From GuildWiki
| Maelstrom
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Full: Create a maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 10...22 cold damage each second. Maelstrom interrupts spell-casting when it hits. This spell causes exhaustion.
Concise: Deals 10...22 cold damage and interrupts spells each second (10 seconds). Hits foes adjacent to target's initial location. You are Exhausted.
| Water Magic | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21
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| Damage
| 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21
| 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31
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[edit] Acquisition
Skill Trainers:
Hero Skill Trainers:
Signet of Capture:
- Because of the high cost and long activation time, this spell is not for interrupting a specific spell, but rather for shutting down spell casting in an area.
- Maelstrom is easily avoided by leaving the area of effect. That makes this skill more useful in PvE than in PvP. In PvE it used to completely shutdown a group of enemy casters singlehandedly (computer controlled enemies used to not move out of the area although the November 11, 2005 update altered AI so they run out of AOE). In PvP, this spell can cause havoc among a group of spell-casters standing next to each other as well as spell-casters who like to tank the opposing team's warriors (like a protection/smiting monk). Maelstrom will disrupt a few of their spells and as they panic and try to run, the warriors will inflict a lot more damage.
- This spell can still be useful without investing in its linked attribute: while the damage of the spell is not that high, the appeal is the effect of 10 seconds of interrupts every second. This effect is achieved even with 0 Water Magic.
- Can be very powerful in combination with slowing skills and/or knock-down skills, making it hard for people to get out of the AOE (Deep Freeze, Ice Spikes, Frozen Burst, Mind Freeze, Water Trident).
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