New staff twirl

by Arix

Back to Combat Guide.

Tiran2006-09-18 15:48:02
Does a little better than just stack with rubble. You're forced to tumble/cleanse if there's rubble because you can't move at all. tongue.gif

I'm just hoping that it stops that annoying leap skill, but that's probably wishful thinking.
Shorlen2006-09-18 15:51:40
In addition to its other effects, the new twirl skill should drown size 1 people, like diminished faelings.

Take that, people who are too short for their own good!
Sylphas2006-09-18 18:53:24
Isn't Tumble capped? I remember Tuek telling me I rolled at max speed, and I'm size six.
Unknown2006-09-19 01:54:31
What's the balance time on Aqua's Twirl Staff? And what's its heal percentage?
Sylphas2006-09-19 02:55:23
Standard balance, if I remember correctly, so around 4 seconds before racial. I could be wrong though, I only played with it on test.
Soll2006-09-19 06:17:58
And it heals 20% of each stat, and can take you 20% above max in each stat.
Verithrax2006-09-19 06:32:54
Bottom line, Aqua staff twirl is uber, specially for bashing things that don't break shield - it lets you ignore sipping entirely when fighting those, if you can put up with a bit of slow down. Just the going 20% above bit is rather good.
Clise2006-09-19 07:37:32
Meh don't we have envoys to deal with all these? Bring it up with your envoys!
Unknown2006-09-19 12:52:29
Bottom line, Aqua staff twirl is uber, specially for bashing things that don't break shield - it lets you ignore sipping entirely when fighting those, if you can put up with a bit of slow down. Just the going 20% above bit is rather good.

Twirl staff breaks shield, always has...
Ekard2006-09-19 13:12:45
And im not sure if aqua twirl is 4 seconds. It seems to long for me tongue.gif
Shorlen2006-09-19 13:14:40
Remember that 90% of aquamancers are merians, who get a level 1 eq bonus, so if they time it well, can't they shield after a twirl before they get hit?
Clise2006-09-19 15:14:44
Twirl is on balance I thought?
Narsrim2006-09-19 16:07:23
Twirl staff is on balance -and- breaks shield. Also, most Aquamancers aren't Merians. We simply wear Merian illusions smile.gif
Soll2006-09-19 16:10:56
Twirl is on balance, yea.
Narsrim2006-09-19 16:22:57
Personally, I think the combat applications of twirl cudgel are far better than Aquamancer twirl.

Twirl Cudgel:

1. Gives you hexagram/geyser/sylph resistance.
2. Druids can raise cudgel, putting everyone in a room into trees.
3. Treebane will quickly keep someone you don't like out of trees.

A druid can mount offense from in trees (sap targets in trees) or even shoot people with cudgel who aren't in trees. You might even be able to sling runes (but I'm not 100% on this one). It also allows them to maintain a demesne out of the immediate reach of any foe on the ground. Given Hexagram and Geyser don't even knock you off balance if they fail assuming you have levitate up, you can instantly climb back up so combined with the resistance, competent druids are difficult to keep on the ground (as it should be!).

Twirl Staff for Aquamancers is good for bashing, but it isn't exactly worthwhile in combat aside from the initial health buff. Waxing in Moon cures about 20% max health, but I rarely see people use it mid-fight because that's just dumb. The same goes with Twirl Staff.

Twirl Staff for Geomancers has potential imo. If you attack a target you expect to flee you can drastically slow down their ability to do so. Most people, who tumble regain balance and then try and walk away. I also think this has neat group combat application.

I will say, however, that it should perhaps still break a limb in addiction to slowing the target for 60 seconds.
Sylphas2006-09-19 16:36:10
Aqua staff also heals mana and ego, and buffs past max. Since you're not always going to need all of that, I'll underestimate and say it's only twice as powerful as Waxing.

I don't really care if cudgel twirl is better in combat. Aqua twirl, in my opinion, is still better overall, because it's insanely good utility.
Shorlen2006-09-19 16:57:52
QUOTE(Narsrim @ Sep 19 2006, 12:22 PM) 333256

Personally, I think the combat applications of twirl cudgel are far better than Aquamancer twirl.

Twirl Cudgel:

1. Gives you hexagram/geyser/sylph resistance.
2. Druids can raise cudgel, putting everyone in a room into trees.
3. Treebane will quickly keep someone you don't like out of trees.

A druid can mount offense from in trees (sap targets in trees) or even shoot people with cudgel who aren't in trees. You might even be able to sling runes (but I'm not 100% on this one). It also allows them to maintain a demesne out of the immediate reach of any foe on the ground. Given Hexagram and Geyser don't even knock you off balance if they fail assuming you have levitate up, you can instantly climb back up so combined with the resistance, competent druids are difficult to keep on the ground (as it should be!).

Twirl Staff for Aquamancers is good for bashing, but it isn't exactly worthwhile in combat aside from the initial health buff. Waxing in Moon cures about 20% max health, but I rarely see people use it mid-fight because that's just dumb. The same goes with Twirl Staff.

Twirl Staff for Geomancers has potential imo. If you attack a target you expect to flee you can drastically slow down their ability to do so. Most people, who tumble regain balance and then try and walk away. I also think this has neat group combat application.

I will say, however, that it should perhaps still break a limb in addiction to slowing the target for 60 seconds.

Twirl Cudgel is amazing - I have never complained about it tongue.gif Aquastaff is really nice for tanking things like mindblast, since you're healing about as much as they are hurting and doing it in less time than they are mindblasting. It's also nice for dealing with clotting, and nice when someone runs from you, but you're pretty screwed up and want to heal before chasing.

I think the problem with the twirl geostaff is that if they cleanse, it took you as long to afflict as it did them to cure, and though Geos can hinder cleanse, if you can't cleanse you can't move anyway. I see it as still weaker than the other two twirls, but not worthless.

I wonder - if you hit someone with twirl geostaff who begins climbing over rubble before they finish climbing over it, does it prevent them from successfully leaving the room, or do they leave anyway?
Narsrim2006-09-19 17:00:08
Well, it isn't supposed to block moving out of the room with rubble. That's actually a bug. They should just stack.
Shorlen2006-09-19 17:02:03
QUOTE(Narsrim @ Sep 19 2006, 01:00 PM) 333290
Well, it isn't supposed to block moving out of the room with rubble. That's actually a bug. They should just stack.

Are you sure it's a bug? It seemed like something to make it worth using...
Xenthos2006-09-19 17:19:49
QUOTE(Shorlen @ Sep 19 2006, 01:02 PM) 333292

Are you sure it's a bug? It seemed like something to make it worth using...

If you can't walk, it's a bug, as I spent 20 minutes when the skill was being suggested that they would have to make sure that this bug was rectified... tongue.gif