View Full Version : Fabled SoF neck - Vampiric Requiem
thyriel81
11-02-2007, 06:34 AM
Looted a nice fabled SoF neck yesterday in SoF. It is however, an item that increases dps a lot, while nearly killing myself within some time.Stats are:all stats +20some health / powerVampiric RequiemThe Vamp proc description is a bit misleading, so after some testing thats what it does:- increases damage done by CA/Spells by 10%- when it gets equiped i get around 20% of my maxhealth damage (this could be a bug, theres nothing descibing that on the item)- every time a CA/Spell damages an opponent i lose 5% of my maxhealth (ive not tested yet if this is unbuffed or buffed maxhealth). This is only happening when i do damage with it, if it misses or i use a debuff that does no damage i get no damage either.The damage increase seems to be a bit higher then only 10% too. I tested on some mobs with it and without it (greens only so i dont kill myself), and i had without it 1200-1500 dps on them, while with it the lowest was 1700dps and the highest 2200 dps.So my question now (im brigand btw), of what situations can you think about where this necklace gets really usefull? I cant for sure us it all the time, (or i get my personal healer [Removed for Content] ^^), what i thought of is especially the small seconds with double up it gets very usefull. Equiping it, 2 high dmg CAs, sinister, double up, unequip. Makes a total damage on me of 40-45% while getting the best dps out of it. (macrod equiping with warning for healer)Are there any raid situations where it may become usefull? (perhaps some bosses where group gets group heal spammed anyway, while brigands dont get much if any damage from AEs at all normally)Its a really good item, but hard to decide where to use it and where not, so id like to prepared for the situations where it gets usefull.
Kizee
11-02-2007, 10:00 AM
<p>You won't be able to switch it out when you are in combat when kunark releases.</p>
thyriel81
11-02-2007, 10:55 AM
they remove infight switching gear oO?
Kizee
11-02-2007, 11:50 AM
<p>Yes, it has been mentioned on a few boards that they are removing the abiltity to switch gear when in combat.</p><p>There are some slots that are omitted from that but I can't remember if I saw that on beta or live boards so I won't mention what ones are.</p>
thyriel81
11-02-2007, 12:13 PM
would be real stupid they now put in that necklace and then remove the ability to switch it 2 weeks later lol
Kizee
11-02-2007, 12:27 PM
<cite>thyriel81 wrote:</cite><blockquote>would be real stupid they now put in that necklace and then remove the ability to switch it 2 weeks later lol</blockquote>Well SoE arn't ones for thinking ahead. Just like they put that NPC in for summoning your shard in game then a week later they removed shards altogether. <img src="http://forums.station.sony.com/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" />
Tomanak
11-02-2007, 12:44 PM
<cite>Kizee@Befallen wrote:</cite><blockquote><cite>thyriel81 wrote:</cite><blockquote>would be real stupid they now put in that necklace and then remove the ability to switch it 2 weeks later lol</blockquote>Well SoE arn't ones for thinking ahead. Just like they put that NPC in for summoning your shard in game then a week later they removed shards altogether. <img src="http://forums.station.sony.com/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote>Thats always assuming that they want you to be able to switch it in the first place. consequences of your actions and all that....
standupwookie
11-02-2007, 02:44 PM
I think all of these items with negative powers will be re-done. Players dont want loot that makes them worse in most situations and good in only a few. That was the whole reason why AAs were changed. Before you had to have specific weapons on specific trees....it really was not worth it.This whole idea of trade-offs is just plain dumb.
Kizee
11-02-2007, 04:15 PM
<cite>standupwookie wrote:</cite><blockquote>I think all of these items with negative powers will be re-done. Players dont want loot that makes them worse in most situations and good in only a few. That was the whole reason why AAs were changed. Before you had to have specific weapons on specific trees....it really was not worth it.This whole idea of trade-offs is just plain dumb.</blockquote><p>I don't think it's dumb at all. I love the aspect of negitive effects to have 1 very powerful one.</p><p>When KoS first came out i wore the rancid wrist item because it had high FT but had a couple negitive stats. (Just because I didn't need those stats and FT was the shizzle back then. )</p><p>I hope they have more in the Kunark.</p>
Kaycerzan
11-02-2007, 04:47 PM
I agree with Kizee.I certainly do think there should be some particularily powerful items out there that have some drawbacks.Then again, I also thought the AA trees shouldn't have been gutted. Half the complaints out there right now about certain classes' dps being way high or others being useless stems from the fact that everyone was given the opportunity to take their "best AA trees" and not be restricted in any way. Nobody <b>makes</b> you use these items. In fact, it puts the idea back on the table of how you play being a part of how good you are, as opposed to which AAs you have and what gear you have. Would I say all awesome items should have drawbacks? Hell no. But it is very nice to see some items coming out where you will get incredible effects (for example: 100 spell damage is not achieveable by non-raiding players, and quite frankly, +10% to ALL CAs / Spells isn't even achieveable by raiders) but you pay for that kind of power, as opposed to just making things better and better and better and better.The items don't need to be rethought, the mentality of people who look at things and say they are crap cause they are not plug and play needs to be rethought.
Dishlaw2003
11-02-2007, 06:12 PM
<p>My warlock has this neck piece and I must say I am really impressed not only with the design of the item but its effectiveness. It does a great job of providing a noticeable increase in damage, without that severe of a drawback. I have not been in a raid group yet where the healer has had trouble keeping me up. </p><p> The only issue I have with the item at the moment are the two bugs with it: (1) The fact that it does double damage to your gear when you die; and (2) that after you die the effect does not reapply and instead you need to remember to take it off and put it back on. But, I hear they are working on fixing those <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p> Otherwise, this is easily my favorite piece of loot and imo very well designed.</p>
thyriel81
11-03-2007, 10:48 AM
Does it do multiple damage to yourself on the warlock when you cast AEs? I noticed when i use my AE on the brigand and hit x mobs, that i get x*5% damage to myself. I even killed myself once now with it. Equiped it at a lot opponents, AE, double up and dead i was ^^
Dishlaw2003
11-05-2007, 01:20 PM
Yeah, just like any other proc, it procs on every mob hit by your spell. So AEs will proc the damage/mob. I always remind my fury before the raid starts that I am wearing this puppy so she doesn't freak out when my health starts getting smacked on AE encounters (well more so than normal anyways <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />)
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