PDA

View Full Version : Initiate Symbol of Rallos Zek


renordw
04-10-2013, 06:24 PM
http://wiki.project1999.org/Initiate_Symbol_of_Rallos_Zek

Four second Yaulp cast? This existing is like a slap in the face compared to the Cazic-Thule and Innoruuk version.

http://wiki.project1999.org/index.php/Cazic_Thule_Symbol_Quests
http://wiki.project1999.org/Innoruuk_Symbol_Quests

Faerie Blossom
04-10-2013, 08:11 PM
Symbol quests are just in the game for fun, imo. It's neat to have a symbol of your God; shows that you are dedicated to your faith. Tunare priests get a haste that lasts a few seconds, and a very short lasting small resist buff. Bertox clerics get a long cast level 1 disease dot.

Why are the Cazic ones any good? Those are very low level fears that break very early, and they have longer cast times than the actual spells. Even the Innoruuk snare resists often, breaks early and has a longer cast time than the real necro/SK spell. None of these are game breaking.

Motec
04-10-2013, 08:30 PM
cleric snare not game breaking? I had more clutch moments with that than I care to remember.

SirAlvarex
04-11-2013, 02:31 PM
The Zek necklace probably would have been upgraded into something a lot better had the quests been finished/found/completed/documented. If you go by the other "upgrades", it would probably have been something like a clickable Polished Granite Tomahawk. A short term STR/Rune buff. Maybe a haste instead. But something to do with "war" (Innoruuk has the high-hate snare/dot, Cazic the fear, Tunare the druid root).

I got the snare clicky on a Shaman, and I found it to be practically useless. The snare is like 8%, lasts for 30 seconds, and is only good at stopping a mob below 10% health. Could it come in handy? Did a few times I'm sure. But the 5-8 second cast time made it hard to get off before a mob went around a corner in a dungeon.

Swish
04-12-2013, 02:56 PM
http://wiki.project1999.org/Initiate_Symbol_of_Rallos_Zek

Four second Yaulp cast? This existing is like a slap in the face compared to the Cazic-Thule and Innoruuk version.

http://wiki.project1999.org/index.php/Cazic_Thule_Symbol_Quests
http://wiki.project1999.org/Innoruuk_Symbol_Quests

Contender for not only the stupidest spell name in EverQuest but a spell only used by paladins to make them feel like they're doing something positive in combat :D

Lojik
04-26-2013, 08:46 PM
Symbol quests are just in the game for fun, imo. It's neat to have a symbol of your God; shows that you are dedicated to your faith. Tunare priests get a haste that lasts a few seconds, and a very short lasting small resist buff. Bertox clerics get a long cast level 1 disease dot.

Why are the Cazic ones any good? Those are very low level fears that break very early, and they have longer cast times than the actual spells. Even the Innoruuk snare resists often, breaks early and has a longer cast time than the real necro/SK spell. None of these are game breaking.

For a shaman the cazic neck is great to fear kite undead, particularly spectres. Easy to spam cast between med ticks.

gortimer
05-28-2013, 09:49 PM
By far the most useful necklace is the tribunal barbarian one. Summons a horrid hammer lol

Danth
05-29-2013, 12:44 PM
cleric snare not game breaking? I had more clutch moments with that than I care to remember.

That merely makes it nice to have. It still isn't something you can use in a game-breaking manner. Fundamentally there's nothing you can do with the snare neck that some other class can't already do, and probably do better.

---------------------

The Tribunal necklace does have a small purpose: It gives easy access to a magic-flagged weapon for truly un-twinked newbies. This becomes handy for tasks like fighting willowisps. Of course it rapidly becomes obsolete beyond that limited level range.

Danth