Talk:Maelstrom
Casting window[edit]
Required investigation: is it possible to cast spells that have a casting time of CoRrRan (CoRrRan / talk) 05:16, 24 April 2007 (EDT)
¾ of a second? I know it is possible with spells with a casting time of ¼ of a second--- Maelstrom interrupts and deals damage once every second, so if you begin casting a spell with casting time of Kronin 22:15, 25 April 2007 (EDT) ¾ just after maelstrom has hit you, it is possible to finish casting without being interrupted. However, it requires perfect timing.--
Note - the interruption effect is independant of water magic skill. With 0 in water magic the spell only does 10 damage per second, yet still interrupts over an AOE for ten seconds. Required investigation - in PvE are enemy casters less likely to move out of the AoE if the damage being done is only 10 - ie does the AI prompt a move away based on damage rather than interruption? I've used this spell to devastating effect at Water Magic 0 against small groups of casters (e.g forgotten in Elona Reach) and they don't seem to try to move out of the AoE. --The preceding unsigned comment was added by 86.150.252.17 (talk).
- For what i know, AI response to any AoE is independant from how much damage is dealt or other AoE effects. For a long while, AI moved quickly out of any AoE (something like a 2 seconds reaction), after an update i don't remember. Before of that update, it was more likely to stay there and take all the damage. With the introduction of hard mode, AI response to AoE in normal mode has been restored to some like the pre-patch, with monsters waiting for a long time before escaping AoE or not even escaping from it, while in Hard Mode monsters flee from AoE really fast. However, this is only what i know from my own experience and readings, if someone has proves of dipendence or indipendence, welcome in the discussion!--Kronin 10:33, 12 September 2007 (UTC)
- I think they should rename this skill into: "Hero 'n Henchie Tanking Area". --J0ttem™ 08:32, 14 November 2007 (UTC)
- given the fact that players can simply sidestep to avoid interrupt and dmg, this skill shouldn't cost more than 15 energy .. 87.189.223.185 16:04, 18 February 2008 (UTC)
- 25 energy is a lot, but considering the fact that for 10 seconds almost all spells are interrupted, it's well worth it. Just use GoLE to cut the cost to 9 energy + exhaustion and you wil find this a very useful skill in both PvE and AB. (not my normal IP) 213.125.158.224 11:04, 20 February 2008 (UTC)
- I once took out 5 Afflicted Elementalists by myself with this skill, so yeah, it deserves 25 Energy. 145.94.74.23 08:45, 8 April 2008 (UTC)
- i imagine when he said "players" could sidestep the spell he was talking about pvp, where balance actually matters.71.230.145.170 11:41, 8 September 2008 (UTC)
- I once took out 5 Afflicted Elementalists by myself with this skill, so yeah, it deserves 25 Energy. 145.94.74.23 08:45, 8 April 2008 (UTC)
- 25 energy is a lot, but considering the fact that for 10 seconds almost all spells are interrupted, it's well worth it. Just use GoLE to cut the cost to 9 energy + exhaustion and you wil find this a very useful skill in both PvE and AB. (not my normal IP) 213.125.158.224 11:04, 20 February 2008 (UTC)
- given the fact that players can simply sidestep to avoid interrupt and dmg, this skill shouldn't cost more than 15 energy .. 87.189.223.185 16:04, 18 February 2008 (UTC)
I hope everyone(or those that didn't knew) is reading this, it could be made into a note then again everyone has their way. This spell in Alliance Battle is genius to destroy the guards towers at the gate easily and efficiently shutting down both casters in Kaanai Canyon and The Ancestral Lands so you don't suffer any nasty hexes like Backfire or Lightning Surge.--ShadowFog 12:21, 16 October 2008 (UTC)
Note[edit]
For some unknown reason why, henchmen love to run into this skill's aoe affect when enemies use this skill on your team so you might have to micromanage when up against this skill (don't have to worry about it with heroes since their programming is a lot better than the henchmen programing).William Wallace 10:39, 16 April 2008 (UTC)
when going h/h even if you are a monk you tend to be upfront attacking the targets u want attacked. Ice imps will drop maelstrom on you first. Heros dont tend to stand next to you once in a fight but henchmen will untill they flee from aoe dmg. It doesnt suprise me that your henchmen get pelted by this spell a good 5seconds before moving. I seriously doubt they "run" into maelstrom--Justice 20:18, 27 June 2008 (UTC)
edited my comment, it was distasteful with the added part about god. felt wrong is some sense--Justice 07:00, 24 October 2008 (UTC)
hmmm[edit]
i wonder --Jette 16:00, 10 August 2009 (UTC)
visibility issues[edit]
Why the hell is this spells graphic so miniscule? does anyone else have trouble seeing it in the midst of a scrum? --111.69.12.2 13:32, 14 September 2011 (UTC)