Vacuumancy  

Type:Caster
Realm:Hibernia
Classes: Eldritch
Spells:
Damage (PBAOE) - Target takes damage. Damage done is of the spell's given damage type. Spell affects everyone in the immediate radius of the caster, and does less damage the further away they are from the caster.
Name Level Target Power Cast Time Damage Damage Type Radius
Lesser Mana Ripple 2Enemy 2 2.5s 15.00 Energy 300
Mana Ripple 7Enemy 5 2.5s 52.00 Energy 300
Mana Eddy 11Enemy 7 2.5s 74.00 Energy 300
Mana Splash 15Enemy 9 2.5s 104.00 Energy 300
Mana Burst 20Enemy 12 2.5s 133.00 Energy 300
Mana Flux 26Enemy 16 2.5s 176.00 Energy 300
Mana Billow 32Enemy 20 2.5s 214.00 Energy 300
Mana Surge 39Enemy 25 2.5s 265.00 Energy 300
Mana Flood 48Enemy 31 2.5s 325.00 Energy 300
Damage and Snare (AOE) - Target takes damage. Target's movement speed is also slowed by the given %. This spell can affect multiple targets in the spell's radius and does less damage the further away targets are from the spell's center.
Name Level Target Power Effect Duration Cast Time Damage Damage Type Range Radius
Lesser Kinetic Dispersal 10Enemy 8 Bonus: -40% 30s 3s 28.00 Energy 1500 350
Kinetic Dispersal 14Enemy 11 Bonus: -40% 30s 3s 40.00 Energy 1500 350
Lesser Kinetic Dampening 19Enemy 15 Bonus: -40% 30s 3s 56.00 Energy 1500 350
Kinetic Dampening 25Enemy 20 Bonus: -40% 30s 3s 72.00 Energy 1500 350
Lesser Kinetic Siphon 34Enemy 28 Bonus: -40% 30s 3s 96.00 Energy 1500 350
Kinetic Siphon 44Enemy 37 Bonus: -40% 30s 3s 124.00 Energy 1500 350
Damage and Snare - Target takes damage. Damage done is of the spell's given damage type. Target's movement speed is also slowed by the given %, which gives the caster more time before the target closes to melee range.
Name Level Target Power Effect Duration Cast Time Damage Damage Type Range
Lesser Ensnaring Blast 1Enemy 2 Bonus: -40% 30s 2.8 5.00 Energy 1500
Ensnaring Blast 5Enemy 4 Bonus: -40% 30s 2.8 21.00 Energy 1500
Greater Ensnaring Blast 9Enemy 6 Bonus: -40% 30s 2.8 37.00 Energy 1500
Entangling Blast 13Enemy 8 Bonus: -40% 30s 2.8 49.00 Energy 1500
Greater Entangling Blast 17Enemy 10 Bonus: -40% 30s 2.8 64.00 Energy 1500
Webbing Blast 23Enemy 14 Bonus: -40% 30s 2.8 85.00 Energy 1500
Greater Webbing Blast 33Enemy 21 Bonus: -40% 30s 2.8 120.00 Energy 1500
Demobilizing Blast 41Enemy 26 Bonus: -40% 30s 2.8 148.00 Energy 1500
Greater Demobilizing Blast 50Enemy 33 Bonus: -40% 30s 2.8 179.00 Energy 1500
Debuff (Str/Con AOE) - Decreases the target's Strength and Constitution, which will cause it to both do less damage in melee combat and reduce its total hitpoints. Spell is cast through caster's pet.
Name Level Target Power Effect Duration Recast Delay Damage Type Range Radius
Lesser Health Dispersal 28Enemy 17 -48 Str/Con 1m 5s Energy 1500 200
Disperse Health 38Enemy 24 -60 Str/Con 1m 5 Energy 1500 275
Greater Vitality Dispersal 49Enemy 32 -73 Str/Con 1m 5s Energy 1500 350
Debuff (Str/Con) - Decreases the target's Strength and Constitution, which will cause it to both do less damage in melee combat and reduce its total hitpoints.
Name Level Target Power Effect Duration Recast Delay Damage Type Range
Lesser Strength Dispersal 3Enemy 3 -18 Str/Con 1m 5s Energy 1500
Disperse Strength 8Enemy 5 -24 Str/Con 1m 5s Energy 1500
Lesser Vigor Dispersal 12Enemy 8 -28 Str/Con 1m 5s Energy 1500
Disperse Vigor 18Enemy 11 -36 Str/Con 1m 5s Energy 1500
Disease (AOE - "Area of Effect") Target suffers a disease which lowers its Strength and movement speed slightly, and also halves the effect of any healing spell cast on it for the spell's duration.
Name Level Target Power Effect Duration Cast Time Damage Type Range Radius
Entropic Sickness 16Enemy 10 -7.5%/-15% 1m30s 3s Energy 1500 250
Entropic Illness 27Enemy 17 -7.5%/-15% 2m 3s Energy 1500 300
Entropic Disease 37Enemy 23 -7.5%/-15% 2m30s 3s Energy 1500 350
Entropic Pestilence 47Enemy 30 -7.5%/-15% 3m 3s Energy 1500 400
Disease - Target suffers a disease which lowers its Strength and movement speed slightly, and also halves the effect of any healing spell cast on it for the spell's duration.
Name Level Target Power Effect Duration Cast Time Damage Type Range
Entropic Affliction 6Enemy 4 -7.5%/-15% 1m 3s Energy 1500
Enervating Affliction 21Enemy 4 -7.5%/-15% 1m30s 3s Energy 1500
Enfeebling Affliction 29Realm 4 -7.5%/-15% 2m 3s Energy 1500
Languoring Affliction 35Enemy 4 -7.5%/-15% 2m30s 3s Energy 1500
Debilitating Affliction 45Enemy 4 -7.5%/-15% 3m 3s Energy 1500
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Entropic Spells?
# Oct 26 2001 at 6:26 PM Rating: Default
Anyone know if the entropic spells stay at a debuff of 15 to stregth and con? Seems like the affect of the spells above entropic sickness stay the same. Is this the same affect with a greater chance of sticking or what? The health dispersal and snares increase in value, why not the entropic's? Why cast the higher level entropic spells?
RE: Entropic Spells?
# Oct 26 2001 at 9:12 PM Rating: Default
being resisted is bad
duration is good
Mana magic
# Oct 26 2001 at 4:01 PM Rating: Default
I'm fully spec'd in Vacuumancy.
I'm only level 21, but I can tell you now, that the damage numbers on the spells here are off.
On yellows/blues my level 17 DD spell (Greater Entangling) does at least 100 dmg per cast. 150 against greys.
My level 20 mana ripple line (Mana Blast) does 150 to oranges/reds or so (only time I really use it is in groups), and 267 damage to greys (at point blank).
Just a little food for thought before scoffing at the low numbers.
debuffs
# Oct 24 2001 at 10:39 PM Rating: Default
anybody know if the eldritch STR/CON debuff got nerfed like the Champion's?
Mana eld
# Oct 24 2001 at 8:55 AM Rating: Default
I have a level 10 mana eldritch. I can't say it's been easy getting there either. Keep in mind your damage spells (The actual DD ones) come once every few levels. Not every level like the void line of spells. So by the later levels (meaning the levels right before you get the new DD spell), are really tough on you since you have no high damage spells. The AoE spells are basically suicide spells. Cast it, and everything less the actual creature the rest of your group is fighting comes straight at you. And just so you know.. the AoE is a circle around you, not a ranged attack that explodes, thus you have to be standing fairly close to the fights. Lesse.. the buffs you get are pretty useless. So as far as this build looks, the 60% slow DD spells are pretty much all you'll use. Unfortunately the range is short so even with 60% slow, you only get about 4 shots to kill a monster before they reach you. In a group this is fine, but in which case, you wouldn't need slow, and void has higher damage. As far as the slow stacking.. it CAN stack. But not often. I've cast it on monsters, and at around the 4-6th cast, they because extra slow. I'm talking about slow to the point where they don't really get anywhere. You can walk backwards and keep away from them. This brings up kiting. I have successfully been able to kite yellows with this. It takes a lot of practice, but it can be done. Anyways.. hope this helps some people out.. and gl to everyone making a mana eld.
Specialization
# Oct 23 2001 at 12:17 PM Rating: Default
So far Im level 11 with 7 in mana, 6 in light and 5 in void. Still debating on which area to specialize in. The mana specialization has some good spells especially the AE ones but are only good in a group and not really for solo. I can still solo but since my void is only 5 my 2nd bold does very little dmg that means I have to depend on blasts to finish the monster and its sometimes hard to do that on yellows.
Snaring
# Oct 22 2001 at 7:57 AM Rating: Default
Will two successful ensnaring blasts (each 60% move reduction) stop an enemy completely?
RE: Snaring
# Oct 26 2001 at 3:59 PM Rating: Default
No, the 60% is a flat rate.
UNTIL you take the monster below half hit points, then the 60% stacks with their hit point penalty movement rate.
It's very much worth it, still.
Guilty
# Oct 19 2001 at 10:44 PM Rating: Default
I did void too, but I have always played a dark magic caster (UO 1998). I too would like to see what these other spells do. I thnk teh power of them comes when all of the Eldritchs grups togetehr adn use tehir magic as one.
RE: Guilty
# Oct 26 2001 at 4:04 PM Rating: Default
I rarely group with other eldritches, but I assure you that Mana magic is entirely viable on it's own. The PBAE line of spells does A LOT of damage, has a bigger radius than all the other line's AE spells, and does not require a target. This means I can adjust my position to maximize damage on the fly. I am a big gun. :P
Habadnub of Bors
# Oct 18 2001 at 4:02 PM Rating: Default
Well I have been rounding out my character just because it is my first and I would like to see what all of the spells are. They spells in this class are mostly debuffs and indirect attack spells, ie: blind, slow, a few dots, etc. Stuff like that.
Anybody..
# Oct 17 2001 at 5:03 PM Rating: Decent
Anybody spec in this line yet? It seems *ALL* Eldritches spec in Void, would be interesting to see what this line is all about.
RE: Anybody..
# Dec 12 2001 at 5:29 PM Rating: Default
I am up to level 19 as mana specialized Eldritch. level 19 in mana magic also. It is a tricky specialization to play, but fun too.

The Void eldritches get high damage bolts, but they cannot be fired again for 30 seconds, which means by the time the monster is in range of their dd it is running at full speed. I only ever pull blues or greens this way and it is a bit riskier than using mana spells (you get decent eclipse spells which are the basic void line if you spec in mana.)

The nice thing about my snare DD's is that when I blast one, it is already slowed a bit. I can get off 4 blasts then quick-cast another and easily solo most yellows. Blues are a joke, and just for safe hunting. Green.. why bother. If you get a slow critter or one that stops to cast.. you can take oranges and kill them before they even touch you. Dew Sheeries are an example.

The debuffs.. what can I say, most tanks don't seem to appreciate them. I lead with them in groups so that when I start using the DD, the tanks have themselves at the top of it's hate list. They do seem to reduce resists from red and purple monsters... And at lower levels, I did notice the str debuff would reduce damage the monsters did.

The mana ripple line is great.. but used wrong it's a suicide spell. Like everyone says, if a monster is not engaged by the tanks and you hit it with this.. kiss your *** goodbye, you are lucky if the group saves you and it just makes you a liability to them. But that said, it can tip the balance in the groups favor on a multi-pull..if used correctly.

One thing I really miss having is a decent mez spell. I am tempted to play a light spec eldritch just to see how they are.

one last tip. If you decide to pull, use your level 1 void spell - nil bolt. It does minimal damage and gets the monsters attention. After that it is no problem for a fighter to hit the monster before it gets to you. Cast your debuffs, then start blasting.. unless they have it down by 20% before you start casting, then you can forget the debuffs. Lower level fighters need to be trained to put their guard on you, later on, they stand between you and the monster, they target it and turn on attack. When it tries to get to you, bam, they have it.

(Oh, and as hard as it is to do, if you are getting hit and the tanks are not busy with something else, stand still. You are hard to heal and hard to help if you run around.)

wow, can I ever run on.. hope it helps.

Zaerken - Elven Eldritch
Mana magic specialist
Iseult Server

RE: Anybody..
# Dec 18 2001 at 12:25 AM Rating: Default
Oh, also. When F8 doesn't give you the nearest monster that you expect. Keep an assist macro handy, "/macro *** /assist" is what I use. Target your favorite tank visually or with the group display and then hit this button and start casting. This is a good trick to avoid pulling extra monsters into a fight, which will make you unpopular fast. If you expect to be assisting the same person then you can use a macro like this:
/macro Myn /assist Myndor
This way you won't have to target Myndor first to assist him. If you are dealing with tanks who switch targets frequently, then hit this macro between each cast. It can really save your *** and possibly the whole group.

Zaerken
Full Mana Spec Eldritch (23)
<Deathstriders>
Iseult
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