Talk:Chilling Winds

Don't see how this skill could be any useful since most water hexes last only for about 5 seconds. Thereby only increasing the duration for about 2-3 seconds. >> Trace 20:21, 24 September 2006 (CDT)
 * Ice Prison, Teinai's Prison, Blurred Vision, Rust, and even Mind Freeze could be worth it. --Crazytreeboy 20:49, 24 September 2006 (CDT)

why is this in air magic... ew. unless you run air/water.--Life Infusion 20:36, 28 September 2006 (CDT)
 * Actually, air/water hybrid runners are very popular and are some of the best runners I know. Spec in air for blinding flash to shut down any melee that might come to harass you, then snare them and run away. Also great for snaring enemy runners to try and force morale.  --Theonemephisto 18:01, 24 October 2006 (CDT)

This would be awsome with only a few points in Water magic so you could cast a hex and then use Arc Lightning for full damage.--Coloneh 16:50, 2 October 2006 (CDT)

Try getting your air magic to 16 and you water to 10 and dropping this then mind freeze on some unsuspecting foes who dont realize that they are going to be moving 90%slower fir 10 seconds. Thats a LONG time for an assasin t stand in one place.--Coloneh RIP 18:39, 25 November 2006 (CST)

Eww... why not invert those attributes so you still have the hex for 10 seconds and you do some extra damage (84 cold vs. 60)? Then again, I suppose it depends whether your other skills are Air or Water based. --katko 13:32, 28 November 2006 (CST)
 * extra damage? thats only 24 exra damage thats not much when an ele can simply cast an AoE spell that the target cant avoid since they have 10% of their normal speed. Also without chilling winds you cant get mind freeze for 10 seconds. the MAXIMUM is 7 seconds and that would requite a blessing .--Coloneh RIP[[Image:Coloneh.png]] 18:50, 1 December 2006 (CST)