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The Spirit Realm • View topic - Raid Debuffing?

Raid Debuffing?

Help and information specific to the above aspects of play at all levels.

Moderators: Druid Mods, Paladin Mods, Shaman Mods

Raid Debuffing?

Postby Greeznok » Sun May 20, 2007 12:16 am

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Postby Fenier » Sun May 20, 2007 1:08 am

Druids:

Maximum Debuffing:

Hand of Ro
Icefall Breath
Blistering Sunray (is also a DoT)
Hoar Frost
Fixation of Ro
Skin to Vines

Cold-Immune:
Hand of Ro
Sun's Corana
Fixation of Ro
Blistering Sunray
Skin to Vines

Fire-Immune:
Icefall Breath
Hoar Forst

Casting Orders:
Hand of Ro is a -200 Fire Debuff which further debuffs fire. It should be the primary debuff used. After that you can follow up with Sun's Corana & Fixation of Ro. Blistering Sunray is a useful DoT which also lowers FR and AC, and if your having issues landing Sun's Corana or Fixation of Ro, I recommend doing that second.

Icefall Breath increases Cold Damage dealt to the mob and is basically required for the Landing of Hoar Frost.

Skin to Vines makes the mob a Plant, and increases Fire Damage dealt to the mob. The debuff is short casting and unresistable. It does not work on Undead, Summoned or Construct mobs.

Effects:

Resists:

Hand of Ro, and Blistering Sunray lower FR
Icefall Breath Lowers CR

Attack:
Hand of Ro
Sun's Corana / Hoar Frost (they don't stack)
Fixation of Ro

Attack debuffing is very important. Follow the following links for more information:
http://thedruidsgrove.org/eq/forums/sho ... hp?t=13107
http://www.thesteelwarrior.org/forum/sh ... +Debuffing

Armor Class:

Hand of Ro
Blistering Sunray
Sun's Corana & Hoar Frost
Icefall Breath

Lowering AC is roughly equivalent to increasing the attack value of every melee hitting the mob.

Increase Spell Damage:

Icefall Breath +Cold Damage
Skin to Vines +Fire Damage
Druid Epic 1.5 and 2.0 - +30% or 50% to spell damage, all resists.
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Postby joks » Sun May 20, 2007 2:12 am

According to Lucy, Fixation of Ro doesn't stack with either Sun's Corona or Hoar Frost - any comment on this?

I think our current debuffing scheme is something like
Shammies - Malos and slow
Enchanters - Tash and cripple
Mages - Malosinise
Druids - Hand of Ro, Icefall Breath, Sun's Corona/Hoar Frost
Rangers - Nature's Balance (gets rid of buffs the mobs may have cast on themselves without removing your other debuffs)
Beastlord - helps preslowing targets
Bards - Harmony of Sound, Ancient: Chaos Chant on extremely magic resistant nameds.
- Power Paladin
- Singing Sidekick
- an Everquest guild on Antonius Bayle
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Postby Fenier » Sun May 20, 2007 2:17 am

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Postby Ridden » Sun May 20, 2007 2:46 am


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Postby Ridden » Sun May 20, 2007 7:59 am

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Re: Raid Debuffing?

Postby Galelor » Sun May 20, 2007 1:28 pm

[quote="Greeznok"]I know Tash and Malos are a great start, then your highest malosi, what about putrid decay and such? And for other classes I have little knowledge of their debuffs.[\quote]

As was said previously, we let the mages malosinia debuff. At the start of the fight they need to be carefull of agro, and we have other stuff to do, (like heal and short term buff melee,) so this works out well.

The necros can do their own debuffing. It does not stack with putrid decay and it is better.

necro spell rk.1 of 3-
Scent of Twilight Detail | History | Stacking | Raw Data


Slot Description
1: Increase Incoming Spell Damage by 1%
2: Decrease Disease Resist by 61
3: Limit: Max Level(75) (lose 10% per level over cap)
4: Limit: Effect(Hitpoints allowed)
5: Limit: Resist(Disease allowed)
6: Decrease Poison Resist by 61
7: Limit: Spell Type(Detrimental only)
8: Limit: Combat Skills Not Allowed
9: Increase Disease Counter by 18


Mana: 250 Skill: Alteration
Casting Time: 3.5 Recast Time: 6
Fizzle Time: 2.25 Resist: Disease
Resist Adjust: -200 Range: 200
Location: Any Time of Day: Any
Fizzle Adj: 89 Dispellable: No
Deletable: No Dot Stacking: Yes
Interruptable: Yes Short Buff Box: No
Target Type: Single Spell Type: Detrimental
Category: Resist Debuffs Source: Live 05/16


Classes: NEC/72
Duration: 14.0 mins
Items with spell: Spell: Scent of Twilight


Cast on you: The scent of twilight descends upon you.
Cast on other: Someone is marked by the scent of twilight.
Wears off: The scent of twilight fades.
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Postby Greeznok » Tue May 22, 2007 10:26 pm

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Postby Kneesmasher » Wed May 23, 2007 12:19 pm

HoS (bard), Tash (enchanter) and Malis (shaman) set the foundation for all of your debuffing. Since those three debuffs are basically unresistable, they should be the first 3 to go in. Everything else follows. Also, you need to communicate so you don't duplicate effort. If you have 3 shaman online, only one needs to cast Malis because it WILL land. No need for more than one to cast it, so we usually say who's on Malis in the Shaman channel so we don't duplicate this cast.

If you start with those 3 you won't have many problems with the rest, although Malosinise does get resisted a bit on some mobs, even after Malis.

It doesn't matter what order HoS, Tash and Malis go in...just that they go in first.
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Postby Kolani » Sun May 27, 2007 12:16 am

Noticed there was only a line about ranger debuffs, so I'll toss in a bit more:

Nature's Balance Removes one beneficial effect on a mob, very handy for removing damage shields, bolster, etc
Nature's Entropy Removes two beneficial effects on a mob

Note that the two debuffs are NOT on the same timer, a ranger can remove three mob buffs per refresh of the spells
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Postby Brohg » Sun May 27, 2007 2:10 am

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