Stormcaller

Stormcallers are mages who channel the raw fury of the wind and water to command the battlefield, chilling their opponents to the bone or stopping their hearts with electric shock.

  1. Strengths
  2. Weaknesses
  3. Gameplay
    1. Gameplay Video
  4. History
  5. Abilities
    1. Branch Skills
    2. Root Skills
  6. Screenshots

Strengths

Stormcallers weave Air and Water magic together, their spells reaching heights of devastation in concert they could not achieve individually.

Weaknesses

Just as a storm cannot be wind or rain alone, the Stormcaller must combine spells to reach peak devastation. They thus take longer to warm up than other mages and are vulnerable to foes who know how to interrupt their rotation.

Gameplay

Gameplay Video

History

It is said the Stormcaller Amunet could stop a man’s heart with the shock of her touch. Yet before she joined Thorvin Sternhammer’s crusade to imprison Greenscale, Amunet was called the Weather Witch of the Emerald March. Without the Justicar’s intercession, she would have burned at the stake as a heretic and dragon-pawn.

In the rich farmlands of the March, Thorvin’s band encountered a land beset by harsh storms and persistent frosts that had left fields washed out and barren. The March folk lay blame on the Eth woman Amunet, who stuck out with her swarthy skin and pale white hair threaded with silver. The crusaders found her bound to a stake in the village square of Smith’s Haven, surrounded by villagers bearing torches. Thorvin stepped forth as the hand of divine judgment, and bid them allow him to confront the condemned.

“Do you have the power they accuse you of?” he asked her.

“I do,” Amunet responded emotionlessly.

“Did you cause the frost?”

“I did,” said the witch.

“Why?”

A smirk curled on her lips. “At last, someone bothers to ask.”

As his men kept the villagers at bay, Thorvin untied Amunet. She led the party onto the March, where frost withered the delicate leaves of the seedlings. The Elven ranger Durnes wrinkled her nose, as the plants were rank with planar taint. The witch explained that she had discovered Greenscale’s minions seeding the land with pods from the Plane of Life, and called in the storms to keep them from blooming.

Together, they laid a trap for the Lifetouched wretches. The heavy rains quelled and the frosts receded when Amunet released the spells she had cast on the land. Thorvin’s party hid themselves within the field. That very night, human cultists stole through the farmland, sowing the earth with corrupted seeds.

Amunet surprised Thorvin’s crusaders with her command of weather magic. She stood back from the fray, shielding herself with gales that threw back the cultists like rag dolls. She encircled the cultists in frost, inflicting the deep chills of hypothermia. Lightning danced down from the sky, bursting single targets like ripe grapes or arcing between wretches in a terrifying game of leap frog. Though each crusader felled many cultists, Amunet racked up victims by the score.

When it was over, they found a member of almost every local family among the slain villains. Disgusted, Amunet decided it was time to leave the March, and Thorvin offered her a place in his band, the legendary hunting party destined to bring down gluttonous Greenscale.

Abilities

Branch Skills

Name Description
Arctic Chill The Hypothermia effect caused by your spells reduces movement speed by an additional 5/10/15/20/25%.
High Voltage Increases the Critical Hit chance of your Air spells by 2/4/6/8/10%.
Cold Weather Training Increases the Spell Focus of your Water spells by 2/4/6/8/10% and reduces their cast time by 4/8/12/16/20%.
Recharge The Mage unleashes refreshing energy into their allies, causing party and raid members within 25 meters to regain 10% of their Mana pool, or 50 Energy or Power, over 15 seconds. -50 Charge.
Improved Electrocute Reduces the cooldown of your Electrocute by 10/20/30 seconds.
Lightning Rod Reduces the pushback caused by damaging attacks while casting Thunderbolt and Forked Lightning by 50/100%.
Improved Recharge Increases the mana return of Recharge by 2/4% and the Energy return by 5/10.
Requires Recharge Rank 1
Lightning Mastery Reduces the mana cost of your Air spells by 4/8/12/16/20% and increases their damage by 1/2/3/4/5%.
Ride the Wind Creates a tailwind behind the Mage, increasing movement speed by 50%. Consumes Charge while active.
Stretch of Cold Increases the damage of your Water spells by 2%.
Wind Chill Deadly cold winds knock back all enemies in front of the Mage, reducing their movement speed by 50% and causing them to suffer from Hypothermia for 10 seconds.
Shell Shock Your Electrocute and Raging Storm have a 50/100% chance to root the enemy for the duration of the channel.
Lightning Conductor Your Electrocute, Thunderbolt, Raging Storm and Forked Lightning deal 5/10/15% more damage if the enemy is suffering from Hypothermia.
Static Barrier Surrounds the Mage with electrical energy. Enemies within 5 meters who deal damage to the Mage will be knocked back 10 meters. Can occur up to 5 times. Lasts 1 minute.
Inductance Enemies who are Electrified by you take an additional 3/6/9% damage from Air and Water spells for each of your Electrified effects on them.
Permafrost Flash Freeze has a 25/50% chance to resist breaking on damage.
Deadly Shards Increases damage bonus provided by your Ice Shear by 2/4% per stack of Electrified.
Storm Guard Shields the mage with electrical energy, reducing damage taken by 15%. If the Mage is damaged by an enemy within melee range, Storm Guard deals 25 Air damage and applies a stack of Electrified to the enemy. Consumes Charge while active. Charge cannot be gained while active. Does not trigger a global cooldown.
Charged Field Supercharges your Lightning Field, causing each enemy damaged by Lightning Field to chain the damage to up to 3 enemies within 7 meters who are Electrified. Removes 1 Electrified affect from each enemy hit.
Lightning Storm Storm clouds loom over the targeted area, dealing 385 Air damage over 6 seconds and adds an Electrified effect each second. Enemies with 3 Electrified effects are Rooted. The Electrified effect stacks up to 3 times. +36 Charge.

Root Skills

Name Description
Electrocute Channels electricity into the enemy, knocking them back 15 meters and dealing 40 Air damage over 3 seconds and adds an Electrified effect each second, lasting 15 seconds. Does not suffer from pushback. The Electrified effect stacks up to 3 times.
Thunderbolt Strikes the enemy with lightning, dealing 10 to 13 Air damage and causing the enemy to be Electrified for 15 seconds. The Electrified effect stacks up to 3 times.
Icicle Hurls a shard of ice at the enemy, dealing 20 to 23 Water damage, reducing their movement speed by 50% for 10 seconds and causing them to suffer from Hypothermia for 10 seconds.
Cloudburst Water blasts the enemy with destructive force, dealing 13 to 15 Water damage. If the enemy is Electrified, Cloudburst deals an additional 20% damage for each of the Mage’s Electrified effect.
Arctic Blast Blasts the enemy and all other enemies within 7 meters with ice, dealing 22 to 25 Water damage, reducing their movement speed by 50% for 10 seconds and causing affected enemies to suffer from Hypothermia for 10 seconds.
Forked Lightning Strikes the enemy and up to 4 enemies within 7 meters with bolts of lightning, dealing 17 to 20 Air damage and causing affected enemies to be Electrified for 15 seconds. The Electrified effect stacks up to 3 times.
Raging Storm Sends bolts of electricity into the enemy, dealing 98 Air damage over 3 seconds and applying an Electrified effect each second, lasting 15 seconds. Does not suffer from pushback. The Electrified effect stacks up to 3 times.
Lightning Field Instantly deals 22 to 25 Air damage to all Electrified enemies within 7 meters of the targeted enemy.
Static Flux The Mage feeds raw storm energy into their attacks, increasing the damage of the Air and Water spells by 20%. Consumes Charge while active. Charge cannot be gained while active.
Ice Shear Slashes the enemy with jagged shards of ice, dealing 29 to 32 Water damage. If the enemy is Electrified, increases Air and Water damage taken by 10% for each Electrified effect on them, up to 3 effects. Lasts 15 seconds.
Flash Freeze Blasts the enemy and all other enemies within 7 meters with deadly cold, dealing 35 to 38 Water damage and freezing them in place for 8 seconds. Damage done may remove the effect.
Hailstorm Creates a Hailstorm over the targeted area, dealing 141 Water damage over 6 seconds. Affected enemies suffer from Hypothermia and have their movement speed reduced by 50% for 10 seconds.
Static Discharge The Mage adds his power to their allies, adding 15 Air damage to the damaging attacks and spells of party members within 25 meters. This effect occurs up to 10 times. Lasts 1 minute.
Absolute Zero Reduces the cast time of the Mage’s next Icicle or Arctic Blast by 100% and causes the spell to freeze the enemy in place for 8 seconds. Damage done will break the root effect.
Spark of Life Revives a fallen ally with a spark of life, restoring the ally to 30% of their maximum health.

Screenshots

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