Spell Icon Dark Constriction  

Description

1: Increase Disease Counter by 9
2: Decrease STR by 25 (L66) to 85 (L71)
3: Decrease AC by 6 (L66) to 33 (L71)
4: Decrease Hitpoints by 100 per tick. Max: 100 per tick

Details   Raw Spell Data, Lucy Spell View

Mana: 300 Skill: Alteration
Casting Time: 3 Recast Time: 1.5
Fizzle Time: 1.5 Resist: Disease
Range: 200 Location: Any
Time of Day: Any Fizzle Adj: 5
Deletable: Yes Dot Stacking: Yes
Reflectable: Yes Focusable: Yes
Dispellable: No Interruptable: Yes
Short Buff Box: No Target Type: Single
Spell Type: Detrimental Source: Live 09/29

Messages

Cast on you: Your heart is wrapped in a grip of darkness.
Cast on other: Soandso 's heart is wrapped in a grip of darkness.
Effect Fades: The grip of darkness fades.

Game Description

Causes your target's heart beat to become irregular, adding @1 disease counters, lowering their strength by up to 85, armor class by up to 33, and doing 100 damage every six seconds for 1 min.

Items with this effect

Quick Facts

Scroll:
Spell: Dark Constriction

ClassLevel
SHD66

Expansion:
Omens of War

Duration:
1 min
Post Comment
Oddity
# Jun 03 2005 at 3:42 AM Rating: Decent
I might be wrong, but I've noticed a bit of a slow from this spell. I've been soloing some stuff for the DoN faction quests and as soon as I cast this on the mob, it hits me a LOT less often, not just for less damage from the -str effect. Could this also possibly be from lowering its attk since str goes down? Thanks for any info for or against this.
RE: WTF ru talkin about
# Dec 14 2004 at 5:31 PM Rating: Decent
Personally I have found a good festering darkness on inc, if I'm not pulling will bring mob too me. Then a nuke/secondary dot and the mob is mine, while fighting I hit taunt/bash constantly... I rarely lose agro, and when I do, recast festering darkness usually brings it back instantly. Nice thing about this message is smart casters stay far enough back for the second festering darkness to land so I can get agro and they don't get hit... But hey, if you like your system, don't change!
Losing Agro???
# Nov 18 2004 at 12:41 AM Rating: Decent
Hmmm seems to me 1 festering darkness followed by 1 terror of thule does the trick just fine. Maybe an occational taunt <shrug> but really i dont seem to have any trouble with it.
Resist rate
# Nov 15 2004 at 3:45 PM Rating: Default
I recently got this spell let me say this a nice spell I only wish it was a bit harder to resist sometimes I have problems landing it on mobs in WoS, as well as PG, the ratio is about 1 land to 3 resists which can vary, which can also be hell on mana. The only reason I use it because it is a nice debuff and helps the decrease dmg some.

Just my 2 cents Smiley: twocents


what, no brittney spears...
# Oct 08 2004 at 3:16 AM Rating: Decent
Scholar
36 posts
one thing i've never ever seen on a agro discussion concerning spells are the spears... as long as your puller isnt' a ranger that uses snare or crits with his bow shot on pull, one nice little 600dd on inc lands agro enough that they run right to you... a little taunt/bash/disarm hotkey and festering darkness and it's all yours... if you have a nuke happy wiz in the group land a preemptive terror... why no one else realizes the usefulness of an instant nuke from the tank escapes me
RE: what, no brittney spears...
# Oct 14 2004 at 7:10 AM Rating: Default
There are some problems with our spears. #1 you shoot a mob on incoming with a spear and get a good hit you could very well get yourself summoned out too the mob earily (hope I don't need to explane how tha' could be bad). #2 a 600ish DD is very little aggro. #3 alot of times when grouped with a chanter a low aggro (almost) insta cast spell can be very bad, ever taunted a mezzed mob an' had a lil' lag, ya think taunt worked an' ya start to cast a spell then ya get the message saying taunt failed and have to stop your spell so as to not get the chanter smished? Well if you were casting a spear you prolly didn't have time to stop the spell an' now you're trying to get aggro off the chanter while the chanter is eather trying to mez (getting MORE aggro) or running around like a jackass making it a real pain in the *** to melee/taunt.
I personally use darkness and asystole for aggro normally. One of the nice thing about using dots for aggro is every tic they give a lil' more aggro, if you don't think so watch a necro in a group using dots an' watch one using nukes. When the necro uses dots and pulls aggro and FDs he can then get back up and next tic from his dots pull aggro again without casting another spell. It will not happen if he's using nukes.
#REDACTED, Posted: Aug 16 2004 at 10:16 PM, Rating: Sub-Default, (Expand Post) what r u talkin about??? do u play a sk, and if u do u must suck bad cause if u know anything aura of darkness is a resist tap, this is upgrade from Asystole which is a disease based dot which is pretty much useless cause at higher lvls don't land much and when u tell the shaman not to cripple mob cause urs does same basic effect just not as much but u add damage so u quit casting it and go back to disease cloud which causes agro costs 10 mana when that costs 210 mana so u do the math and if u don't understand that get a tack hammer and smack urself in the head with it a few time jerky
RE: WTF r u talkin about
# Sep 14 2004 at 6:03 AM Rating: Excellent
*
114 posts
I don't think there was any need for that punctuation-starved paragraph of rambling. A simple "No, it actually does this..." would've been fine.

Anyway, back to the spell.
I was disappointed when I got Asystole and found that compared to Heart Flutter, it generates no aggro. In case you don't know (and I'll keep saying this til the day I die or they make a comparable spell), Heart Flutter is the highest aggro spell you get (with the exception of the Hate's, obviously) and even if it's resisted it still gets huge aggro.
Even at 65 I still use it when I'm pulling and rarely have to cast any other aggro-building spells.

I really hope that this version generates a comparative amount of aggro to Heart Flutter rather than Asystole. Because let's be honest, we need something to counteract the absolutely massive damage that 65+ Wizzies and Necros can do, and simple melee/taunt is not enough.

I'll try to remember to update here when I get it :)
RE: WTF r u talkin about
# Oct 14 2004 at 7:17 AM Rating: Default
Try this sometime and tell if if you still think asystole and heart flutter are like the same aggro... Go to halls of honor, PoV, Fire or everwhere and kite. Go one fight using nothing but festering darkness and heart flutter. ONLY cast heart flutter once after each darkness and ONLY cast darkness again ONCE (or more if it gets resisted, have to keep the mob snared) when heart flutter comes off. Then do the same thing with festering darkness and asystole. Make sure you have your pet out and hasted and send him to attack after the mob has been darknessed and had asystole or heart flutter casted once. See how many pets heart flutter looses before you see asystole is more aggro. And feel free it try this using darkness and spears... poor pet.
RE: WTF r u talkin about
# Sep 20 2004 at 8:32 AM Rating: Decent
Um... not to knock your methods or anything man, but you may want to try a simple clinging darkness. 2 casts of that locks aggro for the fight and costs a hell of a lot less mana. Couple of other SK's I know use fear to generate aggro, but I generally prefer clinging darkness for pulls. It slows down a mob just a little bit, but not too much, which is useful for pulling those selo's speed mobs.
If you find yourself losing aggro to a high nuker... just taunt to reset aggro, then 1-2 casts to lock it again, or just spam clinging darkness till you get it back. 1-2 casts should do it.

The actual aggro spells are terrible. Haven't used them in forever. Snares/fear generate much better aggro.
RE: WTF r u talkin about
# Nov 03 2004 at 1:24 PM Rating: Default
I personally can't stand the clinging darkness method. In Omens I've seen it lose aggro way too often. Here is my aggro method.

Step one: Keep Voice of Thule up at ALL times
Step two: Festering darkness
Step three: ((If needed)) Cast Asystole ((Even if it's resisted, it's aggro))
Step four: Taunt, bash, disarm
Repeat step four.

Done.
RE: WTF r u talkin about
# May 31 2007 at 1:08 AM Rating: Decent
I know im a bit late in my response.... But taunt mashing? Taunt should really only be used if you lose agro...
RE: WTF r u talkin about
# Jul 10 2007 at 12:57 AM Rating: Decent
may seem dumb but think of it this way.. u got another source of agro commin in, i use feastering darkness, taunt/disarm/bash, and if i know its a lil bit tougher then 30 second fight a dot, usually Blood of Hate. i never lose agro unless the chanter chain mezzes to be a jackass or unless a necro stacks dots to all high heaven, AND if im in a group like that i load a visage spell line to generate even MORE agro. Other then that the method works perfect, and you dont have to "Mash" the keys.
RE: WTF r u talkin about
# Jul 10 2007 at 6:50 PM Rating: Decent
Scholar
***
1,087 posts
still, his point was valid.
Taunt is "only" useful of the mob is not on you.
taunting after you have agro is pointless, and just ensures that the button is greyed out when you really need it.
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RE: WTF r u talkin about
# Sep 20 2004 at 11:51 AM Rating: Good
As both a chanter and a sk I have an opinion on both of these replies.

Chanter: Darkness is a good agro spell but be careful in pickup groups, make sure everyone knows how, and is using assist,nothing worse then having to yell at the group to switch because more then one mob has been pulled and the dot'd (darkness) mob was last to arrive. Doesn't happen often but I got to watch MT die last night because of it.

SK: Darkness is good agro but if multiples come I don't use it, read above and you'll know why. Terror line, the above poster (2 posts above) said he uses Hate spells, I think you meant Terror line as these are hate increasers and Hate line is attack tap. If you meant Hate increasing line I appologize for the unnecessary correction but the statement was vague enough to be open to more then one interpretation.

In closing I hope these new spells are an improvement over our current line and that the duration on higher end spells doesn't continue to get shorter :P
RE: WTF r u talkin about
# Oct 14 2004 at 7:58 AM Rating: Good
***
3,705 posts
Odd logic. Its a bad spell because the members of your group don't know how to assist. Don't get a new spell, get a new group.

If I am not the puller, I almost never target a mob with anything other than the assist key, unless I am root parking them.

the SK who is my usual tank uses the 2 casts of low level darkness to grab aggro, and the ONLY time I have EVER seen someone grab aggro off him for more than a second or two, was a necro who was TRYING to grab aggro, to prove a point.

I've even tried group CH with my cleric, and that didn't grab aggro. A system that holds agro that well should not be discarded just because a group member refuses to assist. I'd explain assist keys to them, and if they keep doing it, boot them from the group.
improvement ??
# May 30 2004 at 9:09 AM Rating: Default
same as the lvl 61 ora of darkness (

maybe it will be risisted less
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