Rapid Fire (515): Difference between revisions
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This powerful spell is used to augment attack spells, in particular elemental attack spells. Once cast, the next spell which is prepared will be prepared again once cast, automatically for the duration of the Rapid Fire spell. Therefore once Rapid Fire is in effect, you may then prepare, for example, a Minor Fire spell and then continue to cast it with no preparation step (or time) in-between for as long as the Rapid Fire spell is in effect. Note that to switch spells being used, use a [[RELEASE]] command and then [[PREPARE]] a new spell. |
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While Rapid Fire is active, it will reduce the castRT of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period of 3 minutes before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost +5 mana. Training in [[Elemental Mana Control]] reduces the 3 minute cooldown by (skill / 2) seconds. So at 102 skill, the cooldown duration is 129 seconds, at 202 skill, the duration is 79 seconds, and at 302 skill, the cooldown is 29 seconds. |
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Rapid Fire is '''not''' restricted to self-cast: it can be cast (and is stackable) on other characters. |
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The spell will no longer automatically prepare the same spell again. Rapid Fire is '''not''' restricted to self-cast: it can be cast on other characters and uses the target's skill to determine the cooldown. |
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==Lore Benefits== |
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Training in [[Elemental Lore, Air]] has a seed 1 summation (based upon ranks) % chance to reduce the castRT to 0 seconds for any spell cast while Rapid Fire is active. |
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Training in [[Elemental Lore, Water]], has a seed 1 summation (based upon ranks) % chance to not cause the spell to go on cooldown when the effect ends. |
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Thus the chance for each of these to trigger is 10% at 55 lore ranks, 20% at 210 lore ranks, etc. |
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== Messaging == |
== Messaging == |
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Initial cast: |
Initial cast: |
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<div {{Log|margin-right=400px}}> |
<div {{Log|margin-right=400px}}> |
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You feel the magic surge through you. |
You feel the magic surge through you. |
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(Your next spell will be re-prepared upon its casting.) |
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</div> |
</div> |
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Wearing off: |
Wearing off: |
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<div {{Log|margin-right=400px}}> |
<div {{Log|margin-right=400px}}> |
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As the surge of magic departs, you feel a slight elemental fatigue settle in. |
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</div> |
</div> |
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{{stub}} |
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== External Links == |
== External Links == |
Revision as of 15:56, 15 January 2016
Pages with this banner have been affected by development and are in various stages of update progress, but not yet complete.
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While Rapid Fire is active, it will reduce the castRT of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period of 3 minutes before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost +5 mana. Training in Elemental Mana Control reduces the 3 minute cooldown by (skill / 2) seconds. So at 102 skill, the cooldown duration is 129 seconds, at 202 skill, the duration is 79 seconds, and at 302 skill, the cooldown is 29 seconds.
The spell will no longer automatically prepare the same spell again. Rapid Fire is not restricted to self-cast: it can be cast on other characters and uses the target's skill to determine the cooldown.
Lore Benefits
Training in Elemental Lore, Air has a seed 1 summation (based upon ranks) % chance to reduce the castRT to 0 seconds for any spell cast while Rapid Fire is active.
Training in Elemental Lore, Water, has a seed 1 summation (based upon ranks) % chance to not cause the spell to go on cooldown when the effect ends.
Thus the chance for each of these to trigger is 10% at 55 lore ranks, 20% at 210 lore ranks, etc.
Messaging
Initial cast:
You feel the magic surge through you.
Wearing off:
As the surge of magic departs, you feel a slight elemental fatigue settle in.
External Links
- Major Elemental Spell Circle: Rapid Fire, on Play.net