PDA

View Full Version : Research: Call Wind vs Ewave



Danical
04-07-2010, 02:42 AM
I've tried to search the forums but I get keep getting the overflow error or whatever



Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 131072 bytes) in /home/gsplayer/public_html/forum/search.php on line 1062


Has anyone done any empirical evidence to determine which of the above is better?

I assume Tremors isn't as good because it doesn't have the immediacy so I didn't include it.

I've heard Ewave > Call Wind because Ewave is purely level based and as such has a higher chance of knocking the target(s) prone; Call Wind has too many other factors besides level including wizard spell ranks which many CS wizards neglect.

Anyone run the numbers?

droit
04-07-2010, 02:46 AM
Haven't run any numbers, but PF is a major factor in call wind. At 2x PF, I'm almost immune to it. Square critters tend to resist call wind easily, but pures do not.

Inspire
04-07-2010, 02:50 AM
I prefer to use 909. 3 knockdowns in 1 is win win for me.

Danical
04-07-2010, 03:05 AM
I prefer to use 909. 3 knockdowns in 1 is win win for me.

What's the time delay before the first tremor hits?

Drew
04-07-2010, 03:12 AM
What's the time delay before the first tremor hits?

1-2 seconds, but it doesn't cause RT. It's only good against critters not PCs.

Fallen
04-07-2010, 03:44 AM
I never much liked Call Wind. As others have mentioned, too many wizard specific reqs are tied into the spell.

audioserf
04-07-2010, 06:09 AM
Call Wind sucks, I never use it. Tremors or E-Wave are where it's at.

Kitsun
04-07-2010, 07:50 AM
Even with 140 air lore ranks and 101 wizard ranks, I prefer ewave
to call wind. Constructs do not go down on a call wind but fall like dominos to ewave.

yesicj
04-07-2010, 01:17 PM
Yea, I basically never use call wind unless there's more than one cloud in a room and I don't want to move. For me, the chance to stance something down is pretty much completely outweighed by the fact that e-wave almost never misses.

radamanthys
04-07-2010, 01:33 PM
Call wind used to rape me hard before I went 1x in PF. Now it's more of a gentle raping.

I haven't played with either. Just got 435 today, haven't had a chance to play with it yet.

Durgrimst
04-07-2010, 01:46 PM
The only time I have ever used call wind was when I was using a capped mage to powerlevel my little guys because it would knock down and stance the critters, but the mage was also... 60+ levels over the critters I was casting at.

Methais
04-07-2010, 03:55 PM
I liked Call Wind better when it gave a 1-2 round stun instead of RT.

It's also good for knocking people over in town without pissing off the constable, and, back when it was worth a shit, stripping 102 off of things.

The only time tremors is really useful is in warcamps, since the aftershocks don't count towards aoe backlash.

Ewave pwns pretty much all the time.

Nihiladrem
04-07-2010, 04:29 PM
Call wind can stance down based on a hidden endroll. Ewave does not.

Call wind is good for knocking down/stancing some highly defensive but squishy elemental caster type critters. Tomb troll necromancers for example.

102, gives a huge bonus to it's resistance though.

I did extensive testing with various people and found that Call Wind is sometimes situationally better than ewave in pvp... but, it's impossible to know when that is... so it's simply more efficient to use ewave.

Inspire
04-07-2010, 04:35 PM
435 is pretty useless IMO.

Methais
04-07-2010, 04:43 PM
435 is pretty useless IMO.

It's great for casting by "accident" during invasions though.

Not that I would do such a thing, but that doesn't make it any less great.