Rapid Fire (515): Difference between revisions
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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 |
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 90 seconds 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 cooldown by (0.3 * (skill - 100)) seconds. So at 202 skill, the duration is 60 seconds, and at 302 skill, the cooldown is 30 seconds. |
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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. |
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== |
==Lore Benefits== |
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Training in [[Elemental Lore, Air]] has a seed 1 summation (based upon ranks) % chance to |
Training in [[Elemental Lore, Air]] has a seed 1 summation (based upon ranks) % chance to cause your spell to be channeled without incurring the normal hard RT from channeling. When this effect occurs for a warding spell, the caster will be treated as if they were in offensive stance for the purposes of determining the bonus from channeling. |
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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. |
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. |
Revision as of 15:52, 20 January 2016
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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 90 seconds 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 cooldown by (0.3 * (skill - 100)) seconds. So at 202 skill, the duration is 60 seconds, and at 302 skill, the cooldown is 30 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 cause your spell to be channeled without incurring the normal hard RT from channeling. When this effect occurs for a warding spell, the caster will be treated as if they were in offensive stance for the purposes of determining the bonus from channeling.
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.
Cooldown wearing off:
You notice the feeling of elemental fatigue fade away.