Festering Curse

qazu2005

Dalayan Adventurer
For those who don't know, Festering Curse is a necromancer class AA. The description is as follows:

This ability allows you to cast a spell that slows them down and slowly rots them away with an increasing DoT spell. The curse does not wear off unless cured.

Currently, if you cast festering curse on a mob that is "immune to changes in it's motion speed" then neither part of this curse lands. You get the message "Your target is immune to changes in it's motion speed" and that is that and you have to wait another hour twelve to try using festering curse again. My question is this: would it be possible to have the Damage over Time part of this spell still land on our target even if it is immune to the slow? I know that this is how it works with DD/stun combo spells. for example when i cast chill bones, a DD/stun spell on a mob that is immune to stuns i get the message "your target is immune to the stun portion of this effect" but the DD effect will still land with no problem. I'm simply making the suggestion that it would make sense to have festering curse work this way too, since many of the mobs that it is worth casting on (ie high level mobs with very large amounts of hp) are immune to the slow part. if this is not a good idea then smack me or something.

peace out

Oh ps: there is another way for the curse to wear off besides curing. if you feign death after casting it it wears off immediately so like maybe that could be included in the description to cover all the bases.
 
Well, I had a nice reply all written out about the utility of having some spells that have a slow component and some that don't, and then I realized you were talking about an AA.


I can see both sides here - Its really convenient to have an AA snare/DoT; I bet it's really useful. But then again, the mobs you really want to use AA effects on (like AA slow, for instance) are raid mobs - and most of them are immune to changes in their movement speed.

I don't know whether it would be better to just remove the snare portion of the AA (to make it only an AA DoT), or make it only half land (that is, the snare portion won'to land on mobs immune to changes in movement speed. . . Although spells don't work like that, so I am not sure I am comfortable with the idea.)

How long is the timer on the re-use of the AA? If the timer is a really long one, then I suppose "half landing" would be all right. If it's quick re-use, then I'd say either leave it as is or remove the snare portion altogether.



Then again, this IS a bard talking. You might want to just ignore everything I say :/
 
/ignore Allie

(ok not really) but yeah pretty much the only time the DoT is worth using is on those high lvl mobs that are immune to the snare, it's virtually wasted on xp mobs because they die within the first couple ticks if you're with a group :(

so yeah that's why i was asking if the DoT could land regardless of whether the target is immune to the snare.

qazu2005 said:
you have to wait another hour twelve to try using festering curse again
 
I'd also like this to be looked into and find that I have this problem the majority of the raid mobs I cast this spell on...Hell, I would be happy if the snare component was removed, although if the DOT could land alone, that would be even better.

-Siais
 
I think it might not be possible. I believe that you can't cancel one affect on a spell with a duration without cancelling the others.
 
if that is the case i wouldn't mind seeing the snare effect go away entirely either. it's not like we're going to try kiting mobs with that many hp and such high lvl
 
Bowstrap said:
I think it might not be possible. I believe that you can't cancel one affect on a spell with a duration without cancelling the others.


Cast any DD spell with a stun attached on an undead mobs or a statue mob in Eldenals, and it will do the damage but resist the stun part.

So, yes, it IS possible for a spell to be half resisted like that when a mob has immunity.
 
Stuns are the only thing that works with, though. Druid DD roots don't do their damage to a root-immune mob, for example.
 
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