View Full Version : Dread Spikes II
Cljader1
08-10-2011, 04:19 PM
Dread Spikes II - Drains 150% of damage taken, lasting 60 secs with no damage cap. casting time 1.5 seconds (that half the casting time of dread spikes I) recast 5 minutes mp cost 140mp.
ex: for example if the mob hits you for 50 damage, dread spikes II drains 75 hit points
I don't see any reason why we cant have this, ninjas have Utsusemi Ichi/Ni, we should have a second tier of dread spikes. Dread spikes as it exist right now is pathetic, it has a long casting time, it can be resisted, has a damage cap, it doesn't work on the undead, and it has a 3 minute recast time. Allowing drk's to have a 2nd tier of dread spikes would help balance out the job's survivability issues. Again there should be no reason why SE cant add this to our repertoire in the dimensions I discussed above
Ezekial
08-10-2011, 07:25 PM
so pretty much you're asking for 60 seconds of invulnerability every 5 minutes against anything not resistant to dark element?
Best thing they could do to dread spikes is to make it last a lot longer and have a fast cast time.
agreed, the only thing that dread spikes needs is a longer duration to justify the awful casting time/mp cost.
Cljader1
08-10-2011, 09:33 PM
so pretty much you're asking for 60 seconds of invulnerability every 5 minutes against anything not resistant to dark element?
Best thing they could do to dread spikes is to make it last a lot longer and have a fast cast time.
Did you read my post, no one said anything about 60 seconds of invulnerability and dread spikes II will NOT give you that. It deos not protect against magic attacks of any kind and it does not protect against weaponskill damage of any kind, it only protects against regular physical attacks just like dread spikes I. I wish you would read and understand my post before you offer your criticism.
Rafien
08-10-2011, 10:42 PM
I could go for anything of the sort.
Toukai
08-11-2011, 01:05 AM
Did you read my post, no one said anything about 60 seconds of invulnerability and dread spikes II will NOT give you that. It deos not protect against magic attacks of any kind and it does not protect against weaponskill damage of any kind, it only protects against regular physical attacks just like dread spikes I. I wish you would read and understand my post before you offer your criticism.
Paladin's Invincible doesn't really make them invincible either.
With no damage cap though mobs that use hundred fists would just kill themselves on your spikes. If we were gonna get a 2nd Dreadspikes it would have to have a damage cap. And really all they really need to do is fix our current dreadspikes, increase duration, lower mp cost and recast.
Rafien
08-11-2011, 01:51 AM
Paladin's Invincible doesn't really make them invincible either.
With no damage cap though mobs that use hundred fists would just kill themselves on your spikes. If we were gonna get a 2nd Dreadspikes it would have to have a damage cap. And really all they really need to do is fix our current dreadspikes, increase duration, lower mp cost and recast.
Is this really a bad thing though?
Paladin's invincible is pretty standard vs all mobs, they hit the Paladin and Paladin ignores the damage.
Dark Knights Spikes are basically the same thing, but are completely useless against undead, and lets face it, there is a lot of undead in this game. Why not give us 1 mob that we can just completely destroy with our Spikes. Such as a mob doing hundred fists and kill themselves by attacking us.
Dark Knights entire thing is based upon either you die or I die but one of us is going to die real soon. I think it'd be a great idea.
Cljader1
08-11-2011, 05:02 AM
Paladin's Invincible doesn't really make them invincible either.
With no damage cap though mobs that use hundred fists would just kill themselves on your spikes. If we were gonna get a 2nd Dreadspikes it would have to have a damage cap. And really all they really need to do is fix our current dreadspikes, increase duration, lower mp cost and recast.
Ok and so what that's the benefits of having the spikes, paladins dont get touched with hardly anything will there invincibility (not to mention almost every spell pld has is useful), a mob cant touch ninja at all unless its a aga magic spell, and dont let me get started on what dnc has. That what the spikes are suppose to do, protect against physical damage of regular hits. Your example of hundred hand fist is extremely situational, but guess what if the mob does a regular ws your dead, or if he cast fire 5 again you dead, and what if the spikes are resisted now you are taking damage. I think this is more than fair for all the thing the gave other jobs and the restrictions they placed on dread spikes
What is this i dont even..
god save us all if SE listens to you people. drk will never get properly fixed
Sanders
08-13-2011, 05:35 PM
Did you read my post, no one said anything about 60 seconds of invulnerability and dread spikes II will NOT give you that. It deos not protect against magic attacks of any kind and it does not protect against weaponskill damage of any kind, it only protects against regular physical attacks just like dread spikes I. I wish you would read and understand my post before you offer your criticism.
You strongly suggest invulnerability when you say "150% of damage taken." Granted that bars statuses, but for folks who play this game, "damage taken" means all damage. So jumping in after the fact with what you meant to say doesn't make your first post any better of an idea.
Dread Spikes is the parallel to PLD's Reprisal. Anyone notice? And considering that, my only personal complaint is the cast time/duration. Both spells are defensive spikes (with stat bonuses based on skill<3), and granted PLD is almost surely being hit when they cast Reprisal, they're not any worse at timing spells than DRK and Reprisal casts in 0.5sec. Also comparing to Reprisal, the Dread Spikes duration seems a little short-changed. Reprisal lasts a minute, but it's perpetual; whereas, Dread Spikes Lasts for a minute but can end sooner if enough damage has been drained based on HP.
You strongly suggest invulnerability when you say "150% of damage taken." Granted that bars statuses, but for folks who play this game, "damage taken" means all damage. So jumping in after the fact with what you meant to say doesn't make your first post any better of an idea.
Dread Spikes is the parallel to PLD's Reprisal. Anyone notice? And considering that, my only personal complaint is the cast time/duration. Both spells are defensive spikes (with stat bonuses based on skill<3), and granted PLD is almost surely being hit when they cast Reprisal, they're not any worse at timing spells than DRK and Reprisal casts in 0.5sec. Also comparing to Reprisal, the Dread Spikes duration seems a little short-changed. Reprisal lasts a minute, but it's perpetual; whereas, Dread Spikes Lasts for a minute but can end sooner if enough damage has been drained based on HP.
You guys are retarded asking for more dread spikes.......
the spells is OP already
having longer duration isn't asking for too much imo. I think that i'm being very reasonable. Just silly that it wears off so quickly (I'm not asking for it to absorb MORE damage just to last a bit longer if you mistime a cast it can be down for what nearly 2 min? Ice spikes and the like aren't like that.
having longer duration isn't asking for too much imo. I think that i'm being very reasonable. Just silly that it wears off so quickly (I'm not asking for it to absorb MORE damage just to last a bit longer if you mistime a cast it can be down for what nearly 2 min? Ice spikes and the like aren't like that.
with max recast its up for 1 min and down for 30 Sec if it lasted the whole 1 min Adding anymore damage absorbed is also crazy as just keeping this ONE spell up all you can /sch will do untold amounts of damage on a monster.
Its fine how it is because anymore and it will because overpowered if you have ever REALLY used Dread spikes you will see where im coming from. ive latterly Kited mobs for the time spikes was down already and killed them on /sch with JUST spikes not even engaging.
add a terror effect on dread spikes (as useless as stun on shock spike)
Calamity
08-14-2011, 11:10 PM
I'd kinda like to see other varieties of spikes. Let's say some that absorb MP or TP. They'd be nice options for the right situations, or for that little period while you're waiting for the dread spikes timer.
Urteil
08-17-2011, 10:17 AM
It'd be cool if dreadspikes wasn't made useless by anything that's:
Undead
Resistant to Magic
Resistant to Darkness
Has any kind of magical defenses.
It'd be cool if dreadspikes wasn't made useless by anything that's:
Undead
Resistant to Magic
Resistant to Darkness
Has any kind of magical defenses.
Nothing in this game works on everything.
Urteil
08-17-2011, 04:13 PM
Nothing in this game works on everything.
Nearly everything works better than dread spikes.
Nearly everything works better than dread spikes.
with max recast its up for 1 min and down for 30 Sec if it lasted the whole 1 min Adding anymore damage absorbed is also crazy as just keeping this ONE spell up all you can /sch will do untold amounts of damage on a monster.
Its fine how it is because anymore and it will because overpowered if you have ever REALLY used Dread spikes you will see where im coming from. ive latterly Kited mobs for the time spikes was down already and killed them on /sch with JUST spikes not even engaging.
Cool story bro,
less snazzy comebacks and more logical replies this forum is already stupid enough without you wasting posting space on them
Rezeak
08-18-2011, 02:12 AM
Imo dreadspikes could be a little cheaper(because of DRK lack of mp recover options) outside that it's fine tho i'd like a longer duration.
W/ out haste you can keep it up 50% of the time
w/ haste(15%) you can keep it up 60% of the time
Now to the point in abyssea /MNK with counter stance you can hit 60-70% counter rate meaning u take near 60%-70% less DMG and dread spike will cover 2187 hp w/ counter it covers 6k Worth of melee DMG w/ -dmg% gear it'll cover 7500 in DMG and in 60 secs there not many mobs that deal that much melee dmg in 60 secs which means DRK with /MNK in abyssea is invincible "to melee DMG" 50-60% of the time (66% with march)
Now to the point dread spikes is v/strong when used in the correct situation but it's not melee DMG that kills DRK it's WS/Ja/Magic that kills us and honestly Dread spikes II isn't gonna fix that
Imo dreadspikes could be a little cheaper(because of DRK lack of mp recover options) outside that it's fine tho i'd like a longer duration.
inb4 dev say "We would like to have players rely on others for MP recovery issues and with RDM having refresh one and two we do not feel the need to lower MP cost"
W/ out haste you can keep it up 50% of the time
w/ haste(15%) you can keep it up 60% of the time
Now to the point in abyssea /MNK with counter stance you can hit 60-70% counter rate meaning u take near 60%-70% less DMG and dread spike will cover 2187 hp w/ counter it covers 6k Worth of melee DMG w/ -dmg% gear it'll cover 7500 in DMG and in 60 secs there not many mobs that deal that much melee dmg in 60 secs which means DRK with /MNK in abyssea is invincible "to melee DMG" 50-60% of the time (66% with march)
Now to the point dread spikes is v/strong when used in the correct situation but it's not melee DMG that kills DRK it's WS/Ja/Magic that kills us and honestly Dread spikes II isn't gonna fix that
With the rest tho /mnk is cool and all but NOt a viable option as a sub for a few reasons
Most monsters that are worth slapping more defensive options on for will dispell counterstance making /mnk give .. boost?
any non-Low man situation hate will be everywhere not just on a single person meaning that /mnk will hurt your overall damage output and kill speed.
anndddddd /mnk is only good inside abyssea when nothing can one shot you (lol over +100% hp) and MP is about infinite.
Rezeak
08-18-2011, 10:57 AM
Abyssea side
/MNK is definitively as a viable as /SAM in a small or large group and imo more so.
Damage issue you brang up ... ok /SAM gets more weaponskills, big deal torcleaver is meh compared to our melee side and i do agree if your not pulling hate /SAM will beat /MNK slightly but honestly most of the time i'm pulling hate even if it's not full time it's enough to make the difference in DMG so small it's not worth caring about.
In other words in low man DRK/MNK beats /SAM in high man /SAM can pull ahead but /MNK isn't that far behide and if ya sustain hate /MNK is gonna win.
As for most monsters having dispel in low man (aka only WHM and DRK) yea there a few mobs(not most) that dispel or other debuffs that make /MNK as good as /NIN or /SAM but in most cases it's not a issue you'll usally get 2-3 mins of counterstance before you lose it the rest can be offset with stuns dread spikes and full -pdt gear fact i duoed a large section of my cala espically the 85-90 stage is proof of this not to mention some mobs have patterns when u know dispel is coming so that you can avoid or save counterstance for afterwards.
Outside lowman when dispel is an issue you don't need to have counterstance up till needed cause like u said hate will bonuce but i do find when i'm going all out w/SE + LR i will have hate most of the time because of how hate works and in the small windows whne i'm countering w/ LR and SE my DMG is insane to a point that /SAM could never touch.
Either way all that is just saying it's equal but the 3 main reasons imo /MNK is the better sub in large groups are these.
1. Staggers DRK/MNK can have access to earthcrusher and Sunburst /MNK (need merits and some skill gear) it's 1 more than /SAM (jinpu) but Abyssea is about staggers and having 1 more is large thing.
2. Staying alive longer in most cases /MNK will stay alive longer and be less of a drain on the WHMs mp pool which if ya have 3 WHM for 18 people is a good thing honeslty when /SAM is the better DD the trade for DMG to stay alive longer is a much larger advantage.
3. Is versatility, in a large group yes difference of /SAM and /MNK isn't big unless you split up to camp multiple NMs and DRK/MNK + WHM can prettty much kill and stagger Low tier NMs pretty fast so it just allows your group to have 1 more tank/holder/dd rather than just a DD.
Either way this post is well too long but in my experince when i come to abyssea /SAM outside staggering i'm not that useful the DMG is decent but if i wasn't there the other members could of killed it
But when i'm /MNK i speed things up alot it's another potential person that can split off and farm pops/KI's for people and if things go bad on a NM i can tank/hold an NM where /SAM would just die.Either way the days i'm need DRK/MNK i'm more than just a stagger job to the point my ls will want/need me to sub MNK and even come DRK cause i have the gear and the knowledge to it.
Outside of abyssea
i'd never /MNK, it's /NIN or /SAM all the way
Abyssea side
/MNK is definitively as a viable as /SAM in a small or large group and imo more so.
Damage issue you brang up ... ok /SAM gets more weaponskills, big deal torcleaver is meh compared to our melee side and i do agree if your not pulling hate /SAM will beat /MNK slightly but honestly most of the time i'm pulling hate even if it's not full time it's enough to make the difference in DMG so small it's not worth caring about.
In other words in low man DRK/MNK beats /SAM in high man /SAM can pull ahead but /MNK isn't that far behide and if ya sustain hate /MNK is gonna win.
As for most monsters having dispel in low man (aka only WHM and DRK) yea there a few mobs(not most) that dispel or other debuffs that make /MNK as good as /NIN or /SAM but in most cases it's not a issue you'll usally get 2-3 mins of counterstance before you lose it the rest can be offset with stuns dread spikes and full -pdt gear fact i duoed a large section of my cala espically the 85-90 stage is proof of this not to mention some mobs have patterns when u know dispel is coming so that you can avoid or save counterstance for afterwards.
Outside lowman when dispel is an issue you don't need to have counterstance up till needed cause like u said hate will bonuce but i do find when i'm going all out w/SE + LR i will have hate most of the time because of how hate works and in the small windows whne i'm countering w/ LR and SE my DMG is insane to a point that /SAM could never touch.
Either way all that is just saying it's equal but the 3 main reasons imo /MNK is the better sub in large groups are these.
1. Staggers DRK/MNK can have access to earthcrusher and Sunburst /MNK (need merits and some skill gear) it's 1 more than /SAM (jinpu) but Abyssea is about staggers and having 1 more is large thing.
2. Staying alive longer in most cases /MNK will stay alive longer and be less of a drain on the WHMs mp pool which if ya have 3 WHM for 18 people is a good thing honeslty when /SAM is the better DD the trade for DMG to stay alive longer is a much larger advantage.
3. Is versatility, in a large group yes difference of /SAM and /MNK isn't big unless you split up to camp multiple NMs and DRK/MNK + WHM can prettty much kill and stagger Low tier NMs pretty fast so it just allows your group to have 1 more tank/holder/dd rather than just a DD.
Either way this post is well too long but in my experince when i come to abyssea /SAM outside staggering i'm not that useful the DMG is decent but if i wasn't there the other members could of killed it
But when i'm /MNK i speed things up alot it's another potential person that can split off and farm pops/KI's for people and if things go bad on a NM i can tank/hold an NM where /SAM would just die.Either way the days i'm need DRK/MNK i'm more than just a stagger job to the point my ls will want/need me to sub MNK and even come DRK cause i have the gear and the knowledge to it.
Outside of abyssea
i'd never /MNK, it's /NIN or /SAM all the way
You didnt actually Prove or disprove anything with this post you say that having 1 more stagger is huge when any nin + drk gets all teh stagers with out gimping a member <.<
talking shit about Torcleaver means you dont know how to use it.
/sam will always outdamage /mnk because you limiting dreadspikes effectiveness and also losing hasso for when LR is down..
and blah blah come back with just a simple reason Why what i said was wrong not a novel of a situation where the situational is situational.
Urteil
08-18-2011, 04:02 PM
Cool story bro,
less snazzy comebacks and more logical replies this forum is already stupid enough without you wasting posting space on them
I already posted why its useless, I gave four concise examples which took up little to no space. You should work on your comprehension.
If you want to stop wasting space you can get rid of your overdone, cliche, Joker signature.
That totally makes everyone think you're on an on the edge psychopathic badass, with a Laissez-faire attitude on morality and life, where to the victor go all the spoils and everything is transient to you.
Because you're so on the edge.
Man.
Urteil
08-18-2011, 04:03 PM
You didnt actually Prove or disprove anything with this post you say that having 1 more stagger is huge when any nin + drk gets all teh stagers with out gimping a member <.<
talking shit about Torcleaver means you dont know how to use it.
/sam will always outdamage /mnk because you limiting dreadspikes effectiveness and also losing hasso for when LR is down..
and blah blah come back with just a simple reason Why what i said was wrong not a novel of a situation where the situational is situational.
DRK/SCH with dreadspikes is situational. But apparently to you on the previous page that is somehow relevant for making it "overpowered."
Cljader1
08-18-2011, 05:24 PM
Cool story bro,
less snazzy comebacks and more logical replies this forum is already stupid enough without you wasting posting space on them
Your opinions are generally idiotic, I cant even began to understand why you say dreadspikes are fine the way they are. The spell cost 78 mp with a 4 second casting time, 3 minute recast time, with a damage cap of half the drk's hp capacity, and it only work against regular physical attacks. For the spell being the hallmark of top tier dark magic, it sucks ass; it offer no ws protection, no magic protection, its ineffective against undead, resisted by dark based mobs, resisted by magic based mobs, resisted by mobs with magical defenses. At the very least we should get a 2nd tier of this spell.
Rezeak
08-19-2011, 12:12 AM
/sam will always outdamage /mnk because you limiting dreadspikes effectiveness and also losing hasso for when LR is down..
Sooo dread spikes doing 300 dmg to a mob is better than countering a mob for 700-900 .... your trying too hard.
either way i agree /MNK isn't a viable sub if it's lvl 21 lol(ffxiah) ^^
Your opinions are generally idiotic, I cant even began to understand why you say dreadspikes are fine the way they are. The spell cost 78 mp with a 4 second casting time, 3 minute recast time, with a damage cap of half the drk's hp capacity, and it only work against regular physical attacks. For the spell being the hallmark of top tier dark magic, it sucks ass; it offer no ws protection, no magic protection, its ineffective against undead, resisted by dark based mobs, resisted by magic based mobs, resisted by mobs with magical defenses. At the very least we should get a 2nd tier of this spell.
So you want an OP spell to go with your OP spell to totally OP drk? Cool Story bro.
MP cost is null because SE already said they want us working as a team and RDM sures gets that MP recovery spell refresh and we sure get a lot of refresh gear
Shadows dont block all Weaponskills neither does 3rd eye. not having it proc on weaponskills was a reasonable Application. Also in the latest SE note on ninja they said they are going to make Weaponskills wipe Shadows MORE because Shadows are so OP for normal hits.
lol so you want to Take Allll stratigy out of the game and make it so DS can steal HP from monsters that are hard to nuke and undead and such?
well fuck i want to bring my blm out and kill Catarae but that isnt happening.
Sooo dread spikes doing 300 dmg to a mob is better than countering a mob for 700-900 .... your trying too hard.
Your not counting for more than i Crit for with SS RR Apoc atmas Less over boated blah blah more real numbers.
Cljader1
08-19-2011, 09:05 AM
So you want an OP spell to go with your OP spell to totally OP drk? Cool Story bro.
Please stop calling dreadspikes Over-powered, Lord forbid SE takes you seriously
Lordscyon
08-19-2011, 10:15 AM
Dread Spikes II or death...
StingRay104
08-19-2011, 11:35 AM
Dread Spikes II or death...
I forget whose manifesto it was but Camate stated that Death as a spell wasn't happenin. Also only thing they need to do with Dread Spikes is remove the hp cap on it, and remove the insane super resistance to dark magic spells on mobs.
Urteil
08-19-2011, 11:38 AM
Please stop calling dreadspikes Over-powered, Lord forbid SE takes you seriously
This. +3
Again, and again.
Please stop calling dreadspikes Over-powered, Lord forbid SE takes you seriously
Quote more than the Sarcastic one liner when you try and make a point <3
I forget whose manifesto it was but Camate stated that Death as a spell wasn't happenin. Also only thing they need to do with Dread Spikes is remove the hp cap on it, and remove the insane super resistance to dark magic spells on mobs.
This was stated in the BLM manifesto
Also Work or the gear you are casting in for dread spikes there is a balance of haste/HP/ darkmagic skill that you need to make it work out right
the removal of the HP drained cap could work IF and only if they fixed how resistances work to make it so monsters that swing for alot resist it and changed nothing else
and aimed at no one
Think about how you can fix your own problems with the spell
getting resisted ? Get more dark magic skill gear
Wearing off to fast? get moar HP
Recast to high? Get a brd to haste you
Not enough MP to cast? Kiss a RDM
While Fixes and patches are nice fully removing limitations set in game mechanics is not a patch unless the spell is totally useless ( shit aint Tier 3 nukes am i right?) i can see wanting less strict Limitations as plosable but none have really come up for me to cmnt on.
Rezeak
08-19-2011, 02:20 PM
Your not counting for more than i Crit for with SS RR Apoc atmas Less over boated blah blah more real numbers.
It's called Souleater either way still doesn't change the fact the u think countering does less dmg than Dreadspikes (unless ur using a 1 DMG sword to stagger :P )
It's called Souleater either way still doesn't change the fact the u think countering does less dmg than Dreadspikes (unless ur using a 1 DMG sword to stagger :P )
/facepalm im saying that the overall boost in damage /mnk gives is close to or behind that of /sam in alot more situations that you are providing as examples.
Raw Weaponskill Usige frequince as well as hasso when last resort are down resort to something.
Nothing in this game can be eyeballed like you are doing. you need to get some real numbers or show me in math why my math is soo fucked up.
honestly any major t3 nm inside abyssea i'm usually /mnk and tanking it like a champ. Going /mnk outside abyssea is a disaster waiting to happen lmao. Its an abyssea only sub (or ballista if you're feeling suicidal) but inside abyssea it's ridiculously sexy. I speak from so much personal experience that its pretty hard to refute.
I better clarify. I AM IN NO MEANS TRYING TO SAY THAT /MNK HAS MORE DAMAGE POTENTIAL THAN /SAM IN ANY WAY SHAPE OR FORM
but for normally ridiculously hard stuff like t3 khim and other things. All you need is a semi conscious whm and a stunner who doesn't suck (or if you're lazy some type of on event for stun) and normally rough fights are a cakewalk with CS. Sure it can be dispelled ,but is very rare and I can count the mobs that can do this on one hand (and also is something that can be easily gotten around of), the overriding goodness that is counterstance is too good to pass up.
Rezeak
08-22-2011, 02:59 PM
I'll try and put this another way cause honestly i can't really see ur point jar i mean it's lost in stuff like /mnk limits dread spike effectiveness.
I'll try and make it clear as i can
For dmg /SAM is the main sub but /MNK is close enough /SAM and there are alot of cases were i find the kill speed to be higher but this isn't the point i sub and i'm happy to say /SAM > /MNK for DMG cause it doesn't matter.
The point was you say DRK/MNK is not a viable sub and ur point is based off the DMG perspective or so it seems
I was saying the the loss of damage is not a issue and totally worth it for what you gain ask any DRK that acully has level there MNK sub and tryed it.
Ofc it's not a viable sub if the only thing u care about of DRK is DMG which imo is so dumb since there are other jobs that fill that role so much better in abyssea so why wouldn't you focus on being versatile because with gear DRK/MNK can be a solid DD at the same time being one of the best tanks for abyssea while covering alot of staggers.
As for the bs you can't tank honestly the list is small i mean the dispel issue is only on a few NMs like the hydra the only real issue i have /MNK is stuff that has things like doom or death which isn't really a issue that i can't tank is that you need 2-3 people that can either way point is DRK/MNK can tank when it can't it's sititational and rare.
Ps this is all in abyssea and goddamn this is off topic
there are alot more dispel mobs that that but overall agreed.
Cljader1
08-25-2011, 05:40 AM
Dreadspikes just sucks, I went on a 5 vnm run for trails and all of them was immuned to dreadspikes. I mean this spell sucks ass, it's immuned and HEAVILY resisted my so many nms its sickening. Its a damn shame that my subs offers 10 times more protection than my main job deos with its joke of a spell list. No job with mp has more of a piss poor spell list than drk.
Dreadspikes just sucks, I went on a 5 vnm run for trails and all of them was immuned to dreadspikes. I mean this spell sucks ass, it's immuned and HEAVILY resisted my so many nms its sickening. Its a damn shame that my subs offers 10 times more protection than my main job deos with its joke of a spell list. No job with mp has more of a piss poor spell list than drk.
No monster other than undead are totally immune to dread spikes
Elementals and avatars also have Special Resistances to magic of all types (see Garuda VNM thats about immune to all Enfeebs but para..)
Cljader1
08-25-2011, 06:09 AM
No monster other than undead are totally immune to dread spikes
Elementals and avatars also have Special Resistances to magic of all types (see Garuda VNM thats about immune to all Enfeebs but para..)
Are you smoking, pixie nms/vnm are all immune too dread spikes and a bunch of other vnms are flat out immune to the spells. Check the nms Urd, Skuld, Lamprey Lord they are not resistant to the spell they are flat out immune to it. wtf are you talking about dont spread false information on these forum
i feel sorry for anyone on drk trying to tank lampreylord lmao
Cljader1
08-25-2011, 09:00 AM
i feel sorry for anyone on drk trying to tank lampreylord lmao
You cant tank lamprey lord he resets hate constantly, and have a constant hate reset ability *shakes head*
oh sure acid mist rapes shadows or w/e and then en poison kills you. try again!
btw I said tank not any form of kiting or pinning.
try harder!
Cljader1
08-25-2011, 11:07 AM
oh sure acid mist rapes shadows or w/e and then en poison kills you. try again!
btw I said tank not any form of kiting or pinning.
try harder!
what are you talking about, I already address your coming about tanking Lamprey Lord. No one said anything about drks tanking anything, when your fighting LL hate will bounce around...the mob has hate reset abilities which it uses frequently and dreadspikes offer no protection when you get smacked. This mob along with a bunch of other ones are immuned to dreadspikes which is just dumb
Are you smoking, pixie nms/vnm are all immune too dread spikes and a bunch of other vnms are flat out immune to the spells. Check the nms Urd, Skuld, Lamprey Lord they are not resistant to the spell they are flat out immune to it. wtf are you talking about dont spread false information on these forum
Pixies fall under Elementals Check how they work with trials bro <3 and LL is a special case not sure what SE wanted to do with that one...