Confuse: Difference between revisions

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ROWiki>Robot Onteron
m adding summary & affects fields and other fixes
ROWiki>Zas00zas
Against archer evasion too...
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The archer must keep his guard up when using this against warlocks, since there is no way to know how the enemy cooldowns are going. If timed with bad luck, one can force the warlock into an offensive spree (something they are quite capable of) and actually lose the battle by receiving too many damage spells. Sometimes it's better to just let the warlock attack and learn its pattern, then [[CC]] when it's necessary. Confuse can be double-edged in these cases.
The archer must keep his guard up when using this against warlocks, since there is no way to know how the enemy cooldowns are going. If timed with bad luck, one can force the warlock into an offensive spree (something they are quite capable of) and actually lose the battle by receiving too many damage spells. Sometimes it's better to just let the warlock attack and learn its pattern, then [[CC]] when it's necessary. Confuse can be double-edged in these cases.


This power is also a great tool to prevent an archer to escape using [[Son of the Wind]] and [[Mobility]].
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Revision as of 10:36, 31 July 2009

"What the...!?"


Confuse is a Archer power: the 8th of the Tricks discipline.

The enemy is constantly distracted. He cannot use non-offensive powers.
Type: Constant
Discipline level: 15
Character level: 29
Affects: Single opponentCasting time: 1.5s Range: 25mCooldown time: 60sGlobal Cooldown:
Power level Level 1 Level 2 Level 3 Level 4 Level 5
 
Mana cost 120 140 160 180 200
Spell duration 15s 20s 25s 30s 35s
 
Debuffs on enemies
Cannot cast non-damaging powers.

Notes

The player affected won't be able to use spells that don't cause damage, so this includes heals/buffs, pure debuffs or pure crowd control powers. However, he can still be buffed and healed by other players.

This spell is a conjurer-killer as it pretty much disables them for a fairly long duration. However they can be protected by the spell Divine Intervention. For this reason it's important for conjurers to keep each other under DI whenever they might be exposed. Failing that, it can be dispelled by other mages.

The archer must keep his guard up when using this against warlocks, since there is no way to know how the enemy cooldowns are going. If timed with bad luck, one can force the warlock into an offensive spree (something they are quite capable of) and actually lose the battle by receiving too many damage spells. Sometimes it's better to just let the warlock attack and learn its pattern, then CC when it's necessary. Confuse can be double-edged in these cases.

This power is also a great tool to prevent an archer to escape using Son of the Wind and Mobility.