![]() ![]() When high enough, it allows the skill to be used non-stop. Destination can be either ground or monster (in latter case, it pursues the fleeing foe). Long Weapons such as Spears and Polearms make Whirlwind even more effective as it will hit monsters in a wider radius. Since Whirlwind consumes a lot of Mana, Mana Steal is highly useful. Until it finishes, no other skills can be used. Whirlwind is not channeled instead, for a fixed cost of 25 Mana, it cuts the path from the current point to the destination, moving in a path as straight as possible, or to the closest available point (if no direct path is available due to impassable obstacles). Adding new skill points negate this penalty, eventually leading to spinning strikes being more powerful than usual attacks. Initially, Whirlwind deals reduced damage compared to normal blows, but even against two foes, it is beneficial. However, hits are not automatic, and are subject to Attack Rating. Whirlwind is one of the most valued high-level Barbarian skills, as it quickly inflicts massive damage to multiple foes, and has the ability to cut a path through enemies, preventing them from surrounding the Barbarian. As time went on and the tribes intermingled, the ability to attack in the manner of the whirlwind was passed down to all of the Barbarian people. ![]() Observing the strength of the whirlwind, these Barbarians learned to emulate the swirling mélange of the cyclone in their attacks. ![]() The shaman of the tribe would interpret the tornadoes as an omen of evil during times of peace, and as a harbinger of great victory during wartime. Tornadoes would ravage their plains as summer turned to the harvest season. Of the Barbarian people, the Tribe of Thunder was the first to draw upon the primal forces of the weather. ![]()
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