Bug with Wail of Doom

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Carinae
Carinae
Forge Runner
#1
I have just confirmed a bug with WoD...

[skill]Wail of Doom[/skill]. For 1...3 seconds, all of target foe's attributes are set to 0.

This skill does NOT cause a target MM to lose all but two of his minions. According to the description it should, as the minion cap is determined by Death Magic level. A value of 0 DM should drop the minion cap to 2 minions, and unbind all the rest...but it doesn't.
Arkantos
Arkantos
The Greatest
#2
Not a bug. The minions aren't going to die, you just can't make any more until the hex is over. Say you have 6 minions with 16 death magic, and you get wail of doom on you. If you try to animate another minion, it won't let you until the hex is over.
My Lipgloss is Cool
My Lipgloss is Cool
Krytan Explorer
#3
What about an MM with more than 2 minions, and then gets WoD on him...will he be able to make more?

EDIT-Arkantos answered my question just before I asked it
Carinae
Carinae
Forge Runner
#4
Quote: Originally Posted by Arkantos Not a bug. The minions aren't going to die, you just can't make any more until the hex is over. Say you have 6 minions with 16 death magic, and you get wail of doom on you. If you try to animate another minion, it won't let you until the hex is over. A PM in-game from On-High explained this: the check for the minion cap only occurs when an Animate spell finishes. So, if you apply WoD and then the MM Animates another minion he will lose all but 2 minions. I confirmed this in scrimmage.

Therefore, apply WoD while a MM is casting a minion, and he will wipe his own army. Conversely, if you are casting a minion and have WoD applied to you, cancel the cast immediately.

Weakness drops the minion cap by 1 in the same scenario. However it lasts long enough that you can precast it and be done.
Div
Div
I like yumy food!
#5
I love it when threads answer themselves