Verb:MANA: Difference between revisions
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===Mana Pulse=== |
===Mana Pulse=== |
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* This ability allows the user to manually invoke a mana pulse |
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Any character may speed up the next natural mana pulse if it would occur within a number of seconds equal to the threshold tier. |
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* Every Mana Control rank allows you to perform this action 1 second sooner than when the actual pulse would happen |
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The profession's magical domain (single-sphere or hybrid) will determine how to calculate the tier. For single-sphere professions, each tier is one rank of the appropriate mana control. For hybrid professions, sum the larger of the two relevant mana control skills with half of the ranks of the complementary professional hybrid sphere mana control, the tier equal to this total. The amount of mana obtained from this skill is always equal to the character's standard off-node value, regardless of the character's location. In trade, the next natural mana pulse will skip the character, and the character cannot use the skill again until that time. |
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* Effective Mana Control ranks is calculated the same as MANA SPELLUP. For hybrid classes like [[sorcerer]]s (elemental/spiritual hybrid), the higher of the two MC counts for full value and the lesser MC counts for half. |
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* For example, with 50 Mana Control ranks, you can only use this ability when the natural mana pulse would trigger in the next 50 seconds. |
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* The amount of mana gained is the same as an off-node pulse |
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* After triggering the ability, it is on cooldown until a natural mana pulse occurs and the pulse would then return 0 mana. |
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Messaging for invocation: |
Messaging for invocation: |
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This skill will never give characters additional mana (and provides even less mana if the character is on a node when the cool-down pulse skips), but does allow characters more control over when to get mana. This can be useful for example to finish off a creature, get a final pulse before a hunt, or shortly before invoking [[Sign of Wracking]] so the natural pulse does not occur when a character is nearly full of mana. |
This skill will never give characters additional mana (and provides even less mana if the character is on a node when the cool-down pulse skips), but does allow characters more control over when to get mana. This can be useful for example to finish off a creature, get a final pulse before a hunt, or shortly before invoking [[Sign of Wracking]] so the natural pulse does not occur when a character is nearly full of mana. |
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==See Also== |
==See Also== |
Revision as of 16:47, 19 March 2014
MANA is a verb which allows you to view your maximum mana, remaining mana points, and how much mana you'll recover both on node and off node. It can also be used by those with sufficient Mana Control training to either force a mana pulse to occur immediately or instantly cast all known defensive spells.
Usage
- MANA
- Shows information about currant mana capacity and amount of mana gains per pulse
- MANA PULSE
- Allows the caster to manually invoke a pulse as if they were off-node. (Subject to mana control skill.)
- MANA SPELLUP
- Allows the caster to instantly cast all defensive spells known to them. (Subject to mana control skill.)
Mana Control Benefits
Training in the appropriate mana control skills (Elemental Mana Control, Mental Mana Control, Spiritual Mana Control) can unlock additional usages of this verb. Note that the threshold tiers for each case differ.
Mana Spellup
- A caster may instantly invoke all known buff spells (with a few exceptions) at zero mana cost.
- This ability may be used once per day every 75 ranks of their profession's primary mana control skill.
- For hybrid professions, like sorcerers (elemental/spiritual hyrbid), use both mana control skills, the higher of the two counts for full ranks, the lesser counts for half ranks. If both are equal, one counts for full, the other counts for half.
- For example, a sorcerer with 50 ranks EMC and SMC, the effective ranks are 50 + 50/2 = 75 ranks, may invoke this ability once per day.
- Another example, a sorcerer with 202 ranks of EMC and SMC would have 202 + 202/2 = 303 effective ranks and may invoke this ability four times per day.
- Certain spells like Wall of Force (140) and utility spells like Water Walking (112) are excluded.
>mana spellup
With your advanced understanding of spiritual and elemental mana, you transcend the normal limitations of magic and release upon yourself a flurry of abjurations...
A light blue glow surrounds you.
The air thickens and begins to swirl around you.
You suddenly feel more powerful.
There is a dim flash around you.
You feel a strengthening of your internal fortitude.
There is a dim flash around you.
You feel a strengthening of your blood flow.
A deep blue glow surrounds you.
A dull golden nimbus surrounds you.
You suddenly feel a lot more powerful.
You are surrounded by a white light.
A silvery luminescence surrounds you.
A bright luminescence surrounds you.
A brilliant luminescence surrounds you.
You are filled with a sense of great confidence.
Your skin tingles for a moment and you feel more secure.
A shadowy patch of ether rises up through the ground to encompass you, swiftly sinking into your skin.
Cast Roundtime 3 Seconds.
This ability should be considered particularly useful after deaths, during invasions, or after mass dispel effects.
Casters wishing to avoid the penalties associated with trade-off spells such as Spirit Barrier (102) or Elemental Focus (513) should remember to stop these spells.
Mana Pulse
- This ability allows the user to manually invoke a mana pulse
- Every Mana Control rank allows you to perform this action 1 second sooner than when the actual pulse would happen
- Effective Mana Control ranks is calculated the same as MANA SPELLUP. For hybrid classes like sorcerers (elemental/spiritual hybrid), the higher of the two MC counts for full value and the lesser MC counts for half.
- For example, with 50 Mana Control ranks, you can only use this ability when the natural mana pulse would trigger in the next 50 seconds.
- The amount of mana gained is the same as an off-node pulse
- After triggering the ability, it is on cooldown until a natural mana pulse occurs and the pulse would then return 0 mana.
Messaging for invocation:
>mana pulse
An invigorating rush of mana pulses through you.
Cast Roundtime 3 Seconds.
Messaging for termination of the cool-down timer and skipped mana pulse:
You feel mana pulse within the area, but it does not reach you.
This skill will never give characters additional mana (and provides even less mana if the character is on a node when the cool-down pulse skips), but does allow characters more control over when to get mana. This can be useful for example to finish off a creature, get a final pulse before a hunt, or shortly before invoking Sign of Wracking so the natural pulse does not occur when a character is nearly full of mana.