Talk:Xinrae's Weapon

Trouble on the horizon for any spell-based spike... --Shattered Self 22:26, 22 September 2006 (CDT)
 * Yeah, but why spend an elite spot to delay a spell-based spike for 13 seconds out of 30? Good vs bloodspike, but so is Infuse Health. --Kiiron 05:17, 23 September 2006 (CDT)
 * the target has to have the weapon already (well, some use could be made with very good reflexes). and this is costly, has a slower recharge than the delay, and doesn't last long. but after all those pains, only 13/30.. i consider this weak as a nonelite.. am I missing something?

As I understand it, it would utterly destroy a spell spiker team if it can be pulled off. Remember how disabling works: If a skill is disabled while it is activating, it won't resolve! This means, the first spell to hit Xinraes Weapon will also be last, because all others that follow won't even resolve because they're already disabled. The only interesting question is how this interacts with lag. For a good spike, all spikers should synchronize as well as possible. How large then, in milliseconds, is the window of opportunity for the 2nd and following spells? If 2 identical spells are activated with 2 milliseconds apart, will the 2nd one be disabled in time to not resolve? RolandOfGilead 11:44, 26 September 2006 (CDT)


 * I would guess that even if the spells landed in the same nanosecond, the first would disable the second, fizzling it. But the issue you didn't address - what happens 25 seconds after the first thwarted spike, when the weapon that is difficult to empoy at best is not yet recharged, but the spike team is ready to go at it again? Even if an AI hero were intelligently in charge of this spell, you could have a pretty good chance of limiting one spike - depending on how sloppy it is. But the cost, duration, and the recast are still just horrible. There are better reasons to switch from mono spell spike to rainbow spike than the minimal threat presented by this paltry elite.