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Tgo01
06-24-2014, 06:25 PM
How useful is this spell? Just started playing around with it and it seems pretty awesome so far. Are any critters immune to it in later levels or anything?

Allereli
06-24-2014, 06:32 PM
I use it almost exclusively on plane 4, but I also skin

nindon
06-24-2014, 06:41 PM
Extremely useful. For example, on Plane 4 of the Rift, it is the best spell to use on all three of the critters native to that plane. It's the best spell for crawlers, because they cannot be stunned and have dangerous maneuvers that they cannot use while in roundtime. That's the main reason to use it anywhere. It's the best spell for crusaders, because they regenerate rapidly, unless they're in roundtime. And it's the best spell for cerebralites, because they have a magical damage padding shield that reacts to direct damage spells, but not 711.

It's also useful when there are two dangerous critters that cannot be stunned. Alternate 711 between the two.

Except for critters that are immune to all magic, I am not aware of any critters that are immune to this spell.

The drawback is that it takes a lot of mana, at least 33 mana to kill each critter. To save mana, some people do two casts of 711 and then one cast of 705 or 702.

Allereli
06-24-2014, 06:44 PM
I'll 2nd Nindon's last thought. on Triton Defenders I do one cast 711, one cast 705, one cast 702 (unless for whatever reason the first 705 was pitiful). Don't channel with this sequence or they will vaporize before you can loot.

nindon
06-24-2014, 06:48 PM
I'll 2nd Nindon's last thought. on Triton Defenders I do one cast 711, one cast 705, one cast 702 (unless for whatever reason the first 705 was pitiful). Don't channel with this sequence or they will vaporize before you can loot.

Yes, it's also handy on noncorporeal critters to prevent rapid fading, but there is another way around that problem by stacking commands, as Allereli indicated.

Silvean
06-24-2014, 07:09 PM
I was just telling someone on the Officials that the Necromancy Lore boost to this spell is perhaps the most useful and powerful of all the sorcerer lore effects. It's a great spell.

subzero
06-24-2014, 10:35 PM
711 is awesome.


Except for critters that are immune to all magic, I am not aware of any critters that are immune to this spell.


Abyran'ra. It's also possible that some invasion critters might be immune to it. I seem to recall having run into something other than abyran that were immune to it, but I don't think they're normal monsters.

Changeling
06-28-2014, 01:29 AM
Extremely useful. For example, on Plane 4 of the Rift, it is the best spell to use on all three of the critters native to that plane. It's the best spell for crawlers, because they cannot be stunned

Not to be pedantic. Well. Ok. To be a LITTLE pedantic. Crawlers are rather easily stunned however they break the stun easily. 711 or any spell/ability that puts critters in RT can be massively useful. My sorc just implodes most critters on 4, however I'm not a very good sorc. :)

Goat
06-29-2014, 06:39 PM
I have seen critters in invasions that have a higher TD against 711 than other sorc spells. I believe it has always been for critters with 2000+ HP.

zhelas
07-04-2014, 11:04 AM
Hands down one of the best spells in our arsenal. I use it vs the triton defenders and the Sentries in Nelemar. Doesn't surprise me that some invasion critters will have a higher warding against 711. When the creature gets into excruciating pain it loses 35% of its health.

Used it all the time in the Bowels vs the krynches because of the cheap death boulder maneuvers.

Darcthundar
07-07-2014, 08:20 AM
Hands down one of the best spells in our arsenal. I use it vs the triton defenders and the Sentries in Nelemar. Doesn't surprise me that some invasion critters will have a higher warding against 711. When the creature gets into excruciating pain it loses 35% of its health.

Used it all the time in the Bowels vs the krynches because of the cheap death boulder maneuvers.


I cannot speak on how well 711 works in the Rift, however, I do not use it in Nelemar. I find Evil Eye is incredible against all except for defenders and sentries. I 705 defenders, usually killing them in 2 casts. For sentries I use Corrupt Essence which then gives me 4 casts of 705 without worry. Although, with good rolls I can kill them in 3. But then, I also consistently have 560+ CS

Allereli
07-07-2014, 09:31 AM
I 705 defenders, usually killing them in 2 casts. For sentries I use Corrupt Essence which then gives me 4 casts of 705 without worry. Although, with good rolls I can kill them in 3. But then, I also consistently have 560+ CS

yeah, anyone can do that, but do you get to search them regularly?

Silvean
07-07-2014, 12:42 PM
Using two casts of 705 instead of 711 gives them 3 seconds to pull crap like this:

A spectral triton defender rushes forward at you with his blue steel harpoon and attempts a charge!
[Roll result: 307 (open d100: 240)]
A spectral triton defender lunges at you with an awesome charge and you flip through the air, landing on your head with a crash!
Some somber grey leather armor partially deflects the onslaught of the puncture attack.
... 25 points of damage!
Slash across back of hand, tendons sliced!
Roundtime: 24 sec.

Allereli
07-07-2014, 12:49 PM
[Roll result: 307 (open d100: 240)]

sorry I lol'd at that open roll. that sucks.

Darcthundar
07-08-2014, 06:07 AM
Using two casts of 705 instead of 711 gives them 3 seconds to pull crap like this:

A spectral triton defender rushes forward at you with his blue steel harpoon and attempts a charge!
[Roll result: 307 (open d100: 240)]
A spectral triton defender lunges at you with an awesome charge and you flip through the air, landing on your head with a crash!
Some somber grey leather armor partially deflects the onslaught of the puncture attack.
... 25 points of damage!
Slash across back of hand, tendons sliced!
Roundtime: 24 sec.

Nothing I can do about that. But an open roll like that happens maybe once a month/every other month. And it appears you lived thru it, so you got a little RT and it may have ended that hunt depending on the wound. Since I do not shy away from rooms with 3 or more critters, I have learned to deal with it. I am not saying 711 is not a good spell, just one that I do not use. Gear and training have made CM RT tolerable and still maintain my style of hunting.




I 705 defenders, usually killing them in 2 casts. For sentries I use Corrupt Essence which then gives me 4 casts of 705 without worry. Although, with good rolls I can kill them in 3. But then, I also consistently have 560+ CS



yeah, anyone can do that, but do you get to search them regularly?

I may miss a search every other hunt