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(Updated SCOUR and ZEPHYR as per classleads 162) |
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|syntax=AERO SCOUR <target> | |syntax=AERO SCOUR <target> | ||
|required= | |required= | ||
|target=Adventurers | |target=Adventurers and denizens. | ||
|cooldown= | |cooldown= | ||
|detail=Summon forth a slashing wind to | |detail=Summon forth a slashing wind to scour your foe with Whiirh's relentless fury.<p>Against adventurers, this flesh-tearing gale shall render them so hideous that even their most loyal allies will turn against them(*). A time after you use this ability(**) either the wind shall come again if your foe has cured disloyalty, or if they still labour under the affliction they shall be stunned and knocked off balance for a short time.<p>Note that this periodic tick will continue to occur until a tick occurs where disloyalty is reapplied.<p>Against denizens, these winds shall deal cutting damage and then relapse, causing additional damage after two seconds.<p>* Gives disloyalty and damage.<br>** This time is shorter the more pressure you have built up around your target. See AB DURESS PRESSURE for details.</br> | ||
}} | }} | ||
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|syntax=MANIFEST ZEPHYR <target> | |syntax=MANIFEST ZEPHYR <target> | ||
|required= | |required= | ||
|target=Adventurers | |target=Adventurers and denizens | ||
|cooldown= | |cooldown= | ||
|detail=Call upon Whiirh to grant you a zephyr, which will freeze your target to such a point that they will be unable to retain their mental fortitude(*). After a time(**) the zephyr will come again, either re-afflicting your foe if manaleech isn't present, or giving deadening if their mental faculties are already failing. If your foe has both deadening and manaleech when the zephyr comes again, your target shall receive a short mental blackout.<p>Note that this periodic tick will continue to occur until a tick occurs where manaleech is reapplied.< | |detail=Call upon Whiirh to grant you a frigid zephyr, which will then be cast toward your foe.<p>Against adventurers, this will freeze your target to such a point that they will be unable to retain their mental fortitude(*). After a time(**) the zephyr will come again, either re-afflicting your foe if manaleech isn't present, or giving deadening if their mental faculties are already failing. If your foe has both deadening and manaleech when the zephyr comes again, your target shall receive a short mental blackout.<p>Note that this periodic tick will continue to occur until a tick occurs where manaleech is reapplied.<p>Against denizens, these winds shall deal cold damage and then relapse, causing additional damage after two seconds.<p>* Gives manaleech and damage.<br>** This time is shorter the more pressure you have built up around your target. See AB DURESS PRESSURE for details.</p> | ||
}} | }} | ||
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