Online:Lightning Splash
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Lightning Splash | |||||
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Line | Storm Calling | ||||
Line Rank | 20 | Cost | 2970 Magicka | ||
Cast Time | Instant | Duration | 10 seconds | ||
Target | Ground | ||||
Range | 28 meters | Area | 4 meters | ||
Morphs | |||||
Liquid Lightning Increases the duration. |
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Lightning Flood Increases the radius and damage. |
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Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
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- Lightning Splash: Create a nexus of storm energy at the target location, dealing [744 / 752 / 760 / 768] Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 7379 Shock Damage to enemies around them.
- Liquid Lightning: Duration: [12 / 13 / 14 / 15] seconds.
Create a nexus of storm energy at the target location, dealing 768 Shock Damage to enemies in the area every 1 second for [12 / 13 / 14 / 15] seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 7379 Shock Damage to enemies around them. - Lightning Flood: Radius: 8 meters.
Create a nexus of storm energy at the target location, dealing [999 / 1010 / 1021 / 1032] Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 7379 Shock Damage to enemies around them.
Lightning Splash calls down a bolt of lightning dealing Shock Damage to all enemies within its radius for 10 seconds. Allies may activate the Conduit synergy, dealing even more damage to enemies near them. It is most effective against archers, spellcasters, and other ranged attackers, who are less likely to move out of the affected area. It is also effective when combined with spells which knock down or root the enemy to prevent them from moving out of the area. Liquid Lightning increases the duration, while Lightning Flood increases the damage and radius of effect.
Notes[edit]
- Only one Lightning Splash may be active at a time. Casting a second one will cause the first to expire early. It can be useful if the enemies are no longer within range of the first strike zone. Otherwise, however, you should just wait until the first finishes on its own to receive the full effect and conserve Magicka.
- Lightning Flood is a recommended morph for the Sorcerer Initiate build.
Gallery[edit]
Patch Notes[edit]
- Edited the tooltip so it more accurately reflects the damage dealt.
- Liquid Lightning: Fixed an issue where this ability was unintentionally doing extra damage to the first and second hit.
- Increased the duration to 6 seconds from 4 seconds.
- Reduced the Synergy range for this ability. Activating the Synergy no longer removes lightning.
- The Synergy damage now has the potential to scale off of stamina/power.
- Fixed an issue that allowed the synergy to be used repeatedly if no enemies were nearby.
- Liquid Lightning: Increased this ability's duration to ten seconds, and removed the additional damage from the first hit.
- Increased the activation range from the Conduit synergy from this ability and its morphs to 3.5 meters from 2.5 meters.
- Lightning Flood: This morph now also increases the damage done by approximately 15%.
- Increased the duration of this ability and its morphs to 8 seconds from 6 seconds.
- Liquid Lightning (morph): This morph now lasts 12 seconds to retain the extra 4 seconds of duration increase.
- Lightning Flood (morph): Increased the damage of this morph by 5%.
- Decreased the cost of this ability and its morphs to 3024 from 3510, and decreased the damage per tick by approximately 37%.
- Liquid Lightning: This morph no longer increases in damage per rank and now lasts 9 seconds, ranking up to 12 seconds at Rank IV.
- Increased the base duration of this ability and its morphs to 10 seconds, up from 8.
- Increased the base cost to 4950, up from 3024.
- Reduced the damage per tick by approximately 20%.
- Reduced the cost of this ability and its morphs to 3780, down from 4950.
- Removed visual and sound effects from each of the following ground effects' ticks to reduce battlefield clutter and noise:
- Graveyard and morphs
- Lightning Splash and morphs
- Nova and morphs
- The following abilities have received significant adjustments to how the server handles their behavior, reducing messages sent between the client and server and reducing the total amount of Area of Effect events occurring. This will largely have little to no effect on their gameplay other than improving their response time to entering or leaving the Area of Effect. In some rarer cases, it will reduce the interaction with sets that proc off application of buffs or debuffs, since you will no longer repeatedly apply these effects to targets inside the area every tick, but rather for the duration the target is inside the area. Their synergies (when applicable) have also been updated to be far more reliable to activate when in the area and they will no longer persist for a short duration after each tick, allowing you to activate them in cases where they could fail or were already used, going on cooldown with no effect, or gaining their effects despite already being used.
- Blood Altar and morphs
- In an instance where Blood Feast and Blood Funnel are both available, Blood Feast will now always take priority as it is stronger than Blood Funnel.
- Bone Totem and morphs
- Boneyard and morphs
- Cleansing Ritual and morphs
- Both morphs of Dragonknight Standard
- This will also fix an issue where the morphed version of this ability failed to properly fire its synergy, Shackle, when activated.
- Lightning Splash and morphs
- Necrotic Orbs and morphs
- Negate Magic and morphs
- Nova and morphs
- Rune Focus and morphs
- Spear Shards and morphs
- Blood Altar and morphs
- Fixed an issue where the base ability was ending too soon and missing an extra tick of damage.
- Reduced the damage per tick by approximately 20%.
- These abilities now properly tick one final time before ending.
- Reduced the cost to 2970, down from 3780.
- Liquid Lightning (morph): This morph now increases the duration by 5 seconds, down from 10 seconds.
- Conduit: Increased the damage of this synergy by 20% to ensure it stands up to other synergies' power when accounting for the fact that it also only does damage.
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