Talk:Glowing Ice

Seems very interesting, considering about half of water magic spells are hexs this seems like glowing gaze for hydromancers. ^^ Kalle Damos

Glowing Gaze, Glowstone, Glowing Ice...where's the Air Magic equivalent? (T/C) 01:45, 5 August 2007 (CDT)

Well I've noticed that air magic tends to have the cheepest spells in the ele line, so energy managment is not really an issue. Kalle Damos

Erm, Lightning Orb, Lightning Hammer <- your penultimate Air Magic spells, one is 15 Energy, the other is 25, that's not cheap compared to say... Fireball and Liquid Flame, arguably the most efficient Fire spells. (T/C) 13:38, 5 August 2007 (CDT)

Surely, this list isn't finished yet. They may still make it, perhaps Afterglow? Like what happens after a lightning strike? --BeeD 02:00, 6 August 2007 (CDT)
 * List is complete, all 100 'standard' skills are accounted for. And air doesn't really have a condition associated with it (Weakness got stolen away), so you really can't give it an energy management skill unless it's 'if target foe is knocked down, gain x energy'. Which probably won't happen any time soon. Blind would be problematic, since more often than not, it would be drawn right off, so you can't capitalise on it as well as the others. Considering overall costs though, air really doesn't need that kind of energy management. --Kale Ironfist 02:11, 6 August 2007 (CDT)
 * If you're using the expensive Air Magic spells, you're probably going dual attunements anyway. --72.194.81.63 02:33, 6 August 2007 (CDT)

Listen. Fire magic specialty is burning. Earth magic weakness (and wards). Water Magic is Hexes. What does Lightning magic have? ARMOR PENETRATION. How are they going to make an energy management skill for that? They are either going to have to use it with blind (very unlikely due to Blinding Surge, less they make it cost 15 energy) or knockdown, which lightning spells also have a very few of (Thunderclap, Mind Shock). So the question is, how are they going to throw this energy management skill in? --Lann 15:37, 8 August 2007 (CDT)


 * I can see it like this.
 * 5, 1, 8


 * Lightning Rod: Hex. Target foe is hexed with Lightning Rod for 2...8 seconds. If you deal Lightning damage to that foe with a spell while they are Hexed with Lightning Rod, you gain 2...8 energy and Lightning Rod ends. Lightning Rod does 7...35 Lightning damage when it ends. This damage has 25% Armor penetration.


 * A bit harder than the others to pull off since it's prone to any Anti-Hex skills, but it maintains the same pattern of 5e, 1s, 8r. It is marginally better because it's like Lightning Surge for spike, albeit very weak one. It would be interesting because Rits could use it too, with Spirit Rift and stuff. [[Image:Entropy Sig.jpg]] (T/C) 02:42, 9 August 2007 (CDT)
 * Or hit them with a lightning damage weapon, which makes it superior to the others, since you can gain energy just from wanding... Glowing Ice needs a water hex to get the energy. --Kale Ironfist 03:07, 9 August 2007 (CDT)
 * Has to be through a spell, read description more carefully ;) No free energy from Wanding, or else it would be Elite! Glowing Ice requirement is not at all hard since Water Magic specializes in Hexes anyways. [[Image:Entropy Sig.jpg]] (T/C) 03:11, 9 August 2007 (CDT)
 * D'oh, I has been pwned by skim reading again. --Kale Ironfist 03:17, 9 August 2007 (CDT)


 * You forget all the other energy management spells are just that, spells, not hexes. That would make this weaker and stronger. Mabye if the energy gain was 0...8, make it less attractive to channeling rits. It still doesnt fall in the same order as spells like the rest do. But I see what your trying to get across. --Lann 15:33, 10 August 2007 (CDT)
 * Forget what I said. Rits got nerfed through exhaustion as it is, this won't be much help. --Lann 15:35, 10 August 2007 (CDT)