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*Skills such as [[Serpent's Quickness]] that reduce skill recharge rates have no effect on this skill, due to the fact that this skill is disabled instead of recharging.
 
*Skills such as [[Serpent's Quickness]] that reduce skill recharge rates have no effect on this skill, due to the fact that this skill is disabled instead of recharging.
 
*This skill works well with [[Imbue Health]].
 
*This skill works well with [[Imbue Health]].
* Because of the limited energy of characters that are not elementalists, it is suggested that you have items that would increase your energy to something above 30 before you use this skill, otherwise being killed more than once will cause enough DP to neutralize the skill.
+
* Because of the limited energy of characters that are not elementalists, it is suggested that you have items that would increase your energy to something above 30 before you use this skill, otherwise being killed more than once will cause enough DP to neutralize the skill. This can be offset by carring a weapon set with +15/-1 energy on it as an alternate weapon.
   
 
== Related skills ==
 
== Related skills ==

Revision as of 20:26, 18 March 2007

Disambiguous This article is about the skill named "Avatar of Melandru". For information about the avatar of Melandru, see Melandru's Watcher.
Skill details
Avatar of Melandru
Avatar of Melandru
Campaign Nightfall Dervish
Profession Dervish
Attribute Mysticism
Type Elite Form
    5 Energy 2 Activation 20 Recharge

Full: For 10...74...90 seconds, you have +150 Health, +30 elemental armor, and your attacks deal earth damage. Whenever you lose a Dervish enchantment, all party members in earshot lose 1 condition. This skill is disabled for 45 seconds.

Concise: (10...74...90 seconds.) You have +150 maximum Health, +30 elemental armor, and your attacks deal earth damage. Cure 1 condition from all party members in earshot whenever you lose a Dervish enchantment. This skill is disabled for 45 seconds.

Mysticism 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Duration 10 15 21 26 31 37 42 47 53 58 63 69 74 79 85 90 95 101 106 111 117

Acquisition

Signet of Capture:

Notes

Melandru form

This image shows how the user appears while under the influence of this skill.

  • While in this Form, character animations (emotes, attacks, casts, etc.) will be the same as a Female Ranger's.
  • Because of the extra 150 health, using skills that reward you for having more health than your opponent (such as Chilling Victory or Victorious Sweep) are much more reliable since this skill makes it very likely you'll have more health than your opponent.
  • Combined with Wearying Strike, this allows for a spammable damage skill without having to worry about the downside of Weakness.
  • Melandru form is ideal for setting off ranger traps.
  • When a condition is applied to you it will have a duration time of zero. However, Fragility will only trigger on the condition expiring.
  • All conditions will be lost when this skill is activated.
  • Any action (including movement) will be cancelled when this form ends on you.
  • Be wary of the large Health drop when this skill ends. Much like Endure Pain, Vital Weapon, Demonic Flesh or other similar skills, when this skill ends you lose 150 HP from your maximum health AND from your current health. Say your max health is 500 before using this skill and 650 after it. If your health is 250 of 650 and this skill ends, you'll be left with 100 of 500, which can make you vulnerable to spikes. Try to ensure that your health is close to the maximum when this skill ends.
  • Skills such as Serpent's Quickness that reduce skill recharge rates have no effect on this skill, due to the fact that this skill is disabled instead of recharging.
  • This skill works well with Imbue Health.
  • Because of the limited energy of characters that are not elementalists, it is suggested that you have items that would increase your energy to something above 30 before you use this skill, otherwise being killed more than once will cause enough DP to neutralize the skill. This can be offset by carring a weapon set with +15/-1 energy on it as an alternate weapon.

Related skills

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