabled Ishva Mal, who if you remembers hits for 2k+ with a 1k LT. Pallys can solo, they just can't pull.

Edited, Mon Oct 3 11:46:18 2005
Bad Paladins
# Jun 22 2005 at 6:01 PM Rating: Decent
... this is an empty post. Miskeyed something.

Edited, Wed Jun 22 19:16:56 2005
...........................
# Jun 08 2005 at 11:39 AM Rating: Default
For all of you that think paladins suck, paladins are the best high end soloing class in the game. Who cares about dps when you simply can't die.
Where do you get it
# Mar 06 2005 at 1:48 PM Rating: Decent
16 posts
So.... How do you get it? I hear it's a NPC drop. Off of who / where?
Lame Again
# Feb 04 2005 at 9:10 PM Rating: Default
Typical.. they cannot get class balancing correct. They have made paladins very lame in the past (e.g., Kunark), then made them acceptable (e.g., PoP). Now with OoW they really suck again. Its very lame when a paladin can be out-taunted by a chain class who also has more hps. Was looking in tha bazaar for a good HP shoulder I could buy.. saw some good ones.. but none that paladins could use (of course). Guess you have to be a caster to get good HP gear. Buying a different game for sure.
RE: Lame Again
# Jul 23 2005 at 5:42 PM Rating: Decent
29 posts
Paladins, with 3 stuns to work at once, cannot be "out"-taunted. Any idiot with Taunt can temporarily pull a mob to agro them because that's exactly what Taunt DOES... Grab instant agro (If it works). The Paladin can easily grab it back with a Stun or when Taunt comes back up.

If a Paladin is chain-stunning and someone else taunts the mob away, they have intentionally pulled the agro off you. It doesn't mean your Paladin is weak, it usually means the other person is an idiot who doesn't care how many people the cleric has to heal with their limited mana and the Paladin will back off from agro so the cleric doesn't run OOM because of the other idiot. Once the idiot dies, the Paladin simply snatches the agro back and continues the fight the way it should have been in the first place.

With Stuns to keep from being hit, the Paladin effectively saves thousands of HPs per fight, making a 10k Paladin as effective as a 12k Warrior, which is why everyone loves them except for nincompoop tanks that just cannot handle the fact that a Paladin can out-tank them and live longer.

Paladins save cleric mana and caster lives, making the group a much faster and effective killing machine. That is far from "sucking". Anyone who thinks a Paladin sucks should definitely not be playing one.
RE: Lame Again
# Feb 11 2005 at 6:12 PM Rating: Decent
Personaly, I think they should do something like they did with shamen. Raise the level cap on them to atleast 75, then make all those high-end mobs "mostly" or "partialy" stunnable. I'd rather have average mitigation on all groupable mobs rather than have none on half of them.
____________________________
Hunt Well and Be Safe!
#REDACTED, Posted: Dec 01 2004 at 4:53 PM, Rating: Sub-Default, (Expand Post) Nothing changes. Paladins are still the biggest bunch of boobs in EQ. I think there's a point somewhere in the character creation process that says, "If you're a slobbering baby, who has to ***** and moan about everything, who has to compare themselves to every other class, who has to whine and complain in order to survive -- then a Paladin is the choice for YOU!"
RE: Wow
# Dec 03 2004 at 8:48 AM Rating: Excellent
31 posts
"who has to compare themselves to every other class"

Sorry for trying to be equal to other classes. Go post on your own threads if you don't like it here, you're doing the exact same thing.
#REDACTED, Posted: Dec 04 2004 at 2:41 PM, Rating: Sub-Default, (Expand Post) Why try to be equal? Why not be better? If you think spells and gear make a better class, I've got a bridge to sell you...
sure did
# Nov 23 2004 at 5:39 AM Rating: Decent
Yep we really got screwed over this expansion as far as spells go. enough said.


http://www.magelo.com/eq_view_profile.html?num=1132185
#REDACTED, Posted: Dec 01 2004 at 3:55 PM, Rating: Sub-Default, (Expand Post) OOOH, BOOOOO HOOO! Shut the hell up!
tragic
# Nov 02 2004 at 7:56 PM Rating: Decent
Its tragic they altered this spell, for our ancient to not really offer anything new is poor. It should have been able to stun at least to 72. As for pallies being badass...that was a long time ago, picked in preference to a warrior? rarely, their aggro ability matches ours easily now and their larger hp and superior tanking makes them preferable quite often especially in rss where we have no workable stun
RE: tragic
# Nov 03 2004 at 2:52 AM Rating: Excellent
31 posts
This is the one area I will agree on with you Asteldian. Paladin agro has generally been losing to an equally equipped warrior, especially once they've reached 70. Our stuns generate the same agro as before, meaning for all those people creating more agro from more damaging spells/melee, its even harder for us to keep up anymore.

As for the stun cap level, the thing I don't understand is, they've given paladins less mitigation in warriors, claiming stuns are far superior, yet our stuns won't affect the things that are most important when the time comes (IE - Named, etc. in Muramite Proving Grounds). If following along the same lines are before, before PoP, paladins were always able to stun 5 levels above their max level...why can't that be continued? If not, 72 or 73 would be suggested. Celestial stun is a joke when equated to this and is in no way equivalent. All it is used for anymore is a spell interruption, which is, quite frankly, sad. Paladin mitigation is all but gone.

As for the spell compared to the 66th level spell, claiming a spell is ancient because it decreases magic resistance chance when cast, especially by such a small amount, is just pathetic. Put the spell back to 75, or at least 72, so it deserves a title of Ancient and deserves a rune turn-in. Ancient my ***...

Also, to address the stun-lock situation that uses these spells as a "replacement"...Since when have spells been completely replaced? I guess since we have a better direct heal, I'll just go ahead and delete every other heal in my spell-book because they're not quite as good. This irks me extremely. Sure, you can stun-lock something, but then, considering our disc setup of having no sort of mitigation disc whatsoever as both other hybrids along with all pure melee classes, why can't we have this ability? I guess spell-upgrades now apparently completely nullify and negate the need or use of any spells prior to it.

Just as one last note, a few spell-lineups I'd like to see upgraded.

Pacification - Hasn't been upgraded since Kunark : Seven expansions ago! Considering Rangers can pacify up to 65 (Yes, I know, only outdoors) and both Shadowknights and Beastlords have an ability to pet-pull singles, why are paladins left again to only be able to pull up to Tier one planes?

Undead effects : Its sad when even melee-wise, we're still majorly below the DPS of some classes. The class is labled as "A champion of Undead", which is anything but the truth. Why is it so horrid to make our disc give criticals for a minute every hit against undead? It seems to be alright for warriors to receive a similar effect...against everything. Increase the effectiveness of the Holyforge disc, decrease the casting times significantly of undead nukes so they're actually worth casting as opposed to dealing the same amount of damage in that time with a few weapon swings, take off how much influence the RNG determines how often undead effects proc, and stop making paladins switch back and forth between procs that effect everything, and ones that just affect undead. Combine them into one spell, making the procs against undead deal more damage.

Conjuration Spells : An entire spell-line is, quite honestly, a slap in the face. 'Nuff said.

Yaulp : Why does a spell-line stop when it suddenly gets extremely good for the cleric class? It was extremely useful for it's time, but now its rather trivial. Why can we not simply either get Yaulp V or perhaps a toned down version like they did with auras? Maybe name it something like "Crusader's Bellow" or something similar that gives a few mana per tick when standing and a DEX buff. Its rather sad when clerics get a nice procing weapon (Sharkspine Club for example) and are able to outdamage or at least keep up as much damage then a paladin.

Divine Puropse/Breath of Tunare : While not a major concern, I do feel these were rather decent spells that do warrant an upgrade. Granted, the upgrade, to scale it to a 66-70 spell might place it at something like +100 HP for 10 mana, but I still feel its worthless, especially when used in raiding environments, or when the paladin is the main healer and tank. This allows for them to save time and mana healing and be able to act as a tank, still keeping themselves somewhat healed.

Disciplines in general : If you play a paladin, you know what I'm talking about. Compare them to other classes, and we'll see just how even they are, especially considering there is almost no Undead content in OoW.

Yes, I realize this got a bit off topic, but they're all related to spells in general, and somewhat even relate to the above post.

Edited, Wed Nov 3 03:26:56 2004
RE: tragic
# Aug 10 2005 at 7:10 PM Rating: Default
Firstly we all know that stuns dont need to land to get agro. I always have 4 stuns loaded including cease.
The only part of Juxtopse's post that I disagree with is the agro arguement. I believe that an equally equipped warrior should be able to get agro from a pally.
With regards to your other points you are correct, although I would never use the divine purpose line even if it was upgraded, unless it was to those extremes you mentioned then I'd think about it.
RE: tragic
# Jul 23 2005 at 5:46 PM Rating: Decent
29 posts
Quote:
Why is it so horrid to make our disc give criticals for a minute every hit against undead? It seems to be alright for warriors to receive a similar effect...against everything


Because you aren't a Warrior, and if you WERE then there would be no point in having a Warrior class. At some point the Warrior has to be given skills that other classes don't have.

DUH!
RE: tragic
# Feb 01 2005 at 10:52 AM Rating: Decent
Stuns don't need to work to get aggro.
I used to use lvl 9 cease to take aggro
off the puller in BoT.
RE: tragic
# Mar 18 2005 at 5:47 AM Rating: Decent
Very true...i generally keep up 4 stuns as a lvl 65 pal...i have a good stun that will land for anything up to lvl 65 (froce of akilae, sorry bout spelling) cause it has no knock back so noone gets mad, the other three are my lowest lvl stuns. even though it is much debated, i still feel that resists get more agro than normal landing stuns...only reason i want a stun to land is for it to interrupt a spell, ie: gate or CH, other than that my low lvl stuns and awesome agro control has made me a very well known and sought after tank on my server..at least for being still lvl 65...which will be changing soon, got a few more aa's to go

hope that helps anyone concerned about agro conrtol, cause i NEVER lose it, unless a enc chain mezzes or a wiz chain nukes the whole fight...but theyd have to have a death wish

spell line up that works well for me in MOST cases not all, 1. group heal 2. highest lvl stun i have that doesnt knockback 3-5. all low lvl stuns (lower the better so they dont have spell damage and i can cast stun 5 times before waking from mez) 6. yaulp (a must have) 7. heal over time and 8. quick heal for those "dast now or die moments"
Ancient??
# Sep 22 2004 at 1:21 PM Rating: Decent
You call this "Ancient"? We got this spell 4 levels ago. Its called Force of Piety.
RE: Ancient??
# Oct 17 2004 at 10:37 AM Rating: Default
The only advantage I see about this spell is that it has a lil less resist and plus you could line up a triple stun easy. Which is really useful for half these mobs that proc and cast some serious spells.
i agree
# Sep 22 2004 at 8:57 AM Rating: Default
ummm yeah i have to agree... We got #*#&$% again...why do they give us the weakest spells they can imagine? It's like they give us 15 pt upgrades to heals or whatever and expect us to be happy about that? Why can't they just let us have a few decent spells?
Screwed Over Again?
# Sep 10 2004 at 12:53 PM Rating: Default
Was this spell nerfed ALLREADY? It used to be level 75 max for the stun to work...now its showing 70.

Lord the paladins are getting screwed...yet again
RE: Screwed Over Again?
# Sep 14 2004 at 10:39 PM Rating: Default
Guess it got Balanced there...

Anyways... on the Paladins being screwed thing after I really step back and look at it... the Paladin class is pretty damn Badass...

Most groups, even high end, take us over Warriors for agro purposes... and because of AAs we really do have a shot at tanking some stuff...

The only thing that really is lame for Poor Paladins is soloing anything... No form of slow, no new Haste since Valor of Marr from Luclin, and no new Lull since Pacify from KUNARK...

But even with this not being quite such a high level, I'm sure it will be useful in most leveling situations, still would be nice to be able to stun some higher stuff, though.
RE: Screwed Over Again?
# Sep 16 2004 at 12:34 AM Rating: Default
No $%^& way you play a pally, STUN IS OUR ONLY MITIGATION. Need me to repeat? Stun is our ONLY mitigation, you have AA's and such but stuns are ours. Now if I want to go tank something it can't be more than even con or my best mitigation is useless. Do war discs stop working on mobs 71+? NO, so why do stuns? Not that it maters much because they will probably flag 3/4 of the mobs unstunable.


Bitter Paladin of Marr
RE: Screwed Over Again?
# Sep 18 2004 at 9:06 AM Rating: Decent
*
144 posts
while I agree that we Pallies (yes I play a lvl 67 Pally as main) get the royal screwgie alot of times, I can see the usefulness for this spell. true you wont be able to mitigate dmg from mobs over lvl 70, but in pretty much EVERY exp grp you'll be just fine with this.

Edited, Wed Oct 13 08:12:04 2004
RE: Screwed Over Again?
# Jun 26 2005 at 3:53 PM Rating: Decent
Obviously you haven't been to RSS yet. The ideal place to be @ level 69/70, and paladins have a hard time tanking unless VERY uber. Most every mob in the zone is higher than level 70, so its like tanking a MPG named on every pull. W/O stuns, this isn't the zone for any pally not in an uber raiding guild. If they gave us even one stun that was usable up to level 72 or 73, would it be such a bad thing? God forbid we can go to the one zone actually designed for 69+!
RE: Screwed Over Again?
# Oct 13 2004 at 7:13 AM Rating: Decent
*
144 posts
ok, well I have to re-think my position after beginning to use the first new stun, it seems that the new stuns block the casting of ANY other stun until the one you cast's recast timer is up, making it impossible to chain stun, and yeah that blows royally
RE: Screwed Over Again?
# Oct 02 2004 at 12:20 AM Rating: Default
and by the time you get this Ancient spell you will probably have 700AAs and still gleam with happiness at the thought of playing EQ just to exp. /puke
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Level 75
# Jul 11 2004 at 5:12 AM Rating: Decent
A stun that works to level 75. NICE!
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Hunt Well and Be Safe!
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