m (→Notes: works with all the Water snares; and Water Trident doesn't really need a snare anyway, it's almost impossible to dodge) |
(Tohn doesn't have Freezing Gust...) |
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'''[[Skill Trainer]]s''': |
'''[[Skill Trainer]]s''': |
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*[[Tohn]] ([[Kamadan, Jewel of Istan]]) |
*[[Tohn]] ([[Kamadan, Jewel of Istan]]) |
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+ | '''[[Signet of Capture]]''': |
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+ | *[[Lushivahr the Invoker]] ([[Yatendi Canyons]]) |
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+ | *[[General Tirraj]] ([[Dzagonur Bastion (mission)]]) |
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+ | *[[Scribe Wensal]] ([[Nundu Bay (mission)]]) |
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+ | *[[Tanmahk the Arcane]] ([[The Sulfurous Wastes]], during [[A Show of Force]]) |
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+ | *[[Portal Mage]] ([[The Shadow Nexus (mission)]]) |
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+ | *[[Curator Kali]] ([[Gate of Madness (mission)]]) |
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+ | *[[Buhon Icelord]] ([[The Floodplain of Mahnkelon]]) |
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==Notes== |
==Notes== |
Revision as of 10:34, 8 January 2009
Skill details
Freezing Gust | ||||||||||||
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Full: If target foe is under the effect of a Water Magic hex, that foe is struck for 20...68 cold damage. Otherwise, that foe moves 66% slower for 1...5 seconds.
Concise: Deals 20...68 cold damage if target foe is hexed with Water Magic. Otherwise, this foe moves 66% slower (1...5 seconds).
Water Magic | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
Cold damage | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 | 80 | 84 | 88 | 92 | 96 | 100 | 104 |
Duration | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 8 | 8 |
Acquisition
- Lushivahr the Invoker (Yatendi Canyons)
- General Tirraj (Dzagonur Bastion (mission))
- Scribe Wensal (Nundu Bay (mission))
- Tanmahk the Arcane (The Sulfurous Wastes, during A Show of Force)
- Portal Mage (The Shadow Nexus (mission))
- Curator Kali (Gate of Madness (mission))
- Buhon Icelord (The Floodplain of Mahnkelon)
Notes
- Excellent for flag runners, the Random Arenas, and other places where versatility is important.
- Because of its quick cast time and recharge, this is an excellent spell to use on rampaging Warriors or fleeing enemies.
- Remember that if it recharges faster than normal, the hex doesn't re-apply itself when it casts on a target already affected by a Water Magic Hex, it only causes damage. This can be important if you need to keep an enemy slowed down a long time.