When cast from the hotbar like a spell,
this ability affects the caster and everyone in his group. It places a
30 min duration buff called enduring breath that allows the recipient to
breathe underwater as long as the effect is on him/her. - Folgus
It now correctly costs 4 endurance to cast. - Folgus
potions definitely don't stack. The Group Breathe Water buff overwrites the potion buff.
Nov 24
- Laene
By yesterday Unending Breath was exactly same speed with greater nereid potions and
unending breath. I tested that several times and i am sure its exactly
the same.
Unending breath does only work in ToA water. It
doesnt work in SI/housing/old world (neither fast swim or dive). Nov
27
- Soardiac
You need to recast it every time someone is added to the group.
If someone in your group dies and gets Resd, you need to recast it right
away or they will start to drown within 30sec. It's a good idea to
carry potions even if you normally rely on this buff - you can be in a
state of interrupt and unable to cast when someone gets resd, even
yourself.
If someone leaves the group after you cast the buff, they still get the benefit for the full duration. Dec 8
-
Thorona ElfCleaver Back to top
3 Reveal Crystalseed -
Sweep Mine
You have to unstealth to cast reveal crystal seed which means youre
probably better off as a bard with this spell and a group with you. Dec 18
- Hammer9999
Sojourners get Unmake Crystalseed. Unlike Reveal Crystalseed
(Sojourner 3), this one works with the regular target instead of ground
target.
You target an object, cast it and you see and hear a long
casting animation without spell effects. Supposedly if the target is a
mine, it's destroyed, but I haven't had the chance to test it out.
Finding those mines is difficult since Reveal Crystalseed isn't a
passive ability and casting it drops stealth. Nov 24
- Etore DeNevill
5 Ancient Transmuter -
Summons vendor for maybe a minute, summonable once every hour or so
The sojourner ML5 summons a merchant that sells the top tier arrows and the top tier poisons.
Allies can sell loot to him too.
It lasts about 2 minutes and recast is 30 mins. Nov 30
- Reilen_Nightblaze
He sells the top three barbed, blunt, keen arrows and lifebane, greater lethal, crippling, enervating poisons.
He looks like one of those stone giants from Green Glades and cons grey. Nov 30 - Etore DeNevill
7 Resistance of the Ancients -
resistance to master level magic abilities
It is a group resistance buff to Essence damage - duration is one minute. Dec 29
- PiaoSB
"What qualifies as Essence damage, exactly?"
For one, the Battlemaster ability Essence Flames - an anytime use
high damage style that adds an Essence-damage melee proc to every
friendly player within a certain radius of the person using it.
I suspect that as more Battlemasters get the ability,
you'll become quite acquainted with it as it is a nice style and a nice
proc - averages 120-150 damage. The effect looks like a large blue
solid dodecahedron that envelops your target.
The ML7 Battlemaster ability is a style called Essence
Sear, which is a chain off of Essence Flames that lowers the target's
resistance to Essence Flames.
The Essence Flame/Essence Sear combination could become
quite devasting in RvR assist trains and the resist buff in the
Sojourner line will be a welcome addition. Dec 29
- PiaoSB
8 Forceful Zephyr -
summons pet that drags enemy to GT
After further testing and by intelligent input by others I have further
refined my results. Special thanks go to aramtrueshot, Bacc02,
Rashida.de, iggystar, Wizude, and many others.
Magical Ability: Ground target summon that picks up one enemy player and carries them to the ground target.
Target: enemy players
Range: 1000 (is affected by +% duration bonuses with max being 1250)
Speed: 100 units/sec
Casting time: instant
Can use ability every: 2 minutes
* The Zephyr appears about a body's length in front of the caster when cast, the same as with all summoned pets.
Note: If you are being melee by an enemy player the Zephyr may not grab
him/her if they are closer than one body length. They would be
considered not in the flight path.
*The Zephyr will travel in a straight line from your
position to your ground target (pathing throws it off slightly). Does
not waver at all from its flight path, and can not be controlled.
Note: Seems to be able to path through doors (with their victims in tow) as long as the GT requirement are met.
*Even though a ground target can be set-up to 1850 away, the Zephyr will
only travel its max range dependant on +% duration bonuses.
*The ground target once set must be visible to the caster and on the same level otherwise the spell will not work.
For example: If you are in the lord room a caster can not have the
Zephyr carry an enemy player over the walls because the ground target
will not be visible to him/her.
*The Zephyr is immune to all forms of crowd control, can not be attacked, and can not be resisted or purged.
*The Zephyr will only pick up players, not keep guards, not pets, not computer controlled mobs.
For example: Necro pets are immune to the Zephyr, but the necro in shade form is not.
*A player while in the Zephyrs grasp can not melee nor cast spells but can be attacked by other players.
Notes: Players can not block/parry/evade while in the Zephyrs grasp.
* The graphic of a player being dragged is similar to that of a person
at rest underwater. With the arms and feet up in the air, and their
butt dragging the ground.
Bugs encountered so far: If you cast Zephyr at the
end of a zone (e.g. Emain) and your ground target is in another zone
(e.g. Breifine) then the Zephyr will not continue into the other zone.
Classes that have access to this ability:
Minstrel
Scout
Bard
Ranger
Healer
Hunter
Skald
Tactics used so far with Forceful Zephyr:
Wizude wrote: “PBOAE hibs in mg box, i opened the door from as far as i
could, hit groundset then zephyr while i had los and it picked up a elf
and dragged him out of box and dropped him into the arms of waiting
albs on the other side of the box. He must have been flipping out
pressing run because as soon as the tornado let him go he ran off the
mg took falling damage and died lol.”
Almighty4 wrote: “Well tonight I had the satisfaction on
pwning a necro with it. My group was attacking an Alb keep and this
necro kept popping in and out by the gatekeeper. I carfully positioned
myself by the gatekeeper and the GT at the other end of the front of
the keep. When the necro popped, the Zephyr passed through his pet,
picked up the necro, and started carrying him slowly away. My group
ganked the pet, then the necro.”
iggystar wrote: “So the ML was outside the keep. I ran up
to the door to PBAE, got one off so the guy auto targetted me (I assume
- dont know how the ML works perhaps he didnt even need me as a target)
and I got sucked through the door to my death.”
Note: Due
to the Zephyr appear about a body length in front of the caster when
cast, it can appear on the other side of a keep door (caster must be on
top of the door), then proceed to its ground target. In this manner it
can grab someone on one side of the door and drag them through to the
other side. Feb 2
- Murphys
9 Phase Shift - Become
immune to damage for 10 seconds, but cannot attack. Costs 50 fatigue
Phase Shift.
Tested it out in duels, 10 seconds of immunity
from magical/physical attacks. I don't think it's a 100% thing, but
like a 99.9% thing. So once in a blue moon you will still get hit, but
it's definately worth it. The reuse timer is 900 seconds (15 minutes).
Instacast of course. Jan 2
-
Syphy Soulblaze
Phase Shift: Self buff that provides nigh-invulnerability to spells and melee for a short duration.
I've tested this in both PvE versus a deep con mob hitting me for 450+
damage (capped resists), and also in duels with a druid and valewalker,
both with casting and with melee.
Phase shift is instant cast, and lasts for 10 seconds.
It's on a 15 minute reuse timer. During all the times I've Phase
shifted, I have not been dealt any damage, and have resisted all spells
cast on me, including versus the deep purple con mob. You cannot cast
spells or enter melee while phase shifted.
Keep in mind, if people resist spells against you, or miss
you in melee combat, you will still bein combat, so you can't just
sprint away, and hit speed pulse immediately after phase shift is up
and run away, as you'll still be in combat.
Not much else to say about it. It's just uber for dealing with the assist train.
I guess this is a bug, and I didn't notice it... You cannot cast spells or go into melee combat during phase shift. However, you can start songs.
AM/IP/Amnesia/Instamez are all treated as "spells," and won't cast,
unfortunately. It's odd that songs will start, but I'm not gonna argue
with it. Jan 2
-
Syphy Soulblaze