Posted June 26th, 2008 by Sardu
You've fought your way though endless hordes of crocs and cannibals - from the sandy shores of your Stygian homeland to the snow-capped peaks of the Eiglophian Mountains. With each step and each hard-fought battle you've felt your diabolic power grow, while unlocking more of your past that's been shrouded in mystery since first washing up along the shores of Tortage.
There's been many milestones throughout your progression – from the summoning of your first demon familiar, to your first curious conversation with a head on a stick. Yet none of it could have possibly prepared you for the awesome power of ...
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Spellweaving will allow you to summon your powers for greater effects. |
SPELLWEAVING
You first obtain the spellweaving ability upon achieving level 50. Rather than being another spell from either the Conflagration or Havoc lines, spellweaving is essentially a state the demonologist enters that serves to greatly enhance the effectiveness of both. The longer it's maintained, the more powerful many of your spells become – you'll see a marked increase not only in base damage, but many of your spells gain added AoE benefits as well. You do have to be careful though, as all of the awesome power granted by spellweaving comes at a price – potentially even your life!
Much like the past you slowly rediscover through your destiny quests, many aspects of spellweaving have remained shrouded in mystery. While Kalanthes serves as the guide to unlocking your memory, I thought I'd write a guide of my own to help explain what spellweaving is all about.
THE BASICS
You'll enter the spellweaving state by activating it's icon, which if not automatically added to one of your hotbars will be found under the Abilities tab of your spell book. At this point you'll enter the first of six distinct stages. Right from the start though, you'll begin to lose stamina – the longer you maintain your weaving, the greater the stamina cost becomes. Should it be fully depleted, you'll very rapidly begin to lose health instead, and if you're not careful you can easily wind up dead.
Before getting into some of the specifics on the various buffs and debuffs that occur while weaving, I find it's worth going over some of the ways you can maintain the spellweaving state for longer periods so that you'll be able to see it's full potential.
Here's what the increase to Vile Ambrosia looks like with 2 points spent in Hell's Blood at level 60 – the top line for each entry is the base increase of the spell, with the second line being the added benefit through feats:
UNLEASHED POWER
Now that I've explained how to maintain Spellweaving, it's time I explain a bit more about exactly what it does, or more importantly what it allows you to do! There's perhaps a bit too many subtle things that happen throughout the various stages of weaving to go into all of them in detail, so first I'll give you some of the highlights of the process.
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Spellweaving have special graphics that signify their power. |
There's a total of six distinct stages to spellweaving, each one granting you a further increase to the effectiveness of many of your spells along with an accompanying change to the active animation that reflects your growing power. The visuals alone are an awesome sight to behold, but I'm sure you're curious about more than the giant swirling portal that rips through the skies above your head!
DEMONOLOGIST SPELLWEAVING – TEMP SKILLS
Arcane Renewal |
6.5 seconds |
Effect: Effect over time: |
N/A |
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Arcane Surge |
10 seconds 20 second |
Temp change Magic Variance to +0.01% |
Your spells inflict maximum damage. |
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Hell's Garden |
10.5 seconds |
Effect over time: Area of Effect: |
Turns the grounds around you into molten rock, inflicting constant fire damage to all nearby enemies. |
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Hand of Doom |
10 seconds 20 second |
Effect over time: Area of Effect: |
Turns the grounds around you into molten rock, inflicting constant fire damage to all nearby enemies. |
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Howl of Armageddon |
10 second |
Howl of Armageddon: |
You shriek a mighty howl, throwing back most enemies in front of you. |
NEGATIVE POTENTIAL
All of the increased power you'll gain while weaving does indeed have the potential to debuff you as well. As above, I'll highlight what some of those potential negative effects are so you'll have a better understanding of the various trade-offs made while maintaining the spellweaving state.
DEMONOLOGIST SPELLWEAVING – DEBUFFS
Arcane Drought |
10 seconds |
Temp change to Magic Variance to +0.00% |
Your spells will inflict minimum damage. |
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Demon's Payment |
30.5 seconds |
N/A |
If you have less than 75% health, you will lose 5% mana and stamina every second. If you run out of mana, you will start to lose health. |
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Ether Drain |
60 seconds |
Removes 20 points of Mana every 2 seconds. (can stack up to 5 times for a total loss of 100 Mana every 2 seconds) |
Your mana drains away. |
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Frailty |
60 seconds |
-10% to Slashing, Piercing, Crushing, and Poison Invulnerability. (can stack up to 5 times for a total of -50% to the above items) |
Physical attacks inflict more damage on you. |
FINAL THOUGHTS
As you might have guessed by now, Spellweaving is ultimately a very situational ability. Most overland combat, especially while solo, simply happens to quickly for you to see see some of the greater increases in damage it can provide. That's not to say it doesn't have some amazing potential for those types of encounters it seems all but custom built for. Some of the more challenging instanced boss fights later in the game, as well as raiding and sieging will all likely be areas in which Spellweaving will shine brightest.
As of this writing I've not yet had the chance to experience either raiding or sieging, but I definitely look forward to seeing how this ability shapes our effectiveness in those settings. The various stages, buffs and debuffs do tend to come and go quite rapidly so if nothing else it'll keep you on your toes during some of the longer fights!
APPENDIX
The following charts list all of the specific details on the benefits gained through each stage of weaving.
DEMONOLOGIST SPELLWEAVING – STAGE 1-3
STAGE 1 |
STAGE 2
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STAGE 3
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DURATION |
12 seconds |
17 seconds |
22 seconds |
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EFFECT |
+1% Magic Damage Mod. |
+2% Magic Damage Mod. |
+3% Magic Damage Mod |
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SPELL CRIT MODIFIER |
+10% - Fires of Gehenna, Hellfire Stream, Shock, Shockstrike |
+20% - Fires of Gehenna, Hellfire Stream, Shock, Shockstrike |
+10% - Inferno of Amher, Shockblast |
SPELL CRIT CHANCE |
+0.5% - Fires of Gehenna, Hellfire Stream, Shock, Shockstrike |
+1% - Fires of Gehenna, Hellfire Stream, Shock, Shockstrike |
+0.5% - Inferno of Amher, Shockblast +1.5% - Fires of Gehenna, Hellfire Stream, Shock, Shockstrike |
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SPELL COLUMN RADIUS |
+100 – Fires of Gehenna, Hellfire Stream |
+100 – Shock, Shockstrike |
+125 – Shock, Shockstrike |
AoE SPLASH SIZE |
+1.5 – Shockstrike +2 – Shock |
+1.5 – Fires of Gehenna +2 – Hellfire Stream, Shockstrike +2.5 – Shock |
+2 – Fires of Gehenna +2.5 – Hellfire Stream, Shockstrike +3 – Shock |
SPLASH DAMAGE |
+15% - Shock, Shockstrike |
+15% - Fires of Gehenna, Hellfire Stream +20% - Shock, Shockstrike |
+20% - Fires of Gehenna, Hellfire Stream +25% - Shock, Shockstrike |
SPLASH DAMAGE MAX TARGETS |
+1 – Shock, Shockstrike |
+1 – Hellfire Stream +2 – Shock, Shockstrike |
+2 – Hellfire Stream +3 – Shock, Shockstrike |
POWER COST INCREASE |
N/A |
+33% - Spellweaving Cost |
+66% - Spellweaving Cost |
DEMONOLOGIST SPELLWEAVING – STAGE 4-6
STAGE 4 |
STAGE 5 |
STAGE 6 |
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DURATION |
27 Seconds |
32 Seconds |
32 Seconds |
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EFFECT |
+4% Magic Damage Mod. |
+5% Magic Damage Mod. |
+11% Magic Damage Mod. |
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SPELL CRIT MODIFIER |
+10% - Waves of Flame |
+20% - Waves of Flame |
+30% – Waves of Flame |
SPELL CRIT CHANCE |
+0.5% - Waves of Flame |
+1% - Waves of Flame |
+1.5% - Waves of Flame |
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SPELL COLUMN RADIUS |
+150 – Shock, Shockstrike |
+175 – Shock, Shockstrike |
+200 – Fires of Gehenna, Hellfire Stream, Shock, Shockstrike |
AoE SPLASH SIZE |
+2.5 – Fires of Gehenna +3 – Hellfire Stream, Shockstrike +3.5 – Shock |
+2 – Waves of Flame +3 – Fires of Gehenna +3.5 – Hellfire Stream, Shockstrike +4 – Shock |
+2 – Inferno of Amher, Shockblast +2.5 – Waves of Flame +3.5 – Fires of Gehenna +4 – Hellfire Stream, Shockstrike +5 – Shock |
SPLASH DAMAGE |
+25% - Fires of Gehenna, Hellfire Stream +30% - Shock, Shockstrike |
+15% - Waves of Flame +30% - Fires of Gehenna, Hellfire Stream + 35% - Shock, Shockstrike |
+15% - Inferno of Amher, Shockblast +20% - Waves of Flame +35% - Fires of Gehenna, Hellfire Stream +40% - Shock, Shockstrike |
SPLASH DAMAGE MAX TARGETS |
+3 – Hellfire Stream +4 – Shock, Shockstrike |
+1 – Waves of Flame +4 – Hellfire Stream +5 – Shock, Shockstrike |
+1 – Inferno of Amher, Shockblast + 2 – Waves of Flame +5 – Hellfire Stream +6 – Shock, Shockstrike |
POWER COST INCREASE |
+100% - Spellweaving Cost |
+150% - Spellweaving Cost |
+200% - Spellweaving Cost |