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
Post Comment
mana spells
# Jun 01 2003 at 7:34 PM Rating: Default
is mana ripple and all the other mana spells pbaoe
hehe
# Jan 12 2003 at 3:59 AM Rating: Decent
18 posts
lol... snare at eld dd vrom vacuumancy is real
____________________________
cyclonefury ..lvl 21 eld.in pvp server
Range of spells in DD line
# Aug 28 2002 at 8:40 AM Rating: Default
Hio,

just a question about the spellrange of the vac DD line. Will it ever go over 300?

cu Dunai - Manaeld (28) Germany/Avalon/Hibernia
Snare Vs Dmg shield
# Aug 13 2002 at 5:27 PM Rating: Default
I am a full spec mana Elderitch. In my eyes it is the way to go for soloing, RvR and Grouping. Snare/DD should not be underestimated while soloing. But there is 1 thing I must stress to all young Enderitch out there.

If you are soloing it is a bad idea to use your damage shield at all. Once the mob hits you... your shield hits the mob and POOOOF snare is gone. Keep that in mind.

I have an enchater for a friend. This is where Pbae come in handy we both have it. He sarts by pulling about 7-8 yellows/oranges. Then we rush in to where the pet is and pbae, quickcast/pbae. Once we both do that all mobs are dead. Minimal mana has been used and we gain Uber exp. By far I think Enchanter and Elderich Partnering is far better then Tank and healer.

I hope I have helped a few more lost souls or added a new idea to us Vet players out there
DUELING!
# Jul 28 2002 at 10:47 PM Rating: Default
i dont know if u guys have tried a mana eld in dueling but they are incredible. my lvl 50 eld is 48 mana 24 light i recently went to an organized dueling session and looked rlly fun so i beckoned for a match as soon as it started i insta con debuff the caster then insta dex debuff with light then i hit him with a stun, snare dd/pbae and he down i used that combo with all 4 casters i faced and knoced them over ezy then for the tanks the con debuff tore them to shreds i got in 3 snares before i used stun on them and pbae i hit for 1300 on him he killed over ezy. i was 0 loss 5 wins i got a nice rep that night good rps and a new hobby
Mana is only for Keep defence?
# Jun 28 2002 at 8:39 AM Rating: Default
Hey, I'm a lvl 11 Eld, who have specialized in mana, since i play in a group consisting of 2 others (a tank and healer), and we only play when all 3 are online (otherwise, we're playing on our mains). My prob is: Are mana magic good for keep raiding, and offensiv RvR combat, or is it only for keep defence ? I could imagine offensive is difficult, because you gotta go point blank, but that's where light magic and AE mezz comes in.... but am i wrong ? I plan on going 48 mana // 25 light, since i want all the dmg i can get... when they're dead, they can't harm me... when they resist mezz, and i can't do enough dmg, I'm toast.. that's why the 48//25 imo.... but the main question: Is mana Elds only for RvR defence, or not ? Gimme some good arguments :-)
Mana works perfectly
# May 08 2002 at 8:10 PM Rating: Default
my straight lvl29 mana eldritch can solo yellows with no problem and the snare seems to stack...each one reducing speed by 60% after half the life is gone. But you have to remember first snare drops them from 100% movement, to 40% movement. The next snare is only gonna drop them 60% more of their current movement...so about 17% movement. Also, when soloing, I start off with the base void bolt, then stun, and i can usually get off two snares while they are stunned...by this time they have no hope of getting anywhere near me before they die.
RE: Mana works perfectly
# Jun 21 2002 at 6:22 PM Rating: Default
Im mana eld too and if i kite a bit, and dont get too much resisted, I can do oranges...
But I think you are a bit confused, cus I dont think the snare spells stack...the mob moves slower when its hurt, thats all.
I wont argue tho...
Pats
# Feb 18 2002 at 8:09 AM Rating: Default
*pats on back*

* Cold?s Bitter Grip (Lesser) Realm:AlbionSkill:Path of Ice Classes:Elementalist
* Theurgst
* Wizard
Player Level:5Power Cost:5Casting Time:2.50 sec.Duration:16 secRange:25'Description: Enemy Rooted: 1% movement

The Wizard and Eldritch snare is two totally different things.
Dang
# Feb 18 2002 at 8:04 AM Rating: Default
The snare spells aren't all that great and IMO need to be re-vamped. You would think as your snare spells become greater it would slow down movement rate more than 60% or at least last more than 30 sec. All of them only last 30 sec. The only thing that improves is the damage, and the damage isn't all that great. Just my 2cp.

oh btw, yeah I noticed that to. Got a lvl 8 Eldritch and a low wizzy, his snare seems to slow the mob a lot more than the Eld snare.
1.45 pacth
# Feb 15 2002 at 3:13 PM Rating: Default
ok I am lvl 23 mana eld the 1.45 patch added serval ranged AOE apells most start with kinetic something becareful on how you use these like I said there ranged aoe the area of effect is cast off the intended target . very useful in RVR and dungeon fighting where an eld doesnt want to in the front lines .
heres a tip for free when you cast a mana AOE
such mana eddie or mana splash run in on the target get as close as you can the fire away the closer you are to the target the harder it hits
also get acustom to using your quickcast if being hit you can usealy get off one more spell .
Unlisted spell line?
# Feb 11 2002 at 10:05 AM Rating: Default
I'm getting another spell line that is not listed above from Vaccumancy. Doing a SHIFT + I on it says it is an AoE "Attack speed decrease" but it seems more to be a targettable AoE with damage and snare. I got the first spell in this line at lvl 14.
RE: Tlacotli Ohmati
# Jan 25 2002 at 7:15 AM Rating: Default
I have a lvl 9 mana eldricht (testing many different classes now cause only 1 week till server goes down) and i can kill yellows easily
and they can hit me only once(that is that they dont resist) and the ensnare spells work perfectly!
I just Cast Ensnare, ensnare, ensnare, Mana Ripple and quickast mana ripple
RE: Tlacotli Ohmati
# Jan 25 2002 at 8:36 PM Rating: Default
Just because you can kill things with mana does not show that the snare works, just that the damage does. Like I said, while on Albion I can SEE the things slow down when I cast a DD/Snare....they start to crawl toward me but on Hib they do not seem to slow down any more than when I cast a light spell of similar Damage.

My Eldritch has Light = 25, Mana = 21, Void = 5.

Now I want you do do an experiment, blast one with a DD and watch it....blast it with a DD/snare that does similar damage. And if you want to see the real difference go to Albion and play a Wizard and take the ice path (then you will see what DD/Snare should be like)
RE: Tlacotli Ohmati
# Mar 28 2002 at 10:19 AM Rating: Default
omg, you slit spec on eldritch? you are suck. no need to say more.
RE: Tlacotli Ohmati
# Feb 07 2002 at 12:42 PM Rating: Default
Yep, the snare line works like a charm. I can kite orange stuff around if I just use my snare DDs... If, however, someone else damages it in anyway or I damage it in any other way, the snare is removed and it runs full speed. With the snare I can kill yellows before they even get to me while oranges and reds require a little kiting...

lvl 23 mana eldritch
RE: Tlacotli Ohmati
# Feb 05 2002 at 3:40 AM Rating: Default
I've always seen them slow down. If I don't use snare I can cast 2-3 spells. With snare 4-6. Not sure if that actually lets you see it slow down but it takes the mob alot longer to reach you.

Lvl 32 eldritch
Tlacotli Ohmati
# Jan 24 2002 at 9:27 PM Rating: Default
I do not believe that the snare works correctly for the DD/snare spells in mana. I have used the equiv. spells for Albion for the wizard and can see the MOBS slow down, while on Hib I see no difference in their mad rush to slay my Light/Mana based Eldritch.
RE: Tlacotli Ohmati
# Mar 25 2002 at 1:23 AM Rating: Default
I think your problem isnt that snare doesnt work correctly.. its more or likely that u are using spells that arent meant for your level..

if u spread so much.. your low level spells wont affect monsters all the time. try going one route down all the way and u will get more powerfull spells .. then u will see them work 2
RE: Tlacotli Ohmati
# Feb 08 2002 at 2:51 PM Rating: Default
The snares work fine. Are you, or anyone else, casting on or damaging the mob after you snare it? Snare is removed if someone else attacks your target or if you hit it with something else than a snare DD...

For example, if you use snare, snare, snare, AE, the snare effect is lost once it is AE'd
AOE
# Jan 14 2002 at 10:46 AM Rating: Default
Did anyone realize (or can confirm for certain) that the non-targetting AOE can be extremely useful for hitting (or even unhiding after the next patch) hidden people near you that you are having a problem finding.

Can someone confirm that it will actually hit the hidden person? I would assume if it DIDN'T, that would make no sense.. it should, and would be really useful.
RE: AOE
# Feb 11 2002 at 9:58 AM Rating: Default
Yes, if a hidden person is in the range of the vaccumancy point blank AE, they will be hit for damage (if not resisted) and will be unhidden.
mana magic
# Jan 04 2002 at 2:36 PM Rating: Default
also, not to mention the AOE debuff that halfs all heals
mana magic
# Jan 04 2002 at 2:34 PM Rating: Default
mana magic is **** powerful, i was in a keep getting raided and when the invaders got to the second door me and a void eld did our aoe on them trying to break down the door and absolutley wasted all of the invaders
Few questions
# Dec 03 2001 at 10:56 PM Rating: Default
First off whats kiting?

Second what am I doing wrong?

Currently i can barely take blues with mana spec although im only lvl 9.

I use slow, slow, slow, and slow, then usually run but by that time i get hit once, maybe twice, so i run run run and then after im far enough away i turn and slow, slow and hope i kill it.
RE: Few questions
# Aug 08 2002 at 7:59 AM Rating: Default
I think you are ignoring one of the more pwoerful mana spells. If you stun stun stun then use the aoe nontarget spell then quickcast it the monster should die unless earlier ressisted
RE: Few questions
# Jan 20 2002 at 4:10 AM Rating: Default
If you have trouble kiting using the strategy you've outlined, try reducing the number of DDs you cast before running for distance. I typically cast my DD 3 times, run (saving sprint for emergiencies - resists/ adds), /face, DD 1 or 2 times depending on range, run, /face, etc. Much longer than a Void spec'ed Eld true. Void Elds have their own troubles though.
RE: Few questions
# Mar 06 2002 at 3:43 PM Rating: Default
And what troubles are those?
RE: Few questions
# Dec 26 2001 at 3:19 AM Rating: Default
Lately I found I could solo oranges by kiting them. Cast 4 snare blasts, sprint away until half my endurance is gone, turn and nuke 3 more times. If monster is not crawling at this point.. run for your life. Otherwise you can put a bit more distance and nuke until it's dead.

The trick is to value your life more than the kill. Don't feel the loss if you lose the kill, you'll feel it more if you die.

Also, when kiting, there is one thing I learned. Sometimes..if you get too far from the monster and it is hurt badly, it will run away (and will keep running when you approach.) For some reason they run at normal speed even if badly hurt. They will run and run and run, and unless you can sprint to catch up.. forget about them. Here's where the lesson comes in. If you stick around that area, the monster will heal up.. then once you get close enough to it again.. it will run up and attack you. So, if a monster gets away, move on to another area, otherwise, you will probably die when it catches you off guard.
RE: Few questions
# Dec 26 2001 at 4:20 AM Rating: Default
I did that a few times too!

to give my tired caster a leg up - i decided to pick on water monsters, since I noticed that they run a bit slower out of the water anyhow.
RE: Few questions
# Dec 05 2001 at 5:23 PM Rating: Default
I believe kiting is doing what you're doing... hit n run.

My full spec mana eld is 16, I can usually get off 4 slows then quick cast a 5th to kill or snare then cast a blast for a kill everytime on a blue... though it depends on how long ago i got my slow. -> since our spells are on a 5 lvl rotation.
Quickcast is a skill you have - casts spell in half the time, for twice the mana... un interruptable. Once you've been hit, you pretty much gotta use your quickcast or get a snare off to cast a spell(only get 1 quickcast every 20 seconds).
Try to find a group. 1 tank, 1 healer, and you. Then get the tank to pull 1-3 baddies, use your mana ripple spell. Do not cast anything until all monsters have been engaged(hit) by the tank... don't even cast your ranged stuff. The closer you stand to em, the more dmg mana ripple does. Once the tank figures out your capabilities -- they'll love partying with you.
Also, you can use your (light) snare spell... 2 second cast time, fits btwn most enemy attacks. To get off another blast, since it causes a 3 second pause. And 3 seconds is the cast time of most of your spells. Remember - your mana ripple does alot more dmg than your slow, so use that upclose instead.
RvR
# Nov 12 2001 at 10:16 PM Rating: Default
I dunno why everyone is trying to figure out the AoE's, it's obvious RvR is the main reason to spec mana. Other players aren't mobs and therefore wont all "agro". I find PvE boring and see the main point of it is to get higher lvl to do RvR, which is a total rush.
RE: RvR
# Nov 13 2001 at 4:48 PM Rating: Default
Problem with AoE's in RvR is that if there is a monster running around near the enemy and you AoE you're getting agroed by them and if they kill you, you're losing xp. Has already happened to me a few times. In RvR most of the time the enemy B-lines for you if you are AoEing because it pretty much puts a bullseye on you for the enemy to kill you first. I dunno how many times I got killed because I started AoEing. First thing that happens is the enemy stuns you then nukes you or shoots you. Remember the AoE of Mana is PB based so you can't hit anything at range, and that means getting too close to the enemy. I have gotten 158 realm points so far in RvR and only about 20 of those points are from AoE. I've gotten more from void bolts.

RE: RvR
# Feb 05 2002 at 3:45 AM Rating: Default
I use the AoE alot. In PvE i use it cause it does the most damage. In RvR I use it through doors to hit the ones trying to repair the door. But as stated above. I often draw attention from scouts or bowmen cause I hit them too. So I die alot...but it is worse it. You can even do damage to keep doors with AoE, if u don't target it.

Lvl 32 mana eldritch
PB AoE
# Nov 10 2001 at 1:10 PM Rating: Default
I have a level 25 full spec in mana and most people seem to discount the PB AoE and not use it. Well if you train your melees properly you can do HUGE damage in a group setting using it, it's one of my favorite group tactics. Of course you have to be careful doing this and use it at the proper time. What you do is this: Ensure the melees in the group know to engage ALL the mobs that are pulled in, when they are engaged you step in the middle of them and hit your PB AoE for huge damage on all mobs. Once the melees get used to this tactic they love how fast the mobs drop and will do this as a matter of course. What I am seeing is around 130 - 150 damage to reds, 150 - 170 to oranges, 170 - 190 to yellows, 200+ to blues using the level 20 spell and remember it's to all mobs in the area (unless they resist of course). The closer you are to the mob (I stand right on the main targets head hehe) the more damage it does so it's more effective if the mobs are bunched. It's not a tactic for the weak hearted, if you mess up your going to have a lot of angry mobs after your **** :)
RE: PB AoE
# Nov 13 2001 at 5:12 PM Rating: Default
Do not use AoE in a group unless every mob is engaged. One nuke from an unattacked mob and its coming after you... At high levels the most you can take is 3 hits. That means you going down before the healer has a chance to heal you because they are watching the fighters not you. My tactic against multiples usually is AE mez and wait, if they come at me then I catch the healers attention. Usually the healer sics the pet on that monster and I start nuking. Pets are great for getting stuff off you.
If you nuked first and they aren't already engaged even a fighter can't taunt it off you. You're a dead man.
RE: PB AoE
# Nov 10 2001 at 1:13 PM Rating: Default
I forgot one thing. The PB AoE also has fairly low agro if the mob has been hit by a melee. You can definately get one and most times two off without the mob agroing you if a melee has hit it once or twice.
Hawkins
# Nov 08 2001 at 5:11 PM Rating: Default
Hey, I am looking for a good RvR spec. Being able to solo PvM would be nice too, but it's not a must. I', really interested in viable RvR specs, either full or otherwise. Any suggestions?

Hawkins
Stackable?
# Nov 08 2001 at 11:45 AM Rating: Default
Does Anyone know if Entropic Affliction and Lesser Strength Dispersal can stack?

They seem to be two different kind of debuffs. Does anyone know?
RE: Stackable?
# Nov 28 2001 at 1:27 PM Rating: Default
Yes, they can. I often cast the Str Dispersal followed by the Affliction. Not sure if the Str part stacks but you can make them weaker and disease them.
Altar
# Nov 04 2001 at 4:12 PM Rating: Default
according to this page mana has an AE spell that does 300 dmg where as void's best DD spell is like 285... that would make it seem like mana is way better... is ther ea catch or something?
RE: Altar
# Nov 05 2001 at 2:00 PM Rating: Default
the catch is that the AE spell for mana is personal based, meaning it radiates out from your person. Void's best AE radiates from the target out and does have a smaller radius. so you trade radius and dmg for distance when you go to mana. It is very easy to solo with void spells. If you specialize in void at level 22 for example both your bolts do over 150 dmg to oranges. Thats 300 dmg to the monster before he even gets close. While a Mana specialized person can also solo, their tactic involves alot of kiting. One mistake and its all over. I am about 90% specialized in mana and took down a orange giant ant yestoday. I had to use sprint to get away far enough when my first snare was resisted. This could spell disaster for any kiter. The whole fight took a full minute or two instead of the seconds it would take a void soloer to kill it. This is the difference. On a different note however, I am great in groups, I have a AE disease spell and I use the AE light mez in combo with the mana AE. Last night I was able to save the healer by killing the 3 oranges that killed everyone else. Mana is definately the hardest specialization for eldrichs but it can be alot of fun if you play it right. Its not for everybody.
Meloryn of Merlin
# Nov 04 2001 at 2:58 PM Rating: Default
I am full-spec mana and I love it. I can easily solo yellows: snare snare snare snare run snare. And when you are full-spec, all the spells in Mana are very consistent and between 100%-125% the benchmark numbers. The mana ripple is a suicide tactic in battle, all the aggro like you. But generally my debuffs are resisted a lot, but its still a lot of fun.
Eh?
# Nov 03 2001 at 5:33 PM Rating: Default
I'm level 11 and only have 3 spells from this category? how can I get more??
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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