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Spells & Abilities
Some spells improve friendly units or weaken enemy troops. Other
spells do direct damage to enemies or heal allies. Most spells cost
a certain amount of mana to cast. In the place of mana some classes
have their own ability requirements such as Warriors, who use Rage.
Some Abilities/Spells do not require mana but are instead based on a
timer. Many people use the word "spells" to cover both spells and
abilities.
Effect
This means how much the spell alters the target. If it is a damage
spell, then the effect is how much damage the spell does. If the
spell is a healing spell, then the effect is how much health is
healed by the spell. If the spell is a blessing or curse, then the
effect is how long the spell affects the target, in seconds.
Cast Time
The Cast Time is a measurement of the amount of time it takes from
the start of casting a spell to the moment the spell is activated or
finished casting. The longer the Cast Time, the longer it takes to
cast a spell. You will find this time listed in your spell or
abilities menu. When you are casting an ability, a Progress
Indicator will pop up on the screen, indicating how close you are to
casting the Ability. If you are attacked by a monster during this
time, the progress bar will drop and delay the casting of your
spell. You can continue to try and cast the spell or stop casting
and attack the monster if you believe the delays will make it
impossible to complete the casting of the spell. If you move or are
interrupted by a monster's special ability (such as stun), the
casting process will be completely canceled and you will have to try
casting it again.
Channeling/Interruption
Many spells must be maintained or "channeled" to achieve their full
effect. This applies mainly to mass-damage area-effect spells
(Blizzard is an example of such a spell), although there are a few
other spells that also require channeling. You will know a spell
requires channeling when a progress bar appears with the word
"Channeling" in it. If you are interrupted by moving, attacking, or
being attacked, or if you try casting something else, the spell will
not be completed and you will have to try casting it again.
Spell casting is not interrupted when leaving combat.
Channeled spells that are cancelled by movement cannot be cast while
moving.
Instant Cast
Some spells can be cast instantly. This means that they cannot be
interrupted by monsters, and they do not have a Casting Time. These
spells can be identified in the spell book or by noting the lack of
a progress bar when they are cast.
All instant cast, non-channeled spells can be cast while moving.
Casting on the Run
Some abilities can be cast while you're running. However, most
require you to be standing still. The warning message that appears
when you are unable to cast a spell will let you know if you must
stand still, or what other error is causing you to be unable to cast
the spell.
Canceling Spell Casting
You can cancel a spell by hitting the "ESC" key. Once you begin
casting a spell, do not move; otherwise you will interrupt the
spell. This is also a good way to stop casting if you change your
mind about casting a particular spell. For instance, let's say
you're a healer that is about to heal someone, but someone else
heals your target before you do, or the person uses a potion. You
should then start moving and interrupt the casting of your own Heal
spell. This way, you will not waste Mana healing a target that no
longer requires healing.
Cooldown
Cooldown is the amount of time it takes before you can cast the same
spell again. This is also known as a Casting Delay. Cooldown is
fixed and is unaffected by increases to Mana capacity and/or Mana
Regeneration. Some spells do not have a Mana cost, and are instead
limited by their Cooldown timer. Once you have used an ability,
place your mouse over the ability to see how much longer you must
wait in order to use that ability again.. . |