Necromancer Spell/Pet Issues (Consolidated)

Discussion in 'Necromancer' started by ARCHIVED-Jakanden, Jan 4, 2005.

  1. ARCHIVED-Jakanden Guest

    The Semi-Official Necromancer Bugged/Broken Spells Thread

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    Necromancer Bugged/Broken Spells
    Unliving Eyes (Level 23) - If cast on a target the has some form of Underwater breathing (Via stone, spell, whatever), this actually negates both spells
    Petilential Blast (level 29) - If two necros attempt to cast this at the same time, the lower level will get "No Eligible Target". If it lets both sucessfully cast and they land at approx the same time, the lower level Necromancer will get the error again.
    Nylph's Flayed Form (Level 30) - Over time, this causes your character to become invisible save for weapons or other items like hair, etc. It also is called Nylph's Ghost Form once you scribe it. In the 3/12/05 Patch, an Icon was added in the Maintaned Spells window, however cancelling it does not actually cancel the spell.
    Grasping Bones (level 30) - The Animation for this spell is Gone. You just stand not moving at all other then a puff of smoke around your feet
    Breath of the Unearthed (Level 30) - The HO Icon is the fighter Sword and can be used to complete fighter HO's
    Unholy Covenant (Level 35) - This spell does not add the hit points until you zone. ALso if you recast it, you will lose the HP you gained and have to zone again.
    Detect Obfuscation (Level 37) - Supposed to grant see hidden to all allies. It is actually a single target spell that must be cast one at a time per person.
    Teachings of the Dead (lvl 40.6) This spell grants less intelligence and stamina at adept 1 (by alot) then app 3 Mark of the Miasmic which it is supposed to replace. Also the Lifetap portion does not work at all according to parsings.
    Deathly Pallor (Level 43) - The decription claims it has a 0% Chance of success on mobs level 43 and above. It actually does work on higher level mobs. Please change the descrption and NOT the spell. To make this spell fail on mobs level 43 and above when we are 50 would negate the ENTIRE usefulness of this spell since at level 50 you are generally fighting raid mobs.
    Skinrot (level 43.6) - If two necros attempt to cast this at the same time, the lower level will get "No Eligible Target". If it lets both sucessfully cast and they land at approx the same time, the lower level Necromancer will get the error again.
    Sacrificial Heart (Level 47) - The description for this spells says it "Summons one Sacrifical Heart" which it does. However, the description of the Heart is the description for the level 33 Dark Heart including how much power is transfered (See screenshot HERE)
    Revivication (Level 48) - The spell does not have a mastery level and shows as a white con when you get it. This leads someone to believe it is supposed to be similar to Cure Arcane and Dispell Arcane in that there are no levels (App 1, App 2, etc..). However, App II is purchasable in NFP but when scribed it has the exact same description as App I and Adept I right down to the power cost.
    Lich (Level 50) - The graphic for this spell is bugged as it does not properly change the form of the caster. The Adept I and III versions have a bug where it makes the persons head stay when they move (Screenshot HERE) and it just looks plain stupid. Also the decriptions for the App I, III, IV, Adept I and Adept III are all the same.
    Necro DD Line (Pest Blast, Skinrot, etc..) - Ever since LU7, when there are two necros and one casts the DD spell, when the debuff lands, it negates the ability for the second Necro to cast DD spells unless they are higher level. When the second Necro attempts to cast a DD, they get "Would not land" (Or something similar) and cannot cast it. This means that they cannot complete HO's unless they go all the way down to Dust Blast. What should happen is that the debuff component of the second Necro doesnt land but the Direct Damage from the spell itself does.


    Necromancer Training Bugs
    Opal's Aggravating Seal (Level 20) - This buff does not stack with Boon of Lifeless and both are on same timer.
    Tseralith's Onyx Heartstone - The description for this spells says it "Summons one Onyx Heartstone" which it does. However, the description of the Heartstone is the description for the level 33 Dark Heart including how much power is transfered (See screenshot HERE).
    Raveus' Clinging Stench (Level 40) - Spell succesfully lands on the mob then removes iteself after 1-2 ticks and nothing shows up in damage log so it is not sticking for the duration of the spell.

    Necromancer Pet Bugs
    Missing Attack Animation - The warrior pets (Undying Adherant and Rotting Thrall) do not have an attack animation. They just stand there looking dead (Ok bad pun) even when attacking.
    Pet Keeping Group in Combat Mode - Occasionally, after an encounter is clear, the group will stay in combat mode. All loot has been gathered, all experience gained but group still in combat. When you dismiss your pet (Which is standing right next to you so its not off fighting) the group comes out of combat mode.
    Pet Damage Output Imbalance - The DPS for the Caster pets (Specifically Grim Thulian) is significantly lower (30%-50%) than the Rotting Thrall even with both being Adept I or Adept III. The caster pets are supposed to be DPS pets yet it is completely useless when compared to the Thrall. There is simply no reason or situation to use the caster pet or even the assassin pet (Which has worse DPS then both). The Thulian should out DPS the warror as Mages are supposed to be Damage Dealers.
    Disjointed Pet - If you summon a skeletal pet and /pet attack before the pet is fully formed, it creates a pet who is not completely pulled together.
    General Dungeon Pathing Problems - Multitude of dungeon pathing problems with such things as walking into walls/floors and disappearing, group members cannot see pet, and pet not following you properly as you run through dungeon and it gets lost.

    Necromancer Pet Annoyances
    Pet Damage Filter - There is currently no way to have a seperate damage chat filter for pet damage. We are forced to turn all other hits on just to see our pet damage output unless we want to run a 3rd party parser.

    Necromancer Spell Annoyances
    Grasping Bones (level 30) - This "Upgrade" to Petrify is not very useful. It has a longer casting time, and has a lower duration then petrify
    Deathly Pallor (Level 43) - This spell only lasts 16min on a successful cast. Why would the necro suddenly forget how to continue feining death? The monks do not have a time limit on thiers so why should we?
    DoT Stacking Issues - Necromancer DoT's do NOT stack with other Necros. This is not Necro specific and it affects multiple classes. That is why it is listed here instead of as a bug.
    Dartain's Cloaking Debris (Level 50) - This spell is a waste of 9g. The effect is very minimal and not impressive in the slightest. Many people don't even notice it is on. Please redo the effect of this spell.



    Necromancer Fixed Issues
    Pet Dance - Both Conjurers and Necromancers have this same problem. When you /pet attack on a mob that is moving, the mob and the pet start to "dance" around and you have to spam /pet back off to get the dance to stop
    Swarm of Rats (Level 23) - This spell removes all buffs on pet and other pets in group as well as removes debuffs from other group members on the mob.
    Plague of Rats (Level 37) - This spell removes all buffs on pet and other pets in group as well as removes debuffs from other group members on the mob
    SoR/PoR Stacking Issues - Necromancer Rats summoning does not stack with other Necros. I have noticed 2-3 Necromancer mobs in a group each summoning rats. Why are we unable to?
    Jaull's Swarm of Spiders (Level 30) - This actually summons a pack of Dogs, not spiders and they act the same as the Rats (removes all buffs on pet and other pets in group as well as removes debuffs from other group members on the mob). In addition to pet buffs, this spell also drops Camtur's Energizing Aura (Level 10)
    Cloak of Venril (Level 32) - Fixed on 3/08/05 Patch
    Power Tap Pet Return - When you cast any kind of Power Tap spell on your pet (Bloody Ritual, Essence Shift, etc..), the pet comes back to you like he wants to attack you each tick. This has the potential to lower DPS as the pet is running back and forth during the duration of the spell. - Fixed on 3/08/05 Patch
    Zarvonn's Vitae Gorge (Level 40) - This Lifetap is supposed to be an AoE LT DoT, but it does not do damage over time. Also it is listed as being an Adept II version of Breath of Unearthed however it does LESS damage than the App III version of Breath of the Unearthed. It also does not seem to transfer all the Life-Taped health to the caster. - Fixed on 3/08/05 Patch
    Accursed Cloud (Level 44) - The Lifetap does not show up on Maintaned Spells window so we have no way of cancelling it. - Fixed on 3/08/05 Patch
    Breath of the Unearthed (Level 30) - The Lifetap does not show up on Maintaned Spells window so we have no way of cancelling it. - Fixed on 3/08/05 Patch
    Revivication (Level 48) - Does not revive the dead and does not use an "Essence of Anguish". When cast on the dead it gives error "Target not alive". When cast on living, it makes them float a min and gives them resurrection sickness. - Fixed on 3/08/05 Patch
    Terror (Level 38) - If you get hit it breaks, if the mob gets hit it breaks, if you move it breaks and when it does work it only lasts for less than 10 seconds - Fixed on 3/08/05 Patch
    Fade (Level 46) - The life tap proc of this spell does not work - Fixed on 3/08/05 Patch
    Darkbriar's Corpseskin (Level 30) - Apparently, this spell casts a 500pt ward on the target it is fighting instead of on the pet. Also, sometimes this spell is on the same timer as Boon of the Lifeless and sometimes not. Also drops when someone joins the group.
    Immobilize (Level 19) - Sharing the same Recast timer as Boon of the Lifeless and the level 30 training ability Darkbriar's Corpseskin.Unknown Fixed Date
    Boon of the Lifeless (Level 25) - If you re-click your hotkey right after casting this, it removes the buff and resets the recast timer. Also, if you wait the duration of the spell, you are forced to wait the full re-cast time before you can cast it again. The only way to counter this is to constantly re-apply the spell before it wears off. When the spell wears off you should be able to re-cast it immediately as you already waited the re-cast time during the initial cast. - Fixed on 04/06/05 LU #6 Patch
    Breath of the Unearthed (Level 30) - The Lifetap does not show up on Maintaned Spells window so we have no way of cancelling it. - Fixed on 04/06/05 LU #6 Patch
    Words of the Wicked (Level 39) - Does not have a visible Life Tap Proc as spell description states. Also If you re-click your hotkey right after casting this, it removes the buff and resets the recast timer. - Fixed on 04/06/05 LU #6 Patch
    Rending Frenzy (Level 40) - Does not counter attack as spell description states. Also If you re-click your hotkey right after casting this, it removes the buff and resets the recast timer. - Fixed on 04/06/05 LU #6 Patch
    ALL Pet Buffs - Due to Live Update #5, we are now unable to refresh our pet buffs. You must wait for the buff to expire, then wait the full 30 seconds after it expires to recast. There is no reason that we should be unable to refresh our own spells. - Fixed on 04/06/05 LU #6 Patch
    Pet speed incorrect when master is affected by movement reduction - Pets do not follow their master properly when player is under the effects of speed reducing actions/spells/debuffs. Instead of following you, the necro pet continues at its normal running speed in the direction you are travelling and overtakes you. More info HERE. - Fixed on 04/06/05 LU #6 Patch
    Agitation (Level 11) - When this spell wears off, you must wait 30 seconds to cast it again. This spell should not force you to wait 30 seconds after it wears off to recast especially with such a short duration. You already have to wait the 30 seconds after the initial cast, why wait again when it wears off. - Fixed on 04/06/05 LU #6 Patch
    Pet Becomes Invulnerable - Due to Live Update #5, pets are now seriously bugged. When you /pet back off a mob on a mob and attempt to re-engage, the pet will no longer re-engage and you are unable to Power tap the pet. Seeko gives more information HERE. This combined with Pet Summons (Next item) SERIOUSLY degrades our performance, DPS and overall enjoyment of the class. - Fixed on 04/06/05 LU #6 Patch
    ALL Pet Summons - Due to Live Update #5, we are now unable to resummon a pet while one is up. If you have to kill the pet for any reason (Pathing, Stuck in wall, etc..) you must wait the full recast time before you can summon another one. This is crazy considering how bugged pet pathing is, we often have to resummon to get pet out of wall or back to us if he gets lost in dungeon. - Fixed on 04/06/05 LU #6 Patch
    Pet Buff Power Draining Issue - All of our pet buffs constantly drain power from the Necromancer. Priest buffs do not constantly drain power from them when the buff the group, so why do our pet buffs drain power? - Fixed on 04/06/05 LU #6 Patch
    Grisly Brace (Level 28) - If you cast this twice in a short amount of time, it will drop the first one at random. Example: Cast on tank, wait re-cast time. Cast it on yourself, it drops it off the tank and resets the timer without giving you the buff. Also cannot be cast on other parties in a Raid Group although other class wards can. - Working as Intended
    Unholy Covenant (Level 35) - This spell does not add the hit points until you zone. ALso if you recast it, you will lose the HP you gained and have to zone again. - Fixed on 04/20/05 LU #7 Patch
    No Implied Targeting - Pets do have a lack of implied targeting. With the new Implied targeting window you cannot tell by looking at the window if a target is attacking a pet or oneself (you don't get self or pet as an implied target in the window). - Fixed on 04/20/05 LU #7 Patch
    Pet Aggro Management - Pets switch targets without being told to. This happens quite often when its master gets attacked or another mob attacks the pet. As in EQ1 the pet should stay on its assigned target and not switch just because we get hit or another mob hits it. - Fixed on 04/20/05 LU #7 Patch
    Aspect of the Undead (Level 49) - This spell does not add the hit points until you zone. ALso if you recast it, you will lose the HP you gained and have to zone again. - Fixed on 04/20/05 LU #7 Patch

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    Change Log

    03/10/05
    • Moved Zarvonn's Vitae Gorge to fixed spells as it now shows up in maintained spells window and properly Life Taps as a DoT
    • Moved Accursed Cloud to the fixed spells as it now shows up in maintained spells window.
    • Moved Power Tap Pet Return to fixed as it no longer occurrs
    • Moved Pet Buff Power Draining Issue back to broken as it is happening again
    • Moved Cloak of Venril to the fixed spells as it now properly Life Taps when broken
    • Partially moved Revivication to the fixed list. It now rezzes properly but the decription is still the exact same regardless of App I, App II or Adept I


      03/15/05
    • Updated Nylph's Flayed Form to add that the icon now appears in Maintained Spells window but cancelling it does not cancel the effect
    • Moved Terror to the fixed issues list as I forgot to move it on last update
    • Moved Fade to the fixed spells as it now properly Life Taps when broken
    • Moved Dartain's Cloaking Debris to Spell Annoyances as it belongs there rather than bugs
    • Moved Darkbriar's Corpseskin to the fixed list. Unsure when this was resolved but I have tested it and did not notice it casting a ward on the target anymore

      03/18/05
    • Corrected the Links to the spells

      03/21/05
    • Moved Immobilize to fixed list
    • Added Seeko's Information about the Pet Aggro issues that were created with Today's patch (Live Update #5)

      03/22/05
    • Added the fact that you cannot refresh Pet buffs to the bug list
    • Added the fact that you cannot resummon a pet without waiting the full recast to the pet bug list
    • Added the fact that if you do /pet back off, the pet becomes Invulnerable

      04/06/05
    • Moved Boon the Lifeless to Fixed
    • Partially moved Breath of the Unearthed to fixed as it now shows up in mainted spells window, but it still has the fighter sword HO icon and can be used to complete fighter HO's
    • Moved Words of the Wicked to Fixed
    • Moved Rending Frenzy to Fixed
    • Moved Pet Buffs Issue to Fixed
    • Moved Pet Speed Issue to Fixed
    • Moved Pet Becomes Invulnerable to Fixed
    • Moved All Pet Summons to Fixed
    • Moved Agitation to Fixed

      04/20/05
    • Moved Unholy Covenant to fixed
    • Moved Aspect of the Undead to fixed
    • Moved Pet Aggro Management to fixed
    • Moved No Implied Targeting to Fixed
    • Moved No Grisly Brace to Fixed as it is working as intended

      04/21/05
    • Added Necro DD Line (Pest Blast, Skinrot, etc..) bug since LU7 to Bugs section

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      Message Edited by Jakanden on 04-21-2005 09:58 AM
  2. ARCHIVED-Urguwno Guest

    I cross-posted a link to this on the "Spells, Abilities, and Combat Arts" forum.
  3. ARCHIVED-Jakanden Guest

    Awsome - thanks as I didn't even think of that =)
  4. ARCHIVED-mrfumetsu Guest

    personally i prefer mend bones the way it is, i dont think anything needs to be changed there.
    i dont think anything is wrong with our ghost illusion either, i think it looks pretty sweet when you are invis and casting as a ghost cause a figure does still show up.
    nothing is really wrong boon of the lifeless, why are you clicking it again anyways if you know how it works?
    grisly brace is actually actually a damage absorber, you're thinking of grisly mark. it's just a byproduct of a still very useful spell...though there is no need for the stones at this level.
    grasping bones is more of a pet augmentation than a stun. in solo'ng its good if you start the fight off with grasping bones while your pet gains more aggro and does not get damage for the start of the fight. this allows you to unload your spells without getting aggro and still doing good dps.
  5. ARCHIVED-Urguwno Guest

  6. ARCHIVED-Jakanden Guest


    Yeah I read that too and thought "They "Fix" the beneficial broken spell, but havent fixed any of the detrimental ones". I just hope that they are fixing them cause they sure havent listed them on the test patch notes.
    Message Edited by Jakanden on 01-04-2005 08:48 PM
  7. ARCHIVED-mrfumetsu Guest

    as much as chains of torment sucks as a root, it still does 43 dmg per tick for me at level 33 with the app III spell... so, just think of it as a single target dot (and yes it still ticks damage after the root breaks).
  8. ARCHIVED-Hektus Guest

    I'd like to point out that necro pets have aggro lists, and they shouldnt. This means that pets will switch targets at will, whatever mob pisses them off the most; without your permission. Pets should attack only what you tell them to and never switch targets.


    Besides the fact that they are your slave and they should only do what you say... pets having aggro lists makes them virtually unmanageable in a situation where multiple npc's are casting AE's, the pet will just not stay on one target. Many other scenarios result in the same A.D.D. pet.

    Just for good measure, I'll throw in the fact that in EQ1, once your pet was attacking a target it didnt switch. Basically, pets had an "aggro list" but their aggro list was limited to one npc at a time and that npc could never be trumped by another. Telling your pet to attack put your target on the list. Backing off your pet removed the one npc from the list. If a mob hit the pet when it's aggro was clear, that mob became the pet's sole target and the pet would react, addding that npc to the list. That's the way it should be and that's the way it should stay.

    This is a huge problem and needs to be fixed ^_^
    Message Edited by Hektus on 01-05-2005 07:08 AM
  9. ARCHIVED-Ageariashi Guest

    This one has caused a few headaches for me. When I tell my pet to kill a certain thing I want it to stick with that thing until it is dead. If the pet switching agro is functions as designed could anybody at SOE let us know so we can try to figure out work arounds? When I sic my pet on a group of two or three mobs, especially if there is a caster, I don't care what mob is hitting me I want the caster dead first. Telling the pet to sic the caster and having it jump off to attack a mob that decided to smack me isn't a help since the caster is the bigger threat.

    The only reason for this I can even come up with is that if I am running away having the pet taunt off any mobs still hitting me could be a good thing, sacrificing itself to save me I guess, but the pet switching agro in a fight when I told it what to attack is a pain.

    Ageariashi 21 Necro - Guk
  10. ARCHIVED-Jakanden Guest

    Good call Hektus. I know exactly what you are talking about and cannot believe I didnt think to add that but its there now =)

    Keep em comming!
    Message Edited by Jakanden on 01-05-2005 03:36 PM
  11. ARCHIVED-Mealmoran Guest

    Don't forget that pet commands don't work (at least not back off). That annoys the hell out of me.

    Also the fact that they fight the enemy on another plain or something, so that you can't loot sometimes, or even attack because you are either too far away, or just can't see it.
    Message Edited by Mealmoran on 01-05-2005 01:09 PM
  12. ARCHIVED-Handlebars Guest

    I don't think back off is broken. It backs off until its hit again (maybe annoying) but this was the same in eq1 and it is working as intended I think.
  13. ARCHIVED-Viromage Guest

    Was doing Protectors in Nek last night and was pulling with Grisly Mark (debuffer I believe) and cast Swarm of Rats on same mob (which I thought would cancel GM) and still got the anguish skull thingie when mob died. So if SoR overwrites GM then it must only cancel out the debuff part and not the entire spell. I did this several times and it seemed to be consistant.
  14. ARCHIVED-Jakanden Guest

    Added bit about Warrior pets not having attack animation (Cant believe I forgot!)
  15. ARCHIVED-Camus255 Guest

    horrific mark lvl 39 : drain ONLY15 power with adept1 and grisly mark spell lvl 25 in app3 is draining 12power this need to be upgraded

    Dark Heart : totaty useless
    Nylphs flayed form: totaly broke
    chain of torment: supposed to have a dot but its broke

    then the most annoying thing once pet loose aggro its impossible for it to get it back even with root or stun mob will continu to beat you ignoring pet
  16. ARCHIVED-Jakanden Guest

    Dark Heart is NOT useless. My normal group uses them constantly and to great effect =)
  17. ARCHIVED-mrfumetsu Guest

    dark heart is not useless, maybe your group skills are. chains of torment works fine for me, ticks for 40-45dmg after the root breaks.
  18. ARCHIVED-dimsoul2 Guest

    Pet Annoyance:

    When you cast essance shift the pet comes back to you like he wants to attack you, each tick. I summoned the beast so he should know better!
  19. ARCHIVED-Camus255 Guest

    you are right dark heart is so useful 1charge per use recast30sec and you have to cast it for everyone in group
    im sure you are using it before every fight

    wow so cool :smileyvery-happy:
  20. ARCHIVED-Zimike Guest

    Grasping Bones (level 30) - This "Upgrade" to Petrify is not very useful. It has a longer casting time, and has a lower duration then petrify

    Forgot to add that the Animation for this spell is Gone.. You just stand not moving at all other then a puff of smoke around your feet :)