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Best DOTS--Which Class?

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Hansel & Gretel

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Apr 19, 2000, 3:00:00 AM4/19/00
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I'm curious: Which class has the best DOT spells? And second-best?


Hansel & Gretel
Druid and Warrior Halfling Duo
Karana

John M Clancy

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Apr 19, 2000, 3:00:00 AM4/19/00
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"Hansel & Gretel" <dst...@nospam.com> wrote in message
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Necro without a doubt, then probably shaman then druid a distant 3rd.

Alasdair Allan

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Apr 19, 2000, 3:00:00 AM4/19/00
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Hansel & Gretel <dst...@nospam.com> wrote
> I'm curious: Which class has the best DOT spells? And second-best?

1. Shaman Poison line (Necro get but one level below)
2. Necro Lifetap line
3. Necro Blood Boil line
4. Druid Swarm line
5. Shaman Disease line (Necro get but one level below)
6. Necro Heart Flutter line
7. Enchanter line
8. Druid fire based line

I think those are all the DoTs in the game. On balance, as a class, Necro
is best but the Shaman has the best Dot in the game - Envenomed Bolt. 1200
damage in 42 seconds.

--
Alasdair Allan, Ibrox, Glasgow |England - Country where Marx developed
x-st...@null.net | the basis of Communism
X-Static's Rangers Webzine |Scotland - Country where Smith developed
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mida...@my-deja.com

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Apr 19, 2000, 3:00:00 AM4/19/00
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In article <01bfaa14$39799380$240201c0@dell40>,

"Alasdair Allan" <postm...@x-static.demon.co.uk> wrote:
> Hansel & Gretel <dst...@nospam.com> wrote
> > I'm curious: Which class has the best DOT spells? And second-best?
>
> 1. Shaman Poison line (Necro get but one level below)
> 2. Necro Lifetap line
> 3. Necro Blood Boil line
> 4. Druid Swarm line
> 5. Shaman Disease line (Necro get but one level below)
> 6. Necro Heart Flutter line
> 7. Enchanter line
> 8. Druid fire based line
>
> I think those are all the DoTs in the game. On balance, as a
> class, Necro is best but the Shaman has the best Dot in the game -
> Envenomed Bolt. 1200 damage in 42 seconds.


Necro Darkness line. Probably rates 7. And for me the Lifetap and
Poison lines are a tossup for #1. Poison does more damage and acts
faster, but the lifetap line's damage to mana ratio, in practice,
ranges from nil to negative over time. Its like doing free damage.
And lifetap is resisted less (although poison is resists are pretty
uncommon).


Sent via Deja.com http://www.deja.com/
Before you buy.

Sergey Dashevskiy

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Apr 19, 2000, 3:00:00 AM4/19/00
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In article <38fdcaf7....@news.mbnet.mb.ca>, dst...@nospam.com
says...

> I'm curious: Which class has the best DOT spells? And second-best?

Depends on what you are looking for.
If you need the most damage for your mana (for soloing), then hands down
necros first, with shamans distant second, and everyone else following
very far behind
If you are looking for a group-friendly DoT that doesn't cancel other
spells and acts fast enough to do some damage while the mob is still
alive, shamans may pass necros a bit. Or at least be close to them.

In this argument I'm not considering pets as DoTs (which is what they
are mostly used for in groups)

>
>
> Hansel & Gretel
> Druid and Warrior Halfling Duo
> Karana
>

--
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Xirin, 31st retired druid
Xirinia Gusl'ar, 41st tanking bard of Povar, guildless
Run fast, die often, leave a well dressed corpse.

Fabno Licious

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Apr 19, 2000, 3:00:00 AM4/19/00
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monks are pretty good dots...

but I think the best dotter casters in order are
1) necros
2) druids

--

[35 Enchanter] Fabno (Erudite) <Warriors of Apocalypse>
Erollisi Marr


"Hansel & Gretel" <dst...@nospam.com> wrote in message
news:38fdcaf7....@news.mbnet.mb.ca...


> I'm curious: Which class has the best DOT spells? And second-best?
>
>

Kevlar

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Apr 19, 2000, 3:00:00 AM4/19/00
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Druids probably rank third on the DOT power list but they
have a spell which makes them number 1 on dot effectiveness
list. Snare. With snare the druid makes killing any mob
a piece of cake.

Necros have their darkness line, a much worse version of snare,
everyone else has root, which pretty much sucks.

My 35 druid and a friends 35 necro were slaughtering hill giants
in Rathe mts last night, just the 2 of us, and we fought the giants
where we found them. We were killing as many giants as 2 full
groups of other people. The trick, I pull with snare, he fears.
We stack 4 dot's and let his lvl 34 pet go to work. With the new
messages for spell effects it makes medding in combat soooo
easy. As soon as a spell wears off get up and recast, just make
sure fear and snare are active 100 percent of the fight. Even if the
hill giant got a few hits on us its nothing regen + sow didn't fix.

No danger, little downtime, but found out that hill giants are crap
for xp. Time to go back indoors. (Where snare is even more useful)

-K

Hansel & Gretel wrote in message <38fdcaf7....@news.mbnet.mb.ca>...

Sergey Dashevskiy

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Apr 19, 2000, 3:00:00 AM4/19/00
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In article <8dktfo$oqq$1...@slb2.atl.mindspring.net>,
ksu...@mindspring.com says...

> Druids probably rank third on the DOT power list but they
> have a spell which makes them number 1 on dot effectiveness
> list. Snare. With snare the druid makes killing any mob
> a piece of cake.

Yes, snare effectively reduces the efficiency of any dot by 30%. Snare
is mostly cast assuming that the mob is running, and while the mob is
running your DoT is not doing the full damage.

> Necros have their darkness line, a much worse version of snare,
> everyone else has root, which pretty much sucks.

Even a better pearl. First of all, the snare component of darkness is
worse than snare because of the dual effect of the spell. But darkness
is a DoT, so it's not exactly snare.
Everyone else gets root that sucks? Ever try to root a dotted mob? It
works. At that point you can sit and med for then next DoT. Oh, and by
the way, rooted mob takes full damage of the DoT, unlike snared mob

> My 35 druid and a friends 35 necro were slaughtering hill giants
> in Rathe mts last night, just the 2 of us, and we fought the giants
> where we found them.
> We were killing as many giants as 2 full
> groups of other people. The trick, I pull with snare, he fears.
> We stack 4 dot's and let his lvl 34 pet go to work.

You mean 27ish level pet I think

> With the new
> messages for spell effects it makes medding in combat soooo
> easy. As soon as a spell wears off get up and recast, just make
> sure fear and snare are active 100 percent of the fight. Even if the
> hill giant got a few hits on us its nothing regen + sow didn't fix.
>
> No danger, little downtime, but found out that hill giants are crap
> for xp. Time to go back indoors. (Where snare is even more useful)

Yup! Try to snare kite in dungeon. Or snare-fear. Root-kiting actually
works in dungeons

>
> -K
>
> Hansel & Gretel wrote in message <38fdcaf7....@news.mbnet.mb.ca>...
> >I'm curious: Which class has the best DOT spells? And second-best?
> >
> >
> >Hansel & Gretel
> >Druid and Warrior Halfling Duo
> >Karana
>
>
>

--

Hansel & Gretel

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Apr 19, 2000, 3:00:00 AM4/19/00
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On Wed, 19 Apr 2000 14:47:31 -0400, Sergey Dashevskiy
<xi...@tcimet.net> wrote:
>Yes, snare effectively reduces the efficiency of any dot by 30%. Snare
>is mostly cast assuming that the mob is running, and while the mob is
>running your DoT is not doing the full damage.

Good points, all of it. But in response to the above, as far as I can
recall, DOTs do full damage unless the mob is running TOWARDS you...

So a feared, snared mob takes full damage from a DOT, I think.

Am I wrong?

Sergey Dashevskiy

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Apr 19, 2000, 3:00:00 AM4/19/00
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In article <38fe0754....@news.mbnet.mb.ca>, dst...@nospam.com
says...

Nope, you are correct.

>
>
> Hansel & Gretel
> Druid and Warrior Halfling Duo
> Karana
>

--

Olaf

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Apr 19, 2000, 3:00:00 AM4/19/00
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It does take full damage when feared.

olaf

Hansel & Gretel <dst...@nospam.com> wrote in message

news:38fe0754....@news.mbnet.mb.ca...


> On Wed, 19 Apr 2000 14:47:31 -0400, Sergey Dashevskiy
> <xi...@tcimet.net> wrote:
> >Yes, snare effectively reduces the efficiency of any dot by 30%. Snare
> >is mostly cast assuming that the mob is running, and while the mob is
> >running your DoT is not doing the full damage.
>
> Good points, all of it. But in response to the above, as far as I can
> recall, DOTs do full damage unless the mob is running TOWARDS you...
>
> So a feared, snared mob takes full damage from a DOT, I think.
>
> Am I wrong?
>
>

Malvolin

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Apr 19, 2000, 3:00:00 AM4/19/00
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Hansel & Gretel <dst...@nospam.com> wrote in message

news:38fdcaf7....@news.mbnet.mb.ca...


> I'm curious: Which class has the best DOT spells? And second-best?
>
>

> Hansel & Gretel
> Druid and Warrior Halfling Duo
> Karana

1- Necromancer

2- Shaman

Malvolin

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Apr 19, 2000, 3:00:00 AM4/19/00
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<mida...@my-deja.com> wrote in message news:8dklth$q8j$1...@nnrp1.deja.com...


> Necro Darkness line. Probably rates 7. And for me the Lifetap and
> Poison lines are a tossup for #1. Poison does more damage and acts
> faster, but the lifetap line's damage to mana ratio, in practice,
> ranges from nil to negative over time. Its like doing free damage.
> And lifetap is resisted less (although poison is resists are pretty
> uncommon).

We're talking DOT though, and the Lifetap series acts as a DD spell rather
than a DOT.

Olaf

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Apr 19, 2000, 3:00:00 AM4/19/00
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Leach, VC, Bond are all DoTs, that is what he meant.

olaf

Malvolin <te...@test.com> wrote in message
news:H0qL4.2380$S%4.1...@typhoon.columbus.rr.com...

hughes

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Apr 19, 2000, 3:00:00 AM4/19/00
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> Necro without a doubt, then probably shaman then druid a distant 3rd.

BZZT wrong !

shaman first by a large margin
necro
druid
enchanter
shadowknight
ranger

Kevlar

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Apr 19, 2000, 3:00:00 AM4/19/00
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> Everyone else gets root that sucks? Ever try to root a dotted mob? It
> works. At that point you can sit and med for then next DoT. Oh, and by
> the way, rooted mob takes full damage of the DoT, unlike snared mob
>
Root/Dot works in some situations. Very good in dungeons, I use it all the
time at the ancient croc spawn in Guk. Then again I also use charm and
dot the next croc, alot more mana efficient letting them fight each other.

But try it on a hill giant once, or a cyclops, or any mob that runs sow speed or
close to it. Snare is the only way to fight these monsters. As soon as that
root breaks you are going to get hit, HARD.

Once a mob is snared it will never hit you again, at least as long as you recast the
10 mana snare every time your dot wears off. The snare has about twice the
duration of druid dot's so you should never lose the snare effect, well worth
the 30 percent reduction in damage in my opinion. Besides, fighting animals
druids get fear + snare for full effect. Griffons are trivial at lvl 33 or so when
they turn yellow to a druid, I can kill one using less than 1/2 mana.

Point is, snare gives you time to get off the DOT's. My level 34 drones of doom
has a considerable cast time. Without snare I would not even be able to get it
off even if the mob was out of range when I began casting. Root DOT is good but
you cannot kill big fast mobs with it until they are green to you, the root costs alot
more mana and when it breaks you will be hard pressed to get another to stick
with a full speed pissed off mob beating on you and resisting your spells.

Also try fearing a mob without it being snared, very hard to control its direction and
easy to attract more unwanted attention to yourself. With snare + fear you can cut
off the mob, turn it in a different direction, control the flow of battle. Necro darkness
line does this too, but at a much higher mana cost and shorter duration/higher resist.

Also, I have not tried it yet but I have heard the upgrade, ensnare lasts almost 10 mins.

If this is true I am going to stick my current snare about 10 pages back in my book with
all the other outdated spells.

-K

Sergey Dashevskiy

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Apr 19, 2000, 3:00:00 AM4/19/00
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In article <8dlgc9$qon$1...@slb0.atl.mindspring.net>, ksu...@mindspring.com
says...

> > Everyone else gets root that sucks? Ever try to root a dotted mob? It
> > works. At that point you can sit and med for then next DoT. Oh, and by
> > the way, rooted mob takes full damage of the DoT, unlike snared mob
> >
> Root/Dot works in some situations. Very good in dungeons, I use it all the
> time at the ancient croc spawn in Guk. Then again I also use charm and
> dot the next croc, alot more mana efficient letting them fight each other.
>
> But try it on a hill giant once, or a cyclops, or any mob that runs sow speed or
> close to it. Snare is the only way to fight these monsters. As soon as that
> root breaks you are going to get hit, HARD.

Haven't tried it on hill giants yet. On cyclopses it worked fine. I have
tried it on centaurs as well (they run faster than clopses). The only
problem with clopses was that they were white and yellow to me, so I
barely had enough mana to kill them.
About them hitting you hard, it's not all that bad. I can tank clopses
for a while. Not quite as long as a warrior, but long enough to allow my
root break a few times, and recast it in a fight

> Once a mob is snared it will never hit you again, at least as long as you recast the
> 10 mana snare every time your dot wears off. The snare has about twice the
> duration of druid dot's so you should never lose the snare effect, well worth
> the 30 percent reduction in damage in my opinion.

30% damage reduction puts the DoT in line with nukes efficiency. With the
same mana spent you can snare and nuke. It will take much less time, you
will have less time to worry about running into more clopses, etc. You
will also have more time to med

> Besides, fighting animals
> druids get fear + snare for full effect. Griffons are trivial at lvl 33 or so when
> they turn yellow to a druid, I can kill one using less than 1/2 mana.

They are also fairly rare. There's not enough of them to make it a good
source of experience. snare fear does work great on animals though

> Point is, snare gives you time to get off the DOT's. My level 34 drones of doom
> has a considerable cast time. Without snare I would not even be able to get it
> off even if the mob was out of range when I began casting. Root DOT is good but
> you cannot kill big fast mobs with it until they are green to you, the root costs alot
> more mana and when it breaks you will be hard pressed to get another to stick
> with a full speed pissed off mob beating on you and resisting your spells.

Actually I got my last 4 levels soloing high blue mobs that run with the
speed of SoW. Centaurs in Karana. Didn't need to root-DoT them though, I
tanked. I did have to root-DoT if I pulled more than one though

> Also try fearing a mob without it being snared, very hard to control its direction and
> easy to attract more unwanted attention to yourself. With snare + fear you can cut
> off the mob, turn it in a different direction, control the flow of battle. Necro darkness
> line does this too, but at a much higher mana cost and shorter duration/higher resist.
>
> Also, I have not tried it yet but I have heard the upgrade, ensnare lasts almost 10 mins.

Ensnare is pretty useless -- more mana, has chances of breaking faster,
or lasting longer than snare. Also higher resist rate

Sergey Dashevskiy

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Apr 19, 2000, 3:00:00 AM4/19/00
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In article <38fe5832$0$75...@echo-01.iinet.net.au>,
ran...@opera.iinet.net.au says...
> Kevlar <ksu...@mindspring.com> wrote:
> : Druids probably rank third on the DOT power list but they

> : have a spell which makes them number 1 on dot effectiveness
> : list. Snare. With snare the druid makes killing any mob
> : a piece of cake.
>
> Egads, snare makes DoTs less effective. Sure you don't get
> hit if you're running but while you're running the DoT is
> doing 33% less damage. Root and/or fear are *much* better
> alternatives for DoTing because they still do full damage.

>
> : Necros have their darkness line, a much worse version of snare,
> : everyone else has root, which pretty much sucks.
>
> The darkness line is perfectly adequate. The mistake most
> people make is trying to use their biggest darkness spell
> rather than just continually recasting a low level version
> til it sticks (I still like Clinging Darkness; 1.8 second
> casting time, costs virtually nothing to cast).
>
> : My 35 druid and a friends 35 necro were slaughtering hill giants

> : in Rathe mts last night, just the 2 of us, and we fought the giants
> : where we found them. We were killing as many giants as 2 full
> : groups of other people. The trick, I pull with snare, he fears.
> : We stack 4 dot's and let his lvl 34 pet go to work. With the new

> : messages for spell effects it makes medding in combat soooo
> : easy. As soon as a spell wears off get up and recast, just make
> : sure fear and snare are active 100 percent of the fight. Even if the
> : hill giant got a few hits on us its nothing regen + sow didn't fix.
>
> : No danger, little downtime, but found out that hill giants are crap
> : for xp. Time to go back indoors. (Where snare is even more useful)
>
> The thing you don't understand is that apart from your ability
> to SoW the druid is almost completely redundant in this situation.
> The necro can snare with darkness then fear or they can simply
> root and stack DoTs til the cows come home.

Necro also does not need SoW very much either.

>
>

Billy Shields

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Apr 20, 2000, 3:00:00 AM4/20/00
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Dark Tyger

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Apr 20, 2000, 3:00:00 AM4/20/00
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On 20 Apr 2000 01:06:58 GMT, Billy Shields <ran...@opera.iinet.net.au>
wrote:
[SNIP]

>The thing you don't understand is that apart from your ability
>to SoW the druid is almost completely redundant in this situation.
>The necro can snare with darkness then fear or they can simply
>root and stack DoTs til the cows come home.

Okay, this may be a silly question... I've seen "SoW" used often, but
I haven't seen what it stands for. It's probably something obvious,
but I've got to ask...

--
Change "Tyger" to "half" to email me.
=^..^=
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Fabno Licious

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Apr 20, 2000, 3:00:00 AM4/20/00
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spirit of wolf.

--

[Suicidal Unwanted *Retired* Enchanter] Fabno (Former Erudite)
Former Citizen of Erollisi Marr


"Dark Tyger" <dark...@mindspring.com> wrote in message
news:391b5ad9....@news.mindspring.com...

Jeremy Music

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Apr 20, 2000, 3:00:00 AM4/20/00
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Dark Tyger <dark...@mindspring.com> wrote:
>On 20 Apr 2000 01:06:58 GMT, Billy Shields <ran...@opera.iinet.net.au>
>wrote:
>[SNIP]
>>The thing you don't understand is that apart from your ability
>>to SoW the druid is almost completely redundant in this situation.
>>The necro can snare with darkness then fear or they can simply
>>root and stack DoTs til the cows come home.
>
>Okay, this may be a silly question... I've seen "SoW" used often, but
>I haven't seen what it stands for. It's probably something obvious,
>but I've got to ask...
>
>=^..^=

Spirit of Wolf.

But I have to ask how you can have played this game for more than a day or
two and not know this?

J
--
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Dark Tyger

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Apr 20, 2000, 3:00:00 AM4/20/00
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On Thu, 20 Apr 2000 02:17:04 GMT, re...@darkstar.qx.net (Jeremy Music)
wrote:

>Dark Tyger <dark...@mindspring.com> wrote:
>>On 20 Apr 2000 01:06:58 GMT, Billy Shields <ran...@opera.iinet.net.au>
>>wrote:
>>[SNIP]
>>>The thing you don't understand is that apart from your ability
>>>to SoW the druid is almost completely redundant in this situation.
>>>The necro can snare with darkness then fear or they can simply
>>>root and stack DoTs til the cows come home.
>>
>>Okay, this may be a silly question... I've seen "SoW" used often, but
>>I haven't seen what it stands for. It's probably something obvious,
>>but I've got to ask...
>>
>>=^..^=
>
>Spirit of Wolf.
>
>But I have to ask how you can have played this game for more than a day or
>two and not know this?

Simply, I never bothered to ask when people were shouting requests for
it. ::Shrugs::

Thanks, though. I should have figured it was that.

Kevlar

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Apr 20, 2000, 3:00:00 AM4/20/00
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>Egads, snare makes DoTs less effective. Sure you don't get
>hit if you're running but while you're running the DoT is
>doing 33% less damage. Root and/or fear are *much* better
>alternatives for DoTing because they still do full damage.


Root and or fear are only better if the mob is normal speed,
hill giants and cyclops will do some serious damage to you
as soon as the root breaks, being double attacked in the
90's and bashed in the 40's makes root a poor choice for
hill giants.


Kevlar

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Apr 20, 2000, 3:00:00 AM4/20/00
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I would like you to show me the centaurs that run faster than a cyclops.
I will gladly take you to rathe mts and show you how fast the clops are.
They are about in between sow and normal running speed, race one
without sow and see for yourself. As for centaurs the only ones I thought
were faster than normal are the chargers, and even those I am not sure about.
Sheltie thru courser are all normal running speed.


>30% damage reduction puts the DoT in line with nukes efficiency. With the
>same mana spent you can snare and nuke. It will take much less time, you
>will have less time to worry about running into more clopses, etc. You
>will also have more time to med


Solo I agree, although having a dot will stop the mob from regen, and since at
33% less dmg the dot's are about as mana efficient as Direct damage there is
no reason not to use both for even faster kills.

-K

Sergey Dashevskiy

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Apr 20, 2000, 3:00:00 AM4/20/00
to
In article <8dm8rn$58v$1...@slb0.atl.mindspring.net>,
ksu...@mindspring.com says...

Mobs that I will be hunting (white and lower) don't do that much damage
to me when they break my root. Clopses hit me for averages of mid 20ies,
occasionally for 50, nothing special. I can cast a new root through that
with no problems

Sergey Dashevskiy

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Apr 20, 2000, 3:00:00 AM4/20/00
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In article <8dm9bp$5do$1...@nntp9.atl.mindspring.net>,
ksu...@mindspring.com says...

> I would like you to show me the centaurs that run faster than a cyclops.
> I will gladly take you to rathe mts and show you how fast the clops are.

Cyclopses I can outrun with SoW. Not by much, but I can. Centaurs can
keep up with me easily, if they don't decide to stop and shoot their
dumbass arrows at me. From that I concluded that clopses run slower than
SoW... Easy

> They are about in between sow and normal running speed, race one
> without sow and see for yourself. As for centaurs the only ones I thought
> were faster than normal are the chargers, and even those I am not sure about.
> Sheltie thru courser are all normal running speed.

All of them including foals run with the same speed. I learned that when
I started killing foals at 18.

>
>
> >30% damage reduction puts the DoT in line with nukes efficiency. With the
> >same mana spent you can snare and nuke. It will take much less time, you
> >will have less time to worry about running into more clopses, etc. You
> >will also have more time to med
>
>
> Solo I agree, although having a dot will stop the mob from regen,

Actually the fact that a mob is DoTted doesn't prevent it from
regenerating. It's just every tick when it regenerates, the DoT is also
applied, and negates the effect of the regeneration.

> and since at
> 33% less dmg the dot's are about as mana efficient as Direct damage there is
> no reason not to use both for even faster kills.

Druid DoT lasts 1 minute. If you are burning a snared mob, it's not
likely to live as long as a full minute. So the DoT will do even less
damage, and will be a waste of mana

>
> -K

Alasdair Allan

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Apr 20, 2000, 3:00:00 AM4/20/00
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Sergey Dashevskiy <xi...@tcimet.net> wrote

> In article <8dm8rn$58v$1...@slb0.atl.mindspring.net>,
> ksu...@mindspring.com says...
> > >Egads, snare makes DoTs less effective. Sure you don't get
> > >hit if you're running but while you're running the DoT is
> > >doing 33% less damage. Root and/or fear are *much* better
> > >alternatives for DoTing because they still do full damage.
> >
> >
> > Root and or fear are only better if the mob is normal speed,
> > hill giants and cyclops will do some serious damage to you
> > as soon as the root breaks, being double attacked in the
> > 90's and bashed in the 40's makes root a poor choice for
> > hill giants.
>
> Mobs that I will be hunting (white and lower) don't do that much damage
> to me when they break my root. Clopses hit me for averages of mid 20ies,
> occasionally for 50, nothing special. I can cast a new root through that
> with no problems

Remember, this guy is a Dr00d and most likely has a level 10 Defense skill.
It is more than likely any Giant beating on him will hit for 90 *every*
single time instead of the 30 to 40 damage the rest of us are used to.

In any case, with the exception of 1 named Griffon and 1 named Cyclops, all
large outdoor mobs are slower than SoW. Hell, one type of mob is slower
than unbuffed running!

Olaf

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Apr 20, 2000, 3:00:00 AM4/20/00
to
Haha. Shamans have the best DOT from a purely damage/time perspective, but not
the best DOTs. You could also make a good argument that Bond of Death is better
than envenomed bolt.

olaf

hughes <hugh...@bellsouth.net> wrote in message
news:rmrL4.4765$zG.33...@news1.mco...

John the Thorny Platypus

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Apr 20, 2000, 3:00:00 AM4/20/00
to
On Thu, 20 Apr 2000 01:20:20 GMT, dark...@mindspring.com (Dark Tyger)
wrote:

>Okay, this may be a silly question... I've seen "SoW" used often, but
>I haven't seen what it stands for. It's probably something obvious,
>but I've got to ask...

Spirit of Wolf, and soon: Scale of Wolf (an upgrade to Spirit, but uses
the same abbreviation). I can just see it now: "No, not THAT SoW! The
GOOD SoW!"

Platypus
--------


Kevlar

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Apr 20, 2000, 3:00:00 AM4/20/00
to
>Remember, this guy is a Dr00d and most likely has a level 10 Defense skill.
>It is more than likely any Giant beating on him will hit for 90 *every*
>single time instead of the 30 to 40 damage the rest of us are used to.


Its not the defense skill, its the wonderful armor class of 400 or so that us
druids get thanks to having no real armor worth wearing compared to the
+wis stuff. All the good armor bloodstained, darkmail, anything with even
a bit of metal in it is off limits. Plus we are talking about a level 35 here,
half the hill giants still con yellow. I am sure when I am level 50 and have
ac in the 700's I will be able to tank anything as well as the next guy.

-K


Sang K. Choe

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Apr 20, 2000, 3:00:00 AM4/20/00
to
On Thu, 20 Apr 2000 13:50:35 -0000, "Kevlar" <ksu...@mindspring.com>
wrote:

>>Remember, this guy is a Dr00d and most likely has a level 10 Defense skill.
>>It is more than likely any Giant beating on him will hit for 90 *every*
>>single time instead of the 30 to 40 damage the rest of us are used to.
>
>Its not the defense skill, its the wonderful armor class of 400 or so that us
>druids get thanks to having no real armor worth wearing compared to the
>+wis stuff.

What the hell level are you that you have an AC of 400?!?
*Naked* with my defense skill, I have an AC of about 520 ~ 530 (can't
seem to squeeze out that last few points for some damn reason--might
be time to go pay Ping a visit...have they beefed up that
ubermerchant?).

>...Plus we are talking about a level 35 here,


>half the hill giants still con yellow.

At level 35, your defense cap is 175. Your AC *naked* should be close
to 480. If you have an AC of 400 with armor on, you're defense skill
is miserably low.

>I am sure when I am level 50 and have
>ac in the 700's I will be able to tank anything as well as the next guy.

Your AC will cap at level 40--anything past that will be from "better"
armor.

-- Sang.


Sang K. Choe

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Apr 20, 2000, 3:00:00 AM4/20/00
to
On Wed, 19 Apr 2000 22:06:58 -0400, xi...@tcimet.net (Sergey
Dashevskiy) wrote:

>> But try it on a hill giant once, or a cyclops, or any mob that runs sow speed or
>> close to it. Snare is the only way to fight these monsters. As soon as that
>> root breaks you are going to get hit, HARD.
>
>Haven't tried it on hill giants yet. On cyclopses it worked fine. I have
>tried it on centaurs as well (they run faster than clopses). The only
>problem with clopses was that they were white and yellow to me, so I
>barely had enough mana to kill them.

Hill giants are no more special than cyclops--just a few levels higher
and about an extra 600hps. With decent defense skill, you can channel
through their smacks and their smacks won't hurt all that much.

>> Once a mob is snared it will never hit you again, at least as long as you recast the
>> 10 mana snare every time your dot wears off. The snare has about twice the
>> duration of druid dot's so you should never lose the snare effect, well worth
>> the 30 percent reduction in damage in my opinion.
>

>30% damage reduction puts the DoT in line with nukes efficiency. With the
>same mana spent you can snare and nuke.

Resists.
Nukes if you account for the odd ball resists, won't be as efficient
as snare/dot. However, nukes are faster and it's not as boring (not
that it's all that interesting to start with).

>> Also, I have not tried it yet but I have heard the upgrade, ensnare lasts almost 10 mins.
>
>Ensnare is pretty useless -- more mana, has chances of breaking faster,
>or lasting longer than snare. Also higher resist rate

Nope, they fixed it.
It's resisted less than snare (admittedly a small sample size--but if
I can get it to stick the first time on a blue dragoon in Nek
reliably, I'd say that's pretty impressive), costs about twice as much
(35 mana vs. 15 mana) and against white/blue cons lasts over 10 mins
(11 to 13 is what the tests show).

I actually went and bought this spell last night. :-)

-- Sang.

Sang K. Choe

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Apr 20, 2000, 3:00:00 AM4/20/00
to
On Thu, 20 Apr 2000 08:09:52 -0400, Sergey Dashevskiy
<xi...@tcimet.net> wrote:

>> They are about in between sow and normal running speed, race one
>> without sow and see for yourself. As for centaurs the only ones I thought
>> were faster than normal are the chargers, and even those I am not sure about.
>> Sheltie thru courser are all normal running speed.
>
>All of them including foals run with the same speed. I learned that when
>I started killing foals at 18.

No.
Centaurs and Aviaks are rather unusual in that the smallest ones are
near SoW speed (actually it may be sow speed--I can out run them in
FotGW). Centaur foals and Aviak egrets are very fast. When an aviak
train forms with an egret in it, it's always the PC (running at SoW
speed) running ahead of the pack of birds with just the egret on his
back.

The rest of the birds/horese are "normal" speed.
The only centaur I'm aware of that's faster than SoW are Sharkan, Ulan
and Clotho Meadowgreen.

-- Sang.


The Edge

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Apr 21, 2000, 3:00:00 AM4/21/00
to

Kevlar <ksu...@mindspring.com> wrote in message
news:8dng79$p56$1...@slb3.atl.mindspring.net...

> >Remember, this guy is a Dr00d and most likely has a level 10 Defense
skill.
> >It is more than likely any Giant beating on him will hit for 90 *every*
> >single time instead of the 30 to 40 damage the rest of us are used to.
>
>
> Its not the defense skill, its the wonderful armor class of 400 or so that
us
> druids get thanks to having no real armor worth wearing compared to the
> +wis stuff. All the good armor bloodstained, darkmail, anything with even
> a bit of metal in it is off limits. Plus we are talking about a level 35
here,
> half the hill giants still con yellow. I am sure when I am level 50 and

have
> ac in the 700's I will be able to tank anything as well as the next guy.
>

What the hell armor are you wearing? Buffed with my own buffs at level 35,
my AC is in the 650-660 range with my AC gear on, and I don't have anything
unattainable for my level, and I keep forgetting to pick up a mask of some
sort with some AC.

Sergey Dashevskiy

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Apr 21, 2000, 3:00:00 AM4/21/00
to
In article <OG0mJC8q$GA.342@cpmsnbbsa04>, jwe...@email.msn.com says...

Well, I'm not the original poster, but I can guess:
Platinum Armband -- ac 0
Nightshade Wreath -- ac 1
BIM -- ac 0
one or other ruby veil -- ac 0
Paw gloves -- ac 4
Wolf Fur Slippers -- ac 4 (?)
PPBs -- ac 2, or RMBs -- ac 5
Testament of Vanear -- ac 0
the other stuff actually might have decent armor rating

Sang K. Choe

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Apr 21, 2000, 3:00:00 AM4/21/00
to
On Fri, 21 Apr 2000 15:09:41 -0400, Sergey Dashevskiy
<xi...@tcimet.net> wrote:

>> > Its not the defense skill, its the wonderful armor class of 400 or ...
>> > ...Plus we are talking about a level 35 here,


>>
>> What the hell armor are you wearing? Buffed with my own buffs at level 35,
>> my AC is in the 650-660 range with my AC gear on, and I don't have anything
>> unattainable for my level, and I keep forgetting to pick up a mask of some
>> sort with some AC.
>
>Well, I'm not the original poster, but I can guess:

It doesn't matter. A level 35 druid with an AC of 400 is a joke.
At level 35, his defense cap is 175--even if you're naked if your
defense isn't miserably low your AC should be well over 400.

-- Sang.

Sergey Dashevskiy

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Apr 21, 2000, 3:00:00 AM4/21/00
to
In article <mqd1gssrriog620jc...@4ax.com>,
sa...@choenet.com.remove.this.com says...

Yup. My druid (retired) has mesh robe and pants (that's all his
equipment). I believe his AC at level 30 is about 480 or 460. If at 35 a
druid's AC is 400, it just means that his defense skill is not capped.
And guess why would that be? :)

>
> -- Sang.
>

NBarnes

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Apr 21, 2000, 3:00:00 AM4/21/00
to
Sergey Dashevskiy wrote:
> jwe...@email.msn.com says...

> > What the hell armor are you wearing? Buffed with my own buffs at
> > level 35, my AC is in the 650-660 range with my AC gear on, and I
> > don't have anything unattainable for my level, and I keep
> > forgetting to pick up a mask of some sort with some AC.

> Well, I'm not the original poster, but I can guess:

> Platinum Armband -- ac 0
> Nightshade Wreath -- ac 1
> BIM -- ac 0
> one or other ruby veil -- ac 0
> Paw gloves -- ac 4
> Wolf Fur Slippers -- ac 4 (?)
> PPBs -- ac 2, or RMBs -- ac 5
> Testament of Vanear -- ac 0
> the other stuff actually might have decent armor rating

My AC at 50th is around 745, with buffs. I have a good defense
skill (acquired at the cost of a great deal of blood in the late 30s
and early 40s, soloing GKs with damage shields in SolB), and I use....

Earrings - x2 Gold Jasper, AC 0, Wis 3x2
Face - Plat Ruby, AC 0, wis 7
Neck - Chrysoberyl Talisman, AC 5, wis 3, mana 20
Head - Froglok Crown, AC 12
Rings - Plat Jasper, AC 0, wis 6x2
Arms - Vermiculated, AC 7 (was Azure Sleeves, AC 12)
Gloves - Splitpaw Hide, AC 4(ish), wis 2
Bracers - Runed Mithril, AC 5x2, wis 5x2
Shoulder - Braided Ivy Cords, AC 5, wis 5
Tunic - Vermiculated, AC 15, wis 13 (was Foreman's, AC 10, wis 3)
Pants - Vermiculated, AC 8, wis 5 (was Gatorscale, AC 7, wis 4)
Boots - Vermiculated, AC 5 (was Dwarven Work Boots, AC 8)
Belt - Thick Leather Apron, AC 8

As you can see, I have a lot of +wis stuff on and still manage
to have an AC comfortably above 700. My wisdom is about 175,
which is short of the 200 that most people aim for, but, honestly,
I don't think that the extra 25 wisdom is worth taking that much
extra pain for, since I don't usually need the extra mana.
I believe that it's possible for a druid to have a wisdom in the
190s and an AC over 800 with buffs, if they have a maxxed defense
and the proper planar/dragon items (Runewood Shield, White
Dragonscale, Tobrin's Mystical, Drakeskin Make).

NBarnes - Dina Demeteran, 50th circle druid, Sol Ro
Claire d'Lune, 19th level rogue, Sol Ro

Sergey Dashevskiy

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Apr 21, 2000, 3:00:00 AM4/21/00
to
In article <3900E0A2...@earthlink.net>, nba...@earthlink.net
says...

> My AC at 50th is around 745, with buffs. I have a good defense
> skill (acquired at the cost of a great deal of blood in the late 30s
> and early 40s, soloing GKs with damage shields in SolB), and I use....
>
>

Yup, it's definitely possible. I apologise if you took my comment
personally. It was aimed at druids that have low armor class due to their
playing style (which is fine), that complain about their low armor class
(which is stupid)

hughes

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Apr 21, 2000, 3:00:00 AM4/21/00
to
> 190s and an AC over 800 with buffs, if they have a maxxed defense
> and the proper planar/dragon items (Runewood Shield, White
> Dragonscale, Tobrin's Mystical, Drakeskin Make).
>
> NBarnes - Dina Demeteran, 50th circle druid, Sol Ro
> Claire d'Lune, 19th level rogue, Sol Ro

Actually its even better than that . Its possible to have a wis of 200 and
ac over 850 buffed with just average planar gear. If you include some of the
sky toys it gets really obscene.


Morgan

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Apr 21, 2000, 3:00:00 AM4/21/00
to
Hansel & Gretel wrote:
>
> I'm curious: Which class has the best DOT spells? And second-best?

Shamans get the strongest Poison and Disease DoTs.

Necromancers are a little weaker in those lines but have a few more lines,
so are better all around.

Druids also get very respectable DoTs.

--
Morgan
(crossposting all posts to rec.games.computer.everquest)

NBarnes

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Apr 22, 2000, 3:00:00 AM4/22/00
to
Sergey Dashevskiy wrote:

> Yup, it's definitely possible. I apologise if you took my comment
> personally. It was aimed at druids that have low armor class due
> to their playing style (which is fine), that complain about their
> low armor class (which is stupid)

Nah, just commenting on the possibilities for druids that worry
about their AC. Druid AC is pretty bad compared with the potential
AC of shamans or clerics, but it's not _that_ bad.

John Henders

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Apr 23, 2000, 3:00:00 AM4/23/00
to

> I believe that it's possible for a druid to have a wisdom in the

>190s and an AC over 800 with buffs, if they have a maxxed defense
>and the proper planar/dragon items (Runewood Shield, White
>Dragonscale, Tobrin's Mystical, Drakeskin Make).

Not disagreeing with the main conclusion, but tobrin's eyepatch is 0 ac.
Mithril mask would be better if they let you roll on it. My AC is still
in the low 700 area with a large amount of Vermiculated armor. Last
defence improvement I saw was 3 weeks ago at 199 when I was tanking an
ice giant while an enchanter buddy tried to get fear to stick. Not sure
if I hit 200 as I tend to mainly get beat on by planar mobs now and it's
easy to miss.

--
Artificial Intelligence stands no chance against Natural Stupidity.
GAT d- -p+(--) c++++ l++ u++ t- m--- W--- !v
b+++ e* s-/+ n-(?) h++ f+g+ w+++ y*


NBarnes

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Apr 23, 2000, 3:00:00 AM4/23/00
to
John Henders wrote:
> NBarnes <nba...@earthlink.net> writes:

> > I believe that it's possible for a druid to have a wisdom in the
> >190s and an AC over 800 with buffs, if they have a maxxed defense
> >and the proper planar/dragon items (Runewood Shield, White
> >Dragonscale, Tobrin's Mystical, Drakeskin Make).

> Not disagreeing with the main conclusion, but tobrin's eyepatch is
> 0 ac. Mithril mask would be better if they let you roll on it. My
> AC is still in the low 700 area with a large amount of Vermiculated
> armor. Last defence improvement I saw was 3 weeks ago at 199 when I
> was tanking an ice giant while an enchanter buddy tried to get fear
> to stick. Not sure if I hit 200 as I tend to mainly get beat on by
> planar mobs now and it's easy to miss.

Yes, but Tobrin's offers 15 wis. If the goal is to get both 190+
wisdom and 800+ AC, then you need the most efficient items on both
counts. Though Tobrin's doesn't offer AC, the 15 wisdom is so huge
that it can well allow the user to forgo getting wisdom from other
pieces of armor in favor of higher AC pieces. In fact, that math
is necessary if a druid is to get higher than 800 AC, since many,
much more mediocre, +wis items are also lacking AC. With Tobrin's,
a druid can look into Plat Fire Opal rings, Azure Sleeves, and
Froglok Crowns, at the same time as they keep wisdom close to max.
A Polished Mithril Mask is an excellent item (and I sure wish I
had one), but its wisdom bonus is less than half that of Tobrin's,
and I don't think the 5 ac it gives makes up for the loss.

Sang K. Choe

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Apr 24, 2000, 3:00:00 AM4/24/00
to
On Sun, 23 Apr 2000 17:22:06 GMT, NBarnes <nba...@earthlink.net>
wrote:

I currently have the BCP (no WIS), Froggy Crown (no WIS), and Verm
Sleeves (no WIS) but still managed to hit 200 WIS. If I change out my
fruity booty for my verm booty, I have 191 WIS and a slight increase
in my AC. And I don't have the eye patch--nor do I have any desire to
get it. If your race is a halfling or woodelf with maxxed out base
WIS, it's absolutely trivial to get your WIS to 200 with miniminal
sacrifices.

My AC is currently in the mid 700's.

It's really not hard to get past the 750 mark while keeping near 200
WIS for a druid as long as your defense skill is reasonably high.

If/When I get my Verm tunic, I'll be swapping out both my jasper rings
for either my plat jade rings (AC4, 20hps, 20mana) or plat fire opal
rings (I'll probably take the jade rings since a difference of 2 raw
AC isn't going to make much difference against a plane mob and
anything else I can tank fairly well these days). This will put me at
201 WIS and give me 8 more raw AC (not to mention 40 hps/mana).

Once I get my Verm tunic, I'll be spending a lot of time with my old
friend Ping to try and max out my defense skill--but man is that slow
without a shaman AGI buff...

-- Sang.

Hansel & Gretel

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Apr 24, 2000, 3:00:00 AM4/24/00
to
On Mon, 24 Apr 2000 11:13:21 -0700, Sang K. Choe
<sa...@choenet.com.remove.this.com> wrote:

>It's really not hard to get past the 750 mark while keeping near 200
>WIS for a druid as long as your defense skill is reasonably high.

If my defense is low, I could go to newbie-land and attack a bat or
fire beetle with one hit and (assuming that doesn't kill it) turn off
autoattack and stand there while I sit back with a coffee and a copy
of War and Peace.... Couldn't I? Dull, tedious but safe way to
increase defense?

Heh, kind of an amusing image... Newbies running up and seeing you
"in trouble", maybe linkdead, and killing your little fire beetle to
help you...

/e sighs and grabs another beetle...

Sayyyy... For that matter, why just one li'l ol' bat? Why not 10?
Defense would go up 10 times as fast...


Hansel & Gretel
Druid and Warrior Halfling Duo
Karana

Sergey Dashevskiy

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Apr 24, 2000, 3:00:00 AM4/24/00
to
In article <3904aa26...@news.mbnet.mb.ca>, dst...@nospam.com says...

> On Mon, 24 Apr 2000 11:13:21 -0700, Sang K. Choe
> <sa...@choenet.com.remove.this.com> wrote:
>
> >It's really not hard to get past the 750 mark while keeping near 200
> >WIS for a druid as long as your defense skill is reasonably high.
>
> If my defense is low, I could go to newbie-land and attack a bat or
> fire beetle with one hit and (assuming that doesn't kill it) turn off
> autoattack and stand there while I sit back with a coffee and a copy
> of War and Peace.... Couldn't I? Dull, tedious but safe way to
> increase defense?

Your melee abilities only increase from fighting things that give you
experience

Vincent Archer

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Apr 25, 2000, 3:00:00 AM4/25/00
to
Morgan (mor...@misleading.com) wrote:
> Shamans get the strongest Poison and Disease DoTs.
>
> Necromancers are a little weaker in those lines but have a few more lines,
> so are better all around.
>
> Druids also get very respectable DoTs.

Necromancers get so many DoTs, they often have problems keeping them all
on their 8-box selectors :)

They also accrue so much hate for all this that they have to learn NOT to
inflict too many DOTs or they learn to tank (for about 3s).
--
Vincent Archer Email: arc...@nevrax.com

Nevrax France. Off on the yellow brick road we go!

Hansel & Gretel

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Apr 25, 2000, 3:00:00 AM4/25/00
to
On Mon, 24 Apr 2000 16:53:36 -0400, xi...@tcimet.net (Sergey
Dashevskiy) wrote:

>Your melee abilities only increase from fighting things that give you
>experience

Oh, sure, just burst my bubble. Shoot me down. KICK ME WHILE I"M
DOWN, WHY DON'T YOU?

Hehehehe.... j/k. Ah well, it was a thought...


Hansel & Gretel
Druid and Warrior Halfling Duo
Karana

Sergey Dashevskiy

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Apr 25, 2000, 3:00:00 AM4/25/00
to
In article <3905a480...@news.mbnet.mb.ca>, dst...@nospam.com
says...

> On Mon, 24 Apr 2000 16:53:36 -0400, xi...@tcimet.net (Sergey
> Dashevskiy) wrote:
>
> >Your melee abilities only increase from fighting things that give you
> >experience
>
> Oh, sure, just burst my bubble. Shoot me down. KICK ME WHILE I"M
> DOWN, WHY DON'T YOU?
>
> Hehehehe.... j/k. Ah well, it was a thought...

It was actually a good one too. I used to practice my offensive skills on
other people's kills (with their permission of course). It helps quite a
bit

Sang K. Choe

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Apr 25, 2000, 3:00:00 AM4/25/00
to
On Mon, 24 Apr 2000 20:13:53 GMT, dst...@nospam.com (Hansel & Gretel)
wrote:

>On Mon, 24 Apr 2000 11:13:21 -0700, Sang K. Choe
><sa...@choenet.com.remove.this.com> wrote:
>
>>It's really not hard to get past the 750 mark while keeping near 200
>>WIS for a druid as long as your defense skill is reasonably high.
>
>If my defense is low, I could go to newbie-land and attack a bat or
>fire beetle with one hit and (assuming that doesn't kill it) turn off
>autoattack and stand there while I sit back with a coffee and a copy
>of War and Peace.... Couldn't I?

Nope, you have to be hit by something that can potentially give you
exp if you kill it (or con at such a level). Otherwise, there will be
no increase in skill. This is the reason why if you haven't kept up
your skills at lower levels (where things don't hit anywhere near as
hard), you're kinda screwed. Since at level 50, only 37th level mobs
are blue (you can probably do it with 35/36--but that would be mind
numbingly slow), and those clowns tend to hit pretty damn hard if your
defense skill is too low.

-- Sang.

Mark Sheldon

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Apr 26, 2000, 3:00:00 AM4/26/00
to
Alasdair Allan wrote in message <01bfaa14$39799380$240201c0@dell40>...

>> I'm curious: Which class has the best DOT spells? And second-best?
>
>1. Shaman Poison line (Necro get but one level below)
>2. Necro Lifetap line
>3. Necro Blood Boil line
>4. Druid Swarm line
>5. Shaman Disease line (Necro get but one level below)
>6. Necro Heart Flutter line
>7. Enchanter line
>8. Druid fire based line
>
>I think those are all the DoTs in the game. On balance, as a class, Necro
>is best but the Shaman has the best Dot in the game - Envenomed Bolt. 1200
>damage in 42 seconds.


U missed the most mana-efficient dots in the game (even if they're kinda
short-lived...

(-: Zel :-)


Sergey Dashevskiy

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Apr 28, 2000, 3:00:00 AM4/28/00
to
In article <8ea2e6$qbp$1...@newsg1.svr.pol.co.uk>,
z...@niteblade.fsnet.co.uk says...

Which one is that? The bard DoTs?

>
> (-: Zel :-)
>
>
>
>

--
Vedun, 30th tank mage

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