Talk:Call to the Torment

Call to the Torment Skill Recharge 20 Skill. Creature kneels for 5 seconds and takes double damage. After 5 seconds, a duplicate of the creature is summoned to this location.

Don't know how to do your layout so Here is the skill from a screenshot I took. ~ Imaginos


 * They only seem to use this when they're below 50% health. Does anyone know if they're consudered summoned creatures for Banish and Banishing Strike? Also, are they summoned temporarily or permanently, and do the summoned versions drop loot? -- Gordon Ecker 00:12, 10 November 2006 (CST)
 * I think they use it whenever they feel like it, not just under 50%. On the gate of pain mission, I always see 2 or 3 copies of each of them after killing off terrorwebs in the group. And, they're always full health. --8765 13:38, 19 November 2006 (CST)
 * For me it seems like they use it when their health is below 40% or 30%, I haven't ever seen this skill used when monsters health is over 40%...I'm going to do some tests and tell more later. And "summoned versions" don't drop loot. --Julenal
 * Nevermind about that, it seems they get healed or something while I'm not looking and make it appear they're above 40% when they use the call. --8765 14:35, 29 November 2006 (CST)

Easily the most annoying skill I have ever encountered in GW. Kessel 10:01, 15 November 2006 (CST)
 * Seconded. -- Dashface [[Image:Dashface.png]] 07:06, 10 December 2006 (CST)
 * Thirded. --24.160.134.221 01:07, 11 January 2007 (CST)
 * Fourthed Munny 19:20, 24 January 2007 (CST)

Has anyone else noticed that different Torment creatures seem to have different thresholds for this? Arms of Insanity, Spears of Torment, and Scythes of Chaos will do it at about 40-50%; Shadows of Fear and Blades of Corruption will do it at about 20-30%; all others will do it at 10-20%. Shido 09:57, 6 December 2006 (CST)

Just did some skill testing. Banish, Banishing Strike, and Signet of Creation do not consider the created creatures as animated. However, when killed the created creatures do not give experience and do not display a 'zero' gain of experience. This experience behaviour mirriors that of minions.--Brother Roland 14:55, 9 December 2006 (CST)

At One point they did give Lightbringer points, which enabled the AFK farmers, but now that was nerfed.

Hench/Heroes stop attacking
From the article:
 * If all the human players in a party are dead, the henchmen and heroes won't attack once a creature uses Call to the Torment. This can lead to many duplicates being created until the henchmen are overwhelmed.

This is all too true. I've also noticed that the hench/heroes will stop attacking if the all the human players are not attacking with their weapon. This was most obviously seen when I was playing with 7 hench/heroes and I was carrying a bundle. I could attack with spells but not a weapon. The NPCs would attack right up until the point that the tTorment (an Arm of Insanity) would cast CttT, then they would stop dead and do nothing until the CttT was completed, leaving me to attempt to kill the torment on my own. After the clone appeared, the NPCs resumed attacking. When I dropped the bundle, and attacked with both weapon and skills, the NPCs behaved as expected. To me, this is a serious bug that really prevents players from "going solo" against torments. This makes the game a lot less fun. If the solo player dies or stops attacking for any reason (solo non-spiter monks and bundle-carrying ritualists most obviously), the NPCs will basically manage to spawn so many torments that they'll be damned near impossible to beat. Bottom line: Should this be listed as a bug rather than just a note? 68.26.243.237 14:34, 31 January 2007 (CST)
 * You can always call the enemies as a target if you're carrying a bundle. For heroes you can lock them onto the enemy. (I assume this works while dead, but I could be wrong as I haven't tested it.) Capcom 16:35, 1 February 2007 (CST)