Quote:
Originally Posted by Missingo
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I've only played midgard and this was eons ago, might give this a go. How does the Eldritch stack up to the Runemaster?
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Check this out:
Class Descriptions for Hibernia
Eldritch - Wizard class; mainly direct damage spells in both base and spec lines, they also get an AE Mez in the Light/Sun spec, as well as Nearsight, which lowers the casting/shooting range of enemies who either cast or shoot with a bow, etc VERY USEFUL spell in PvP, it's bolt-range too. The Moon/Mana spec has some good utility in it as well; it features the strongest PBAOE spell in the game, DD+Snare & the AE version, single and AE Disease (disease in this game slows down your movement, and makes all heals on target do only 50% of their value), there's also the single target STR/CON debuff, as well as an AE version later in the spec. The Void/Eclipse spec features a spec bolt (so you'll have 2 bolts if you spec in this line), there's also an AE DD, and GTAOE (which is known as ground target AE, means you can cast on a certain loc whether it has targets in it or not), and last but not least; resist debuffs for Body, Spirit, Energy, they have 3 strength levels, -15, -30, -50.
Also check out the Char Builder link under my sig, so you can see exactly what spells you get at which levels and with which spec.
For those of you who are playing for the first time or haven't played in a very long time;
Base spells are spells you get automatically as you reach a certain level, and
Spec spells you only get when you spend training points into said spec. Every caster, healer, and some of the melee hybrids get both types.
So to use the Eldritch as an example here, they get a single target Stun which gets longer in duration as you level up - first version is only 3 seconds at level 5, while the final version is 9 seconds at level 46! It can be extremely lethal, especially if you combine it with a PBAOE bomb or two, can drop people before the stun ever wears off.
However, unlike EQ, CC spells in DAoC start an immunity timer which lasts 1 minute after a certain spell has been used, so if you use the stun - after it wears off, the target cannot be stunned again for 1 minute, this affects every type of CC spell - Mezzes, Roots, Snares, and Stuns.