
05-22-2012, 12:56 AM
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Planar Protector
Join Date: Apr 2010
Posts: 3,635
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It was obscene on blue before, according to you it's nerfed now, and according to this link it should be somewhere in the middle: http://web.archive.org/web/200209011...you+hurl&type=
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Submited by: Yappie On: 1/16/2001 8:00:16 AM Rank: worst 1 2 3 4 5 6 7 8 9 10 best
I was hunging in Lake of Ill Omen today, and the tanks INSISTED I switch to this spell. They proclaimed that in the higher levels this spell is a necessity to minimize damage. So, I put away tepid deeds and started chain casting this during fights.
It works great to reduce group damage when you're facing one or two foes. When you're facing 3 or 4 foes it gets tough to juggle mez, tashani and this without being attacked, but it's still a great group spell.
The one disadvantage of it is that it can be partially resisted.
"A sarnak recruit begins to spin"
1 second later...
"Your whirl till you hurl spell has wore off"
Sometimes it lasts 5-10 seconds, but I still end up spending the majority of my time in combat casting this spell and not medding. Stand, cast, sit, med. Stand, cast, sit, med. mezz mezz, cast, sit, med.
I was a lot less busy before I started using this spell...too bad it works the way everybody proclaims or I'd put it away for good. And I thought I was busy BEFORE this spell! [You must be logged in to view images. Log in or Register.]
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Quote:
Submited by: Tsyous On: 7/14/2000 4:59:19 PM Rank: worst 1 2 3 4 5 6 7 8 9 10 best
what is so amazing about this spell against npcs? it only stuns for 5 seconds, u might as well use mezmerize or root.
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It should also have a chance of breaking when the target is hit (not sure if this is implemented):
Quote:
WHY WHIRL BECOMES USELESS AT HIGHER LEVELS, By Random (1/28/2001)
The key weakness of Whirl is that the target gets a saving throw against it EVERY TIME IT IS HIT by melee or spell. This means it will usually last a reasonable time ( up to it's 8 sec maximum) if you are solo or in a small party that is not producting very many hits per second (such as casters only). However when you end up in group with 2 or more melee types the rate of incoming blows on the mob gives it so many chances to save against WTYH that it's effective duration drops to only a second or two. This situation gets much worse as levels go up, people get faster weapons and melee types get dual wield, double strike, kick, bash etc. and monks get increasing numbers of strikes per round. Also you start using haste spells such as quicken, alacrity, and augmentation that increase the number of hits to the mob and thus it's number of saving throws against WTYH until you can almost guarantee it will last no longer than a fraction of an attack round making it essentially useless. Love it at low levels and when soloing or in nuke parties, but when you've got tanks up front it's time to put it out to pasture. At 20th lvl you get Color shift and chain casting that with Color flux is much more effective in keeping targets disabled since 1) there are no saving throws for melee hits, and 2) it's a charisma based spell so buffed up charisma lowers resist rates and 3) they are AoE spells that can keep multiple targets stunned.
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http://web.archive.org/web/200107251...pell.asp?Id=41
Also - HG's and cyclopses are supposed to be stun immune??
Quote:
WTYH IS GREAT VS LARGE MOBS, By Xila cloudweaver (1/28/2001)
This spell is fantastic vs MOBs who are immune to stun spells such as Cycs or HGs. Great spell.
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..And for some reason whirl still works on them?
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