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zambizi
03-01-2004, 03:29 PM
Hi I am a new necro now level 11 and I have never really played a casting class. Would any of you have any advice on spell book organization and spells that should be kept memmed for certain spell groups?

Any help would be greatly appreciated.



Zambizi
Gnome Necromancer level 11
The Rathe

Salizarr
03-01-2004, 03:54 PM
I never really bothered with spell book organization mainly because if you right click on your spell gems a list of your spells by category will appear and you can easily select them.

One spell that has never left my bar is Feign Death. I also try to keep the same line of spells on the same gem, ie, my lifetap line is alway on gem 4, so whenever i want to tap i know that in the 4th gem will be a tap, be it a weak or so, it will be there.
Same for darkness(snare), since it's what we usually pull things with, it's on the first gem.
I try to make an order of casting as well, above and including the fourth gem are all my combat/damaging spells, below that are utility spells like FD, Screaming Terror, Lich, etc....

Well, hope it helps you a bit,
Sal

Rabekis
03-01-2004, 04:04 PM
Good point, I would say 95% of the time you wont go past the the 8th page of so in your book, as you should be getting upgraded spells to the ones you currently have memorized. So when you get an update life tap, move the current one to like page 30 or so and replace the one you had on page 1.

More important than "organization" is YOU knowing where they are and being able to access them quickly. You dont need all your DoT's on one page necessarily, just know where they are when you need them. I tend to organize by use, not function. So the line of spells I use most of the time are on the first 2 pages. Also, with my interface, I can save line up of spells (you may be able to do this now without one, I dont know). So I can just bring up my "Undead" Line when I need it and it places them in my gems for me. Also helpful when you die and have to rememorize.

Try to keep things in the same place on your gems. Like always keep your lifetap in gem 1 so you always know where it is when you need it. Always keep FD in gem 8, things like that.

As far as a must have all the time.... hmm, for me, its a root or lifetap, they belong in any line. Most people will say have FD up all the time, but for me, I rather have SoW than waste a gem slot with FD. Only if I'm somewhere I've never been and get nervous, then I'll leave it up, otherwise, I can outrun most mobs if I need to and I have that extra gem up. I find myself swappin out gems for self buffs all the time, so FD isn't necessary most of the time.

Everyone does it their own way, just find a system that works more effeciently for you. You dont want to be fumbling around in a crisis.

NeSikWay
03-01-2004, 06:26 PM
The front part of my book is by type of spell and the amount I use it, (i.e most all my spell is in the first 3 pages that I use most) Then I have secondary spells, those are like buff spells I use once in a while, or prep for a dungeon, and a page of spells of stuff I might just used (voice graph, magic debuff, null magic, breath of the dead, The back part of my book like past page 30 all orgainzed by line of spells, like all life taps to gether, all old pet spells, and so on, when I get an upgrade, it goes to the front the old goes to the back of the book. So should I need to look one up that I've not used in a while, but I know kinda what it does I can find it. This I use to incress skill if needed, or just looking for one.

HazardousPanic
03-01-2004, 06:45 PM
Originally posted by Salizarr@Mar 1 2004, 04:54 PM
I try to make an order of casting as well, above and including the fourth gem are all my combat/damaging spells, below that are utility spells like FD, Screaming Terror, Lich, etc....


Totally bazaar....

I can name my spell bar (and I am work)

1) Bond of Death (HP tapDoT)
2) Cascading Darkness (Slow/DoT)
3) Ins. Retro (Snare/DD)
4) Screaming Terror (Enthrall/Mezz)
5) Instill (Root)
6) Pet/Pet Aug
7) FD
8) Lich


This has been the norm of late since I have been consintrating on ADD's. But my top 4 are Offense and bottom are Defense/Util. Guess I am not the only one!

Rabekis
03-01-2004, 06:59 PM
I thought of one I ALWAYS have up! Augment Death, cause it takes forever for it to be ready after you re-mem it.

Salizarr
03-01-2004, 07:20 PM
Originally posted by HazardousPanic@Mar 1 2004, 07:45 PM
This has been the norm of late since I have been consintrating on ADD's. But my top 4 are Offense and bottom are Defense/Util. Guess I am not the only one!
:P

I'm not the only one! WOOT! :)


I thought of one I ALWAYS have up! Augment Death, cause it takes forever for it to be ready after you re-mem it.

Get a timer :)
I use it and it's really helpful. The following link was posted on a post by quik2 a while ago:

Timers (http://www.horizonsoutpost.com/eq/timer.asp)

Sal

Rabekis
03-01-2004, 08:23 PM
Originally posted by Salizarr@Mar 1 2004, 08:20 PM

Get a timer :)
I use it and it's really helpful. The following link was posted on a post by quik2 a while ago:

Timers (http://www.horizonsoutpost.com/eq/timer.asp)

Sal



Still gotta remem it, that timer doesnt really do anything. If it brought it up and rememmed it at a designated time, that would be cool

Skulmar
03-01-2004, 08:46 PM
heh, spell books on all of my characters are all nicely arranged when you open them up. Everything is arranged by spell type and easily found. There are certain emergency type spells that are found on page one tho. :)

Schaeffer
03-01-2004, 10:20 PM
Originally posted by Rabekis@Mar 1 2004, 03:59 PM
I thought of one I ALWAYS have up! Augment Death, cause it takes forever for it to be ready after you re-mem it.
Lich and Augment last the same amount of time, about 17 minutes. Cast lich on yourself, then swap it out for augment. Then cast pet, and then I shrink buff with Spirit Armor and then saving augment for last. That should give you a good 2 minutes between the two spells. Swap lich back in for Augment. When lich fades, recast it, and swap back in augment and the 30 pop timer should be up by the time it wears ff pet. This way you only use one slot for two short duration buffs.

This is my usual kite line up:

Nuke tap
Highest Nuke
Highest Dot
Dot Tap
Darkness
fear or an aggro spell
lich / augment
FD

Undead mobs go like this:

Nuke Tap
Undead Nuke
Highest Dot
Dot Tap
Slow
Heal over time
lich / augment
FD

Group goes as follows:

Nuke Tap
Nuke
Quickest dot
Dot Tap (Auspice or Zevfeers are best here if you have them)
Darkness
Mezz
root / lich / augment (keep root up till lich wears off and then recast both)
FD

If you have a chanter for CC then you can swap mezz and root out and use a group buff spell of your choosing if you got it. I always like to have mind wrack up if your fighting alot of casters, no one buggs you for a twitch through effective use of mindwrack, and it does the whole group for 300 mana, at a cost of 300 mana, much better than a 1:3 ratio loss, you get a 1:1 but you multiply that times 5 if your melees are hybrids. Only downfall is the long refresh usually means the mob is dead before you get the chance to tap him twice.

You can also swap darkness out if you have a snare happy ranger/druid/sk for another group tap. I pick which one depending on what kind of dps we've got. mostly melee then i'll go with crippling/degeneration for the atk / str, if it's mostly casters then i'll go with succesion/degeneratioon for the AC / HP to give the casters a cople extra seconds to stay alive if they get attacked.

Doomfir
03-02-2004, 02:39 AM
Thanks for the timer info. There is a much better one out there though if only I could remember where it was. It actually uses the parse file to determine when a dot is about to run out. Similar to what you got there.. but that one is a pain in the butt cause you have to move the slider when you want to time something. It is fine for spawn timer.. but not for DoTs

Salizarr
03-02-2004, 10:19 AM
Originally posted by Doomfir@Mar 2 2004, 03:39 AM
Thanks for the timer info. There is a much better one out there though if only I could remember where it was. It actually uses the parse file to determine when a dot is about to run out. Similar to what you got there.. but that one is a pain in the butt cause you have to move the slider when you want to time something. It is fine for spawn timer.. but not for DoTs
Yeah, i agree :(

Moving the slider when casting the DoT is a pain. I got used to it tho, when i just stand there casting i just slide the mouse over to the timer and place it. If the mob resists, i just run and repeat that.

I only have two timers, snare and pet augment and i find it really helpful to know beforehand when the augment on your pet or your snare is about to wear off and avoid surprises...
I don't really agree with the statement that timers don't do anything, well, for me they do and after i started playing using them i can't think of playing without them.

Doom, can you please post the link to the other timer when you remember it?

Sal