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Who knew mana was so deadly

  • Thread starter Thread starter Wolfborn
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Wolfborn

Today I was messing around with my group of mid 50's minions and had my 105 chanter there just for buffs'n stuffs.
One mob kept healing itself so I thought I would use the chanter to drain the mana and make it easier on the minions.

I cast "Tears of Visius" on the mob just after they started in on it. Probably had 85% health.
BOOM mob drops dead with a spam of "SoAndSo's mana ignites".
I thought, darn.. robbed them of the exp.
Nope.. all got full exp for it.
I went on to kill dozens of mobs with that spell while the group is getting full exp for it!

Finally I tried it just as the mob reached camp, before being engaged by the group.
BOOM, full exp for the group. Maybe the small damage from the puller (Burst of Fire - 14 dmg) is enough to give them the exp.
Once on a double pull, I hit the straggler and no exp for the group. Of course it wasn't damaged at all by the grouip.

My guess is that the ignited mana killed the mob and is registered as the mob killed itself.
Since the group had done some damage already, they get full exp.
Some mobs don't die from the first shot but it takes them down to 30 to 40% from full.
When the mob is out of mana.. no more damage is done.

Just sayin.

Got to messing around and made a holyshit for it. Uses EQBC to tell chanter what to target and what to cast.

Rich (BB code):
holyshit1=/if (${Target.PctHPs}<90 && ${Target.PctHPs}>70 && ${Me.CombatState.Equal[COMBAT]}) /multiline ; /bct UberChanter //tar ID ${Target.ID} ; /bct UberChanter //casting "Tears of Visius"

set the ranger to chain pulling and viola.. automated powerleveling.
 
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Should move this to level 2 Redbot =) and if the man doesn't have Level 2 access take 50 RC from me and give it to him.
 
I would move it if I could.
Since I made that holyshit.. avg 4 to 8 seconds per mob and they are yellow to the group.
Can't pull fast enough.
 
Tears of Visius
Drains up to 1553 mana from your target. For each point of mana drained, the target will take damage.

Up to what level mobs would this be effective?
 
I wonder if Tears of Visius will stack with other enchanters, so as the crew gets higher levels you could just add more chanters to the PL group. If it stacks you could have like 10 chanters casting Tears of Visius on the same mob.
 
The enchanter I was using is 105 with near max AA and T2 EOK gear.
The mobs I was working on were lvl 55 to 57 and most, if not all, were casters. I doubt that it would work at all on straight melee mobs.

The sooner I was able to hit them with Tears, the more damage was done. Probably due to them casting almost immediately upon engagement and using up mana.
My impression is that for each point of mana burnt, a ratio of HP is burnt.. say 3 to 1 or something like that. That is based on my assumption that lvl 55 of any mob type is going to have more than 1553 hp and that the first cast of the spell used up all the mana the mob had.

Once I hit them with the Tears and they weren't killed instantly, a second hit of Tears would not do much, maybe a few % but never a kill on the second shot. I feel it's because the first shot used up all the mana so nothing left for the second shot to work with and the tiny bit of damage was due to the mana regen while waiting for the cool down on the spell (8 seconds).
If the mob wasn't killed on the first shot, the longer I waited the more damage the second shot did, my guess is the mana recovery of the mob gave more to burn the longer I waited, but as I said, never a kill on the second shot.
This also indicated to me that lvl 55 & 57 mobs don't have enough mana to hit the limit of the spell. Be interesting to find the limit of the one shot kill.

Stacking? That is an interesting idea and I can picture mass killing of mobs by a group of chanters and a mage (for the pet tank thing).
I can also picture an enchanter and a lowbie with stone throw or a small nuke. Chanter mezzes mob, lowbie throws/nukes till damage and wakes mob, mob is agro on chanter, chanter hits with tears, mob dies, lowbie profits. rinse and repeat.

However, due to the fact that it relies on mana to do the damage, finding a good spot to be effective could be troublesome and puts a limit on the utility of this technique.

Update: Quick test on melee mobs last night and on a lvl 20 mob marked WAR in Maps (MQ2Maps of course) Tears took around 50% of the health and the lvl 2 was able to get full exp (12% exp from the one kill) after it finished itself off on the chanter's DS. All in all about 30 seconds worth from the time the mob was mezzed until exp ding. I'm sure that could be reduced significantly once the lvl 2 had some melee / archery skills.
Every caster mob was dead instantly when Tears hit, lvl 2 received full exp.
 
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Great strat, thank you.

And just FYI, everyone has the ability to move threads they create. Click "administrative" at the top of your threads. We give you control over the content you share, we trust your judgement.
 
The problem is that spell is 8 sec recast, I don't know about you guys but at mobs level 1-75 you should be able to handle killing 20-40 mobs in under 8 secs per mob. Granted this will be damage shield killing with sk swarming, while the whole pull might take a minute to kill off, each kill should average less than 8 secs at 60 secs /40 mobs.

Swarm pulling/tanking with sk will still win the end as you are not pulling 1 mob at a time regardless, because all that downtime pulling 1-4 mobs at a time vs pulling 40 at a time. Make a heroic sk and start pl'ing faster!


What you could do is combine both type's, have sk pulling a swarm, PL'ee does 1 dmg, and enchanter cycles through each mob and dots. That should speed up both types of pulling considerably, especially as the hp of the mob gets higher.


Great find nonetheless. Always amazes me what people figure out!



The enchanter I was using is 105 with near max AA and T2 EOK gear.
The mobs I was working on were lvl 55 to 57 and most, if not all, were casters. I doubt that it would work at all on straight melee mobs.


I used to main an enchanter, around the time of TSS they changed it where you could mana sieve melee mobs as well. So any mob after TSS expansion melee mobs should be sievable, assuming this is a mana sieve/dot spell?
 
Who knew mana was so deadly

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