New Scent of Thule AA is far worse than the old AA

Discussion in 'Casters' started by Ozadar, Oct 24, 2018.

  1. Ozadar Elder

    Targets of Scent of Thule now frequently resist the Scent of Terris spell. Under the old Scent of Terris AA, it never resisted.

    A
    lso, even if both of the new Scent spells land on your target, the debuffs hardly affect the target. Ignite Memories and Ignite Synapsis fail at a 25-40% click now. Under the old Scent of Terris AA, they only failed at a 1% click, if ever.

    Suggestion: increase the resists so at least the Scent of Thule spells land near !00%, and let them affect the target for peats sake.

    Ozadar of Zek

    Tucoh likes this.
  2. Nifty Slacker Augur

    It's a nerf man. Necros aren't allowed to debuff magic, fire, or corruption anymore. And the scent of terris is always going to be resisted because it's resist check is zero. I guess it was just necros turn.

    But yeah, you have to put away some of the magic spells now. They aren't worth it when they get resisted half the time.
  3. Krypti New Member

    Nifty that is not what the spell does. If you don't understand the basics of how necro functions, please refrain from reply.

    PS - I love the outrage every other class has and the community supports for the slightest nerf, but every necro nerf that effects their intended, designed style of gameplay is "A OK". Necro jelly and hate is alive and well.

    Scent of Terris

    Description
    1: Increase Poison Counter by 9
    2: Decrease Fire Resist by 7 (L52) to 43 (L59)
    3: Decrease Poison Resist by 7 (L52) to 43 (L59)
    4: Decrease Disease Resist by 7 (L52) to 43 (L59)
  4. Nifty Slacker Augur

    Ah, didn't realize that the level 52 spell debuffed fire. It gets resisted anyway though...
  5. ~Mills~ Augur

    Its beyond stupid considering what melee can just proc at will. Never mind it being easier to cripple and slow multiple mobs then even what actual debuff classes can with their belts. These are the exact kind of nerfs that break peoples will to play being the last straw or a WTF man considering what others get like below.

    Darkened Journeyman's Walking Stick1HBID: 146330
    MAGICLORENO TRADE
    Slot: Primary, Secondary
    DMG: 153 Delay: 24 Ratio: 6.38
    AC:135HP:4320 + 5/tickMANA:4195+ 5/tickEND:4195ATK:31
    STA: 42 + 19STR: 42 + 19WIS: 42 + 48INT: 42 + 19DEX: 42 + 19AGI: 42 + 19CHA: 38 + 19
    SV FIRE: 54 SV COLD: 54 SV MAGIC: 54 SV POISON: 54 SV DISEASE: 54 SV CORRUPT: 1
    Heal Amount: 47
    Spell Dmg: 47
    Clairvoyance: 62
    Proc Effect: Darkened Malosenia
    1: Increase Spell Damage Taken by 1% to 10% (Before Crit)
    2: Decrease Cold Resist by 135
    3: Decrease Magic Resist by 135
    4: Decrease Poison Resist by 135
    5: Decrease Fire Resist by 135
    Slot 1, type 4: empty
    Required level of 105.
    Class: All except NEC, WIZ, MAG, ENC


    Darkened Malosenia
    Mana: 703
    Target: Single
    Range: 200'
    Resist: Magic -115
    Reflectable: Yes
    Focusable: Yes
    Casting: 3.25s, Recast: 1.5s
    Duration: 20.5m+ (205 ticks), Dispelable: Yes
    1: Increase Spell Damage Taken by 1% to 10% (Before Crit)
    2: Decrease Cold Resist by 135
    3: Decrease Magic Resist by 135
    4: Decrease Poison Resist by 135
    5: Decrease Fire Resist by 135
    6: Limit Max Level: 100 (lose 10% per level)
    7: Limit Effect: Current HP
    8: Limit Type: Detrimental
    9: Limit Resist: Magic
    10: Limit Type: Exclude Combat Skills

    Scent of Terris AA was doing exactly what it was intended to do as it evolved over the years based on requests and it being something like 18 years after the original spell it came from. Now on a whim someone changed that just like our fade, our AA slow and other things like proc heals. All while classes he played or plays casually having almost clone tools at their disposal being left alone like proc heals, proc mana returns, proc belts, or proc weapons with just as powerful of a debuff and on and on. Its blatant from the outside looking in at this point intentional or not.

    Any melee can walk up to just about any mob and slow, cripple and resist debuff it better than casters or support classes can at this point.