Difference between revisions of "Category:Stormlords"

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== Stormlords in General ==
 
== Stormlords in General ==
  
See [[:Category: Mages |Mages]] for an example.
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Stormlords are very similar to their parent class ([[:Category: Mages |Mages]]) until hero level 101, where they begin to differ. For a guide how to play a stormlord up to hero 101, see the article on [[:Category: Mages |Mages]].
  
Stormlords are quite similar to mages, but have several notable differences. The main difference is in how they deal damage. While mages are for the most part about dealing big damage quickly, stormlords are more the "slow and steady" type. Except "slow" makes them sound worse than they actually are; they can still rack up the damage pretty quickly. They are one of the better casting classes when it comes to hitting in groups as well, as they do not burn off mana quickly at all and only need to type 1 command per fight after they reach hero 101. However, their ability to surge is reduced to a maximum of 3, so a [[:Category: Mages |mage]] or [[:Category: Wizards |wizard]] may be preferred for really big mobs that just need to die fast.
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After hero 101 stormlords focus on [[:Category:Stormlord Class Definers|sustained spells]]. These spells require the caster to stand still and not enter any commands. In return, these spells give little to no lag, are cheap to cast and deal considerable damage (as well as other effects, depending on the spell). After hero level 675 when stormlords gain access to [[Stratum]], they can both maintain the spells and perform other activities like hitting, under favorable conditions.
  
One of the things that makes stm really stand out is the fact they're just as useful off of the battlefield as they are on it. Like mages, they have access to [[Enchant Armor]], [[Enchant Weapon]] and [[Enchant Bow]] (they do lack [[Charge Shield]], though), but what really separates them from the pack is [[Spring Rain]]. This spell refreshes the [[Mana Points]] and [[Move Points]] of everyone in the room every round while it is being sustained. This can be extremely helpful both for helping group members regen quickly, or just as a kind gesture to other Avatarians by casting it in places such as the Sanctum infirmary.
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This type of spellcasting makes stormlords suitable for grouping, as they find it difficult to run out of mana, and their spells work best when being tanked. The primary downside of stormlords - their surging ability being capped at 3 - does not apply to the sustained spells (which are unsurgeable), but will limit their solo activities to some degree.
  
Being a [[:Category: Prestige Classes |prestige class]], stormlords lose out on some hero skills and spells that mages get, such as most [[:Category: Rogues |rogue]] and [[:Category: Psionicists |psionicist]] ones. However they are well off with what they do receive and sneaking can still be done via racials or gear.
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Stormlords lack some relatively important spells like [[Charge Shield]], [[Ward]], [[Mystical Barrier]], [[Sneak]], [[Move Hidden]] and [[Amplify]]. However, their [[Spring Rain]] is again unique in the party-friendliness as it helps with hp and mana regeneration, which is especially noticeable on the smaller lvl characters. This is why some players like to leave their stormlords raining in Sanctum Infirmary to help all the other players with regeneration.
  
 
== Stormlord Creation ==
 
== Stormlord Creation ==
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To become a Stormlord you need to have three requirements:
 
To become a Stormlord you need to have three requirements:
  
1) Any race can become a Stormlord as long as they DO NOT have the [[Racial Nosun|no-sun racial]]. [[Gargoyles]] are exempt from the no-sun rule, however.
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# Level 50 [[:Category: Mages |Mage]].
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# A race without the [[Racial Nosun|no-sun racial]]. [[Gargoyles]] are exempt from the no-sun rule, however. (Incidentally, stormlords are the only prestige class gargoyles are applicable for.)
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# The weather must be stormy (lightning). To accomplish this, cast [[Control Weather]] with the argument "worse" once per game hour (about 10 minutes) until it starts to storm. This can take a while, as the weather can be stubborn.
  
2) The weather must be stormy (lightning). To accomplish this, cast [[Control Weather]] with the argument "worse" once per game hour (about 10 rl minutes) until it starts to storm. This can take a while, so if you have other alts you can run or other rl activities to tend to, this is a great time to do that.
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Once these requirements have been met, seek out [[Yazimetra]] in the [[:Category:Airways|Airways]] (portable), and she will induct you.
  
3) Level 50 [[:Category: Mages |Mage]].
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== Stormlords at Hero Tier ==
  
Once these requirements have been met, seek out [[Yazimetra]] in the Air of Avatar (portable), and she will induct you.
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As noted above, until hero 101 the stormlords behave identical to mages without sneak and move hidden and with a cap on surging. Post hero 101 their grouping capabilities expand and they become great hitters and solid tanks, similar to other casters.
 
 
== Stormlords at Hero Tier ==
 
  
 
=== Training ===
 
=== Training ===
  
As with most classes, Wisdom should be your first consideration, followed by intelligence and constitution. Int is more important than con in this case, as it is your prime stat and gives you more mana per levelup. When considering wisdom, it may be helpful if you are low on pracs to look at the table on the wisdom page on this site and determine which value of wisdom will increase your number of practice gains. If you can achieve the same number of practices per level without training wisdom to max, or if you have DC quest insignia that provides wisdom it may not be necessary to train it to the max right away, allowing you to focus on int and con.
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Akin to most casters, train wisdom first (to get more practice points), then intelligence (for more mana points) and finally constitution (for more hp points). Leave strength and dexterity for when you can afford the practices, as dexterity only modifies your [[Armor Class|AC]] and strength gives a minor boost to melee damage and the carry capacity.
Dex and str aren't as vitally as important as the other three, although dex will help with your AC. As long as you train these to 1 under their max you will be fine, as giant strength and adrenaline pump will still raise them to as high as they can go
 
  
 
=== Practicing ===
 
=== Practicing ===
  
You really only need to practice surge and disintegrate, concentration and shield block help if you are tanking. Sanctuary and its prerequesits can help in a pinch, most notably protection good/evil which only comes in an awen-including spellup. Practice your STM skills at 101, and either solo with disintegrate or use them in groups. You can solo with your stm spells as well, but it takes a little bit of practice (see below).
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Practice the regular skills and spells: sanctuary, frenzy, cure blind/poison/disease, foci-subspells (if you haven't already), all transportation spells (you should already have these), the weapon subset (parry, dodge, shield block, second and third attack, enhanced damage) and finally the cures up to heal for emergencies.
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Once hero 101+ these major spells are available:
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* [[Cloudburst]] - the primary single-target attack spell. It costs about half of a disintegrate and does more damage.
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* [[Hail Storm]] - the primary area attack spell, it is also very mana efficient and does significantly more damage than [[Acid Rain]].
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* [[Sleet]] - useful on EHA runs or wherever bashing enemies helps the group more than the stormlord's other damage spells.
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* [[Gale]] - rarely used until Lord tier, it prevents the enemy archers from longshotting into the group's room.
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* [[Spring Rain]] - incredibly useful in and off the battlefield, the spring rain slowly fills up mana and hp of everyone in the room.
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* [[Stratum]] - Only available to superheroes, stratum increases the effectiveness and ease-of-use of all the sustained spells.
  
 
=== Devoting ===
 
=== Devoting ===
  
[[Quixoltan]] is good for stats but hurts regen. Also, since the lag on stm spells is very small, the extra lag due to qxl (compared to shz) doesn't matter much. [[Shizaga]] gives lower hp than qxl, but mana regen is much better. [[Bhyss]] is best for damage but reduces hp gains noticeably. Since stm get a bit higher hp than mages, Bhyss might be a good choice for some high hp races.
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See [[:Category:Mages#Worshipping|Mages and Worship]] and [[:Category:Mages#Devoting|Mages and Devoting]].
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It is important to have in mind that stormlords are more party-friendly than regular mages or wizards. They have more HP, less mana, cheaper spells, and do their best while being grouped. Thus, the combat oriented gods ([[Quixoltan]] and [[Bhyss]]) make more sense than they would for a typical mage.
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This is because:
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* While grouped stormlords do regular melee damage whenever not sustaining spells. Both Qxl and Bhy help melee damage.
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* Stm spells have little to no lag, and it is possible to break the sustaining whenever one wishes. Thus the Qxl lag penalty is not relevant.
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* Stm get more hp than mages, so Bhy HP penalty might not be noticeable.
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* Stm get less mana than mages, but their weather spells cost half of mage's usual spells by default, and deal more damage - so Bhy's lack of mana gain bonus may not be relevant either.
  
 
=== Fighting ===
 
=== Fighting ===
  
'''Soloing:''' Get a decent set of ac, use the bots for spells, and surge 2ish disintegrate. Tortugas are awesome. Once you hit 101, begin using your weather spells instead, preferably Hail Storm to knock out several mobs at a time in areas such as Frozen Wastes. Note that to be able to use your stormlord spells you need to be ''on top'' of the target you're fighting; and you need to recast your sustained spells before every round of combat. Relogging your char just before setting off for combat will insure you are on top 95% of the time; the only things that will screw you up are repops while you're running and mobs that cast/breathe.
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'''Soloing:''' Until Hero 101, stormlords solo [[:Category:Mages#Fighting_2|identical to mages]]. Once they practice their weather spells, use those instead.
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It is critical to realize that sustained spells only work if the stormlord is not interrupted! Thsi means if the mobs attack before the stm does, they will interrupt and the spell will immediately fall. Thus, at all times, the stm needs to be ''ontop'' of the mobs using '''linkrefresh''' command after the area repops.
  
'''Tanking:''' Stormlords can tank same as mage, and to be able to use their stormlord spells they need to be ''on top'' of the target they are fighting. Again, same deal. Relog your char just before combat, although with a group this can be rather annoying for the other members, if you have enough hitters it's probably just easier to disintegrate, although hail storm is still helpful if you're facing multiple mobs.
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'''Tanking:''' Stormlords can tank as well as mages can, and to be able to use their stormlord spells they need to be ''ontop'' of the target they are fighting. Same as above, use the '''linkrefresh group''' command as soon as the area repops as this will help both the weather spells and the groupies' overall hitting.
  
'''Hitting:''' Make pretty decent hitters once they get some mana. Cloudburst does better damage than disintegrate, and for a much lower cost, as on top of stormlord spells' low mana cost they work with chaos channel; even a stm with relatively low mana can run for a pretty long time. Again, hail storm if your tank is fighting multiple mobs
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'''Hitting:''' Make pretty decent hitters once they get some mana, especially if somewhat more bruteish race or worshiping a melee-increasing deities like Quixoltan or Bhyss. Cloudburst does better damage than disintegrate, and for a much lower cost, and ''also'' works with chaos channel; so even a stm with relatively low mana can run for a pretty long time. Hail storm if the tank is fighting multiple mobs. If in EHA, of if the group has dedicated bashers, consider sleet where appropriate.
  
'''Healing:''' Can brandish at lower hero levels if necessary, although since stormlords usually worship deities that reduce healing effectiveness, a cleric is far preferred. I've found my heal spell has rather nasty out of class lag too, despite Shizaga's bonus to cast lag, and it only heals about half as much as my cleric's does. It's doable, but don't expect to be the best healer in the realm.
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'''Healing:''' Same as most other arcane casters, stormlords can brandish healing staves, and also have access to [[Heal]] in emergencies.
  
 
== Stormlords at Lord Tier ==
 
== Stormlords at Lord Tier ==
Here is where STM shines.  You won't have much mana, but it seems to last pretty well. Maelstrom doesn't do much damage with STM, but Thunderhead and blizzard are awesome. Another amazing utility you have is stratum, which while you actually get it at hero tier, I find it's not nearly as useful there other than spring rain botting, as it drains mana and is easily interrupted. At lord, though, the drain on mana is less noticeable and the affects are highly useful. Using a gale stratum will allow you to avoid most area effect spells which would have damaged you as well as stopped your sustained spell. Sleet stratum lowers your chances of getting aggied, although it'll break the first time you do get aggied and you can't stratum again for a few ticks after. Thunderhead or blizzard stratum raise the damage done by their respective spells, allowing you to hit harder. At lord level 25, you become able to learn strata control, which essentially lets you have 2 strata at the same time (they can't be 2 of the same, though). All strata will break if you are aggied or if you rest/sleep, and forced breaking such as that render it exhausted for about 4 ticks. If you need quick surge damage Maelstrom is still an option as well, and can be nice at times if a lot of area attacks are being used and you can't use a gale stratum.
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All in all, stormlords serve the same role in groups as mages do, damage dealers. They don't deal raw damage as quickly as mages, but their mana lasts a fairly long time and their damage is consistent. Stormlords who finish regenning before the rest of the group can also provide spring rain to speed up regen of their groupies, and of course there's always room for abuse at home.
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At lord tier, stormlords receive comparable mana to a mage, but it can last a long while. Since maelstrom doesn't do much damage with when cast by a stormlord, they use [[Thunderhead]] and [[Blizzard]] for single-target and area attacks, respectively.
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Another utility spell is [[Stratum]], which is not used much at hero tier due to high costs and being easily interuptable. Using a gale stratum will allow you to avoid most area effect spells which would have damaged you as well as stopped your sustained spell. Sleet stratum lowers your chances of getting aggied, although it'll break the first time you do get aggied and you can't stratum again for a few ticks after. Thunderhead or blizzard stratum raise the damage done by their respective spells, allowing you to hit harder.  
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At lord level 25, you become able to learn [[Strata Control]], which essentially lets you have 2 strata at the same time (they can't be 2 of the same, though). All strata will break if you are aggied or if you rest/sleep, and forced breaking such as that render it exhausted for about 4 ticks. If you need quick surge damage Maelstrom is still an option as well, and can be nice at times if a lot of area attacks are being used and you can't use a gale stratum.
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All in all, stormlords serve the same role in groups as mages do, damage dealers. They don't deal raw damage as quickly as mages, but their mana lasts a fairly long time and their damage is consistent. Stormlords who finish regenning before the rest of the group can also provide spring rain to speed up regen of their groupies.
  
 
== Stormlord Remort Options ==
 
== Stormlord Remort Options ==
Stormlords cannot remort classes, so racial remort only. As usual for a caster class, any race with good magical abilities will do well. High elf, sprite, demonseed, tuataur and dragon are all good options, just watch out for sprite's poor survivability and dragon's tnl. The extra hp of stm may help sprites. More novelty choices include minotaur, troll or golem, but select these at your own risk. On the other hand, at the lord tier, STMs have to only successfully cast once per battle, making these races more viable as STM than other casting choices.
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Stormlords cannot remort classes, so racial remort only. As usual for a caster class, any race with good magical abilities will do well. High elf, sprite, demonseed, tuataur and dragon are all good options, just watch out for sprite's poor survivability and dragon's tnl. The extra hp of stm may help sprites.
  
 
[[Category:Prestige Classes]]
 
[[Category:Prestige Classes]]

Revision as of 10:03, 5 February 2013

All mages learn some magic that harnesses the power of the sky, but only a few have the dedication to become Stormlords. Masters of the weather, Stormlords wield a unique arsenal of sustained damage-over-time spells. They are tougher than mages, but give up some of their surging power as they favor more reliable, consistant damage. Like all Prestige Classes, they retain the original class's Prime Requisite, in this case, Intelligence. Stormlords find the magic of Sorcerors to be a perversion of nature, and thus never gain access to that Remort Class.

Abbreviation: Stm.

Base Class: Mage.

Prime Requisite: Intelligence.

Stormlords in General

Stormlords are very similar to their parent class (Mages) until hero level 101, where they begin to differ. For a guide how to play a stormlord up to hero 101, see the article on Mages.

After hero 101 stormlords focus on sustained spells. These spells require the caster to stand still and not enter any commands. In return, these spells give little to no lag, are cheap to cast and deal considerable damage (as well as other effects, depending on the spell). After hero level 675 when stormlords gain access to Stratum, they can both maintain the spells and perform other activities like hitting, under favorable conditions.

This type of spellcasting makes stormlords suitable for grouping, as they find it difficult to run out of mana, and their spells work best when being tanked. The primary downside of stormlords - their surging ability being capped at 3 - does not apply to the sustained spells (which are unsurgeable), but will limit their solo activities to some degree.

Stormlords lack some relatively important spells like Charge Shield, Ward, Mystical Barrier, Sneak, Move Hidden and Amplify. However, their Spring Rain is again unique in the party-friendliness as it helps with hp and mana regeneration, which is especially noticeable on the smaller lvl characters. This is why some players like to leave their stormlords raining in Sanctum Infirmary to help all the other players with regeneration.

Stormlord Creation

To become a Stormlord you need to have three requirements:

  1. Level 50 Mage.
  2. A race without the no-sun racial. Gargoyles are exempt from the no-sun rule, however. (Incidentally, stormlords are the only prestige class gargoyles are applicable for.)
  3. The weather must be stormy (lightning). To accomplish this, cast Control Weather with the argument "worse" once per game hour (about 10 minutes) until it starts to storm. This can take a while, as the weather can be stubborn.

Once these requirements have been met, seek out Yazimetra in the Airways (portable), and she will induct you.

Stormlords at Hero Tier

As noted above, until hero 101 the stormlords behave identical to mages without sneak and move hidden and with a cap on surging. Post hero 101 their grouping capabilities expand and they become great hitters and solid tanks, similar to other casters.

Training

Akin to most casters, train wisdom first (to get more practice points), then intelligence (for more mana points) and finally constitution (for more hp points). Leave strength and dexterity for when you can afford the practices, as dexterity only modifies your AC and strength gives a minor boost to melee damage and the carry capacity.

Practicing

Practice the regular skills and spells: sanctuary, frenzy, cure blind/poison/disease, foci-subspells (if you haven't already), all transportation spells (you should already have these), the weapon subset (parry, dodge, shield block, second and third attack, enhanced damage) and finally the cures up to heal for emergencies.

Once hero 101+ these major spells are available:

  • Cloudburst - the primary single-target attack spell. It costs about half of a disintegrate and does more damage.
  • Hail Storm - the primary area attack spell, it is also very mana efficient and does significantly more damage than Acid Rain.
  • Sleet - useful on EHA runs or wherever bashing enemies helps the group more than the stormlord's other damage spells.
  • Gale - rarely used until Lord tier, it prevents the enemy archers from longshotting into the group's room.
  • Spring Rain - incredibly useful in and off the battlefield, the spring rain slowly fills up mana and hp of everyone in the room.
  • Stratum - Only available to superheroes, stratum increases the effectiveness and ease-of-use of all the sustained spells.

Devoting

See Mages and Worship and Mages and Devoting.

It is important to have in mind that stormlords are more party-friendly than regular mages or wizards. They have more HP, less mana, cheaper spells, and do their best while being grouped. Thus, the combat oriented gods (Quixoltan and Bhyss) make more sense than they would for a typical mage.

This is because:

  • While grouped stormlords do regular melee damage whenever not sustaining spells. Both Qxl and Bhy help melee damage.
  • Stm spells have little to no lag, and it is possible to break the sustaining whenever one wishes. Thus the Qxl lag penalty is not relevant.
  • Stm get more hp than mages, so Bhy HP penalty might not be noticeable.
  • Stm get less mana than mages, but their weather spells cost half of mage's usual spells by default, and deal more damage - so Bhy's lack of mana gain bonus may not be relevant either.

Fighting

Soloing: Until Hero 101, stormlords solo identical to mages. Once they practice their weather spells, use those instead.

It is critical to realize that sustained spells only work if the stormlord is not interrupted! Thsi means if the mobs attack before the stm does, they will interrupt and the spell will immediately fall. Thus, at all times, the stm needs to be ontop of the mobs using linkrefresh command after the area repops.

Tanking: Stormlords can tank as well as mages can, and to be able to use their stormlord spells they need to be ontop of the target they are fighting. Same as above, use the linkrefresh group command as soon as the area repops as this will help both the weather spells and the groupies' overall hitting.

Hitting: Make pretty decent hitters once they get some mana, especially if somewhat more bruteish race or worshiping a melee-increasing deities like Quixoltan or Bhyss. Cloudburst does better damage than disintegrate, and for a much lower cost, and also works with chaos channel; so even a stm with relatively low mana can run for a pretty long time. Hail storm if the tank is fighting multiple mobs. If in EHA, of if the group has dedicated bashers, consider sleet where appropriate.

Healing: Same as most other arcane casters, stormlords can brandish healing staves, and also have access to Heal in emergencies.

Stormlords at Lord Tier

At lord tier, stormlords receive comparable mana to a mage, but it can last a long while. Since maelstrom doesn't do much damage with when cast by a stormlord, they use Thunderhead and Blizzard for single-target and area attacks, respectively.

Another utility spell is Stratum, which is not used much at hero tier due to high costs and being easily interuptable. Using a gale stratum will allow you to avoid most area effect spells which would have damaged you as well as stopped your sustained spell. Sleet stratum lowers your chances of getting aggied, although it'll break the first time you do get aggied and you can't stratum again for a few ticks after. Thunderhead or blizzard stratum raise the damage done by their respective spells, allowing you to hit harder.

At lord level 25, you become able to learn Strata Control, which essentially lets you have 2 strata at the same time (they can't be 2 of the same, though). All strata will break if you are aggied or if you rest/sleep, and forced breaking such as that render it exhausted for about 4 ticks. If you need quick surge damage Maelstrom is still an option as well, and can be nice at times if a lot of area attacks are being used and you can't use a gale stratum.

All in all, stormlords serve the same role in groups as mages do, damage dealers. They don't deal raw damage as quickly as mages, but their mana lasts a fairly long time and their damage is consistent. Stormlords who finish regenning before the rest of the group can also provide spring rain to speed up regen of their groupies.

Stormlord Remort Options

Stormlords cannot remort classes, so racial remort only. As usual for a caster class, any race with good magical abilities will do well. High elf, sprite, demonseed, tuataur and dragon are all good options, just watch out for sprite's poor survivability and dragon's tnl. The extra hp of stm may help sprites.

Subcategories

This category has the following 2 subcategories, out of 2 total.