Bloodylipa 1 Posted February 2, 2012 Share Posted February 2, 2012 One big problem I encountered when I started playing this game was the lack of skill/spell information. No where online or ingame does it say more specific how 'strong' things are. Yes it tells you 'shoots a powerful ball of lighting' for example but how powerful? How much does power increase to next level? Before spending points on things I like to know if they will still be worth it in later game too. So this is why I make this spell book, to help new and old shamans predict their spell outcome before spending points. This is not accurate to a specific number, since my equations are very simple with low number of variables, but they should be more then accurate to give you an idea of what the spell would preform on your character. Ok lets start... >> Ball lightning: Description: Ball lightning hits the target with moon magic. Type - active Cast time - instant Range - 5 yards Energy expense - 14mp Cooldown - 7sec Lv1 - adds 35% extra damage, onto base moon damage. Lv2 - adds 45% extra damage, onto base moon damage. Lv3 - adds 55% extra damage, onto base moon damage. Lv4 - adds 65% extra damage, onto base moon damage. Lv5 - adds 75% extra damage, onto base moon damage. Example: shaman with 200 moon magic. Lv5 damage = 200*1,75 = 350 Healing spirit: Description: Restores characters or his allys health for some time with astral magic. Type - active Cast time - instant Range - 5 yards Energy expense - 12mp Cooldown - 10sec Duration ~ 18secs. During this time the shaman will heal 5 times, first heal dot is delayed 3 seconds from the time you cast your spell. With Y=astral Heal. Y=56. Y=83. Y=98. Y=128. Y=154. Y=181. Y=196. Y=226 Lv1. 68. 79. - 97. 107. 118. 124. 136. hp/3sec Lv2. 76. 89. 97. 112. 125. 138. 146. 161. hp/3sec Lv3. 83. 99. 108. 126. 142. 158. 167. 185. hp/3sec Lv4. 91. 110. 120. 141. 159. 178. 189. 210. hp/3sec Lv5. 98. 120. 132. 156. 177. 198. 210. 234. hp/3sec Crit heal - New for warspear v2.10.0 is the crit heal. This gives you a chance to gain a critical heal restoration from a heal tick when you are under the effect of healing spirit. And a heal crit is just as basic as a crit hit it just doubles your healing amount on succes. does your crit heal have the same crit ratio as your crit hit? Yes. I ran a test of 6 full healing spirits (=30 healing ticks) and my healing crit ratio was within a 2% range of my crit hit ratio which I can accept as a valid result for using a relativ low number of trails (30). Earth protection: Description: Creates magic shield, increasing defence from any attack. Type - active Cast time - instant Range - 4 yards Energy expense - 24mp Cooldown - 14sec Duration ~ 25secs Moon. Sun. Darkness. Astral Defense. Resistance. Resistance. Resistance. Resistance Lv1. +3% +3% +3% +3% +3% Lv2. +4% +4% +4% +4% +4% Lv3. +5% +5% +5% +5% +5% Lv4. +6% +6% +6% +6% +6% Lv5. +7% +7% +7% +7% +7% Lightning blast: Description: blinds target for a while. The enemy cant attack or use skills, but its evasion increases for the time the skill lasts. Type - active Cast time - instant Range - 5 yards Energy expense - 20mp Cooldown - 15sec Blinds for Xsec. Increase targets dodge +X% Lv1 - ~1sec. +28% Lv2 - ~2sec. +26% Lv3 - ~3sec. +24% Lv4 - ~4sec. +22% Lv5 - ~5sec. +20% *blind - causes affected target to roam randomly in any direction across the area Earthquake: Description: causes a small earthquake reducing enemies attack speed within 2 yards. Enemies cant move during the spell. Type - active Cast time - 1~1.5sec Range - 5 yards Energy expense - 15mp Cooldown - 15sec Holds for X secs. Reduces targets attack speed by X% Lv1 - ~2sec. -12% Lv2 - ~3sec. -14% Lv3 - ~4sec. -16% Lv4 - ~5sec. -18% Lv5 - ~6sec. -20% Hints and info on earthquake So their is some problems with shamans earthquake. And even though its alittle buggy I love it and use it. But so down to business, melee locking is the biggest problem and heres the tip to get your quake to stay ranged. When quake turns melee - im sure all quake shamans have had this happen. Your locked on to a target engaged in battle and you want to stop hes/hers advancement. You throw your quake that normally have a 5yd cast radius, but now your shaman walks over there to the center of quake where you suppose to cast it and casts it. The big problem now is since your shaman walked all the way over there to cast quake you lost all the range advantage you had to begin with. This happens all the time and sucks. It puts you in a very dangerous place as ranged spellcaster and this takes alot of time in battle. Tip: until its fixed theirs one thing you can do to go around the bug. Dont be locked on to a target. If you take a step to the left, right, back or forward so your shamans is moving instead of locked on to a specific target this will enable you to cast quake as a inteded range spell again. Tip 2: the other way to get around the lock problem is to cast quake on a locked target affected by blind. Casting quake on blind targets will prevent the lock-on bug. The reason I dont like this trick though is cause you lose 'stun-time' having target blind and quaked at the same time. Needs good timing just before blind ends to be effective. How to land a quake: Im going to attempt writing down the basic mechanics for earthquake so that it will be easier for shamans to hit accurately with their quakes. So my basic rule is 'the quake will lock targets aslong as they are within the aoe when the cast sequence is preformed'. So that means to hit moving targets he needs to be whitin your aoe as your shamans start the process of casting. Then it doesnt matter if the target moves out of the aoe while the shaman is preforming the spell, you will still get him. This is a excellent way of catching up to fleeing foes. BUT remember if you cast the quake to far away your shaman will haft to move into place before starting his spell. If target moves away before your shaman is in place you will miss! And missing your quakes are pricey since its one of few spells with a cast time and it leaves you open. Earthquake vs Blind: As requested im going to try and make a pro/con list over blind and earthquake and hopefully ill get all aspects of these two spells that are worth considering when you make a shaman. (+) Blind Pro - instant cast, 5 second disable, 5yd radius, target is forced to move at random, enemy loses target of you, quake is easier to hit when target is blind. Cons - raises targets dodge 20-28%, damage on blind targets is never effective, target is forced to move at random. * 'target is forced to move at random'. This feature can be both good and bad depending on the random movement of the target and what you are trying to do to the target. (+) Earthquake Pros - 6 second disable of movement, can lock multiple targets (aoe), reduces targets melee attack speed 12-20%, effective damage on locked target, can block targets off. Cons - 1~1.5sec cast time, locked targets can use skills/spells and ranged weapons, doesnt reduce range attack speed, can be hard to use, melee bug can cost you dearly. (+)Conclusion? - Its hard to put these two spells against one another, cause they are very diffrent even though they are both considered stunners. I really like earthquake and it just kills rouges and bladedancers. Its good on barbs too, but remember when the barb charged last cause charge breaks earthquake. Blind is just the perfect battle starter with good range and instant cast it can only be beat by charge when it comes to landing first stun. In my opinion they are both very good skills and its up to you, what do you want your shaman to focus on? If you want a stable defensive shaman, go higher on quake. If you want a hard hitting shaman keep quake lower and focus more on ball lightning. Generally speaking I would always use blind lv4-5. In the end both spells add 1sec 'stun' per level so the total duration of 'stun' will always be the same, if you split a certain number of points between both spells. Mountain power Description: increases characters health by 4%. Increase defence from sun magic 5%. Type - passive Max HP Resistance to sun magic Increase 4% 5% *Mountain power is your faction skill shared by all mountain clan classes. It cant be changed or leveled, its just what you get, plain and simple :) So now its started, I know lots is missing but im hoping to complete it over time. If you have anything to add or correct leave comment or pm. Any help on blank spells or spell levels are appriciated :) to be continued... Quote Link to comment Share on other sites More sharing options...
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