Spell Icon Telaka  

Description

1: Stun (8.00 sec/65)
2: Decrease Hitpoints by 990.

Details   Raw Spell Data, Lucy Spell View

Mana: 360 Skill: Evocation
Casting Time: 3 Recast Time: 18
Fizzle Time: 1.5 Resist: Magic
Resist Adjust: -10 Range: 200
Location: Any Time of Day: Any
Deletable: No Reflectable: Yes
Focusable: Yes Dispellable: Yes
Interruptable: Yes Timer: 9
Target Type: Single Spell Type: Detrimental
Source: Live 04/09

Messages

Cast on you: You stagger back, stunned.
Cast on other: Soandso 's staggers back, stunned.

Game Description

Strikes your target with energy, stunning them briefly and causing 990 damage.

Items with this effect

Quick Facts

Scroll:
Spell: Telaka

ClassLevel
WIZ65

Expansion:
Gates of Discord

Duration:
Instant
Post Comment
Where are the new spells?
# Feb 15 2004 at 3:59 AM Rating: Decent
[b][/b]
Just a few observations I have recently noticed...

1: Abysmal Sea map has labels for spell vendors, however where they should be at are nothing but empty rooms.
2: Lucy has a price cost for the new spells(150pp)
3: spells are no drop and look like runes

I hope I didn't miss out on buying these new spells from the vendors in Abysmal before they were promptly removed?

Were the new spells purchasable on the Test server?

Anyone visit these Spell vendors before first patch after GoD launch?

Has anyone seen these drop yet? If so, where? What kinda mobs?
RE: Where are the new spells?
# Feb 16 2004 at 11:20 PM Rating: Decent
The only thing that I have found so far is to be able to buy the new port spells which are no drop. They can be purchased at the Magus at Nehedria's Landing (sp) They are around the 100pp range for two of them from what I remember.
RE: Where are the new spells?
# Jul 16 2004 at 1:32 PM Rating: Decent
these are spells dropped off named mobs in GoD so you have to have the expansion to get the spell
RE: Where are the new spells?
# Jul 16 2004 at 1:34 PM Rating: Decent
also i didn't mension there in places hardly the toughest guilds can get
Stuns, welcome!
# Feb 11 2004 at 9:09 PM Rating: Decent
I myself am a 65 Wizard of fennin ro... Personally, I am VERY pleased to see another stun with decent damage thrown in. Anyone ever tried to solo Yvolcarn? You can't snare him, you can't root him, but you can damn sure stun him. Chain stunning gives us the ability to take out mobs that would otherwise be completely out of our league. Before this spell, we had very minor damage in the way of chain stuns, would take ages to kill a mob, and you'd never really do any damage until Telekin popped again. This gives us two nukes that will be hittin near 1k and over with ID. And this is just from a solo point of view.
Stuns in groups are priceless, 8 seconds a mob cant do anything at all? Wow...save the healer some mana on those really nasty mobs that are incoming. Stun/concussion and by the time he is un-dumb, slow has landed and there's no real harm. Voila, you've saved the tank from taking 4 1k hits..and thus the healer mana. Plus, it's a good chunk of damage, even with minor ID this puts your stuns over 1k damage. So a draught with an 8 second stun? WOOHOO. Also, everyone's seen a bad pull right, and the tank is gettin beat on. He gets back to the group low on health, and your cleric is only 1/2 through CH. BAM 8 second stun, no damage, tank saved.
Come on guys, a new snare/aoe would be fuggin awesome, but I myself am VERY happy with a new stun with a decent punch.
RE: Stuns, welcome!
# May 17 2004 at 11:34 PM Rating: Default
I've found that you can land telekin, Run as far away from the mob as you can before you can cast a spell again, and strike of solusek most unsnarable mobs (with a spell haste 4 item and quick damage aa)

#REDACTED, Posted: Feb 18 2004 at 3:15 PM, Rating: Sub-Default, (Expand Post) ive kited him without stun and used druaght lines and with run 3 could out distance him still and nuke run rinse and repeat.. With jboots even faster distance gaining because Yvolcarn cant get close enough to even hit me when doing it that way... However i could see nuking stuning could lesson the running kite but it still fun hehe....
Magician Mez
# Feb 09 2004 at 5:16 AM Rating: Default
I am a mage. AS for our UBER Mez (Laughing) I can use a single target mez that ONLY works on summoned creatures and lasts all of 30seconds. Now honestly I can tell you there are so few times I even have that spell mememed. Cause with a bard or an Enchanter in the group they can mez a ton better. oh not to mention a necro can mez as well.

Here is an example where I would have the mez mememed. BoT, named mob up, I find a close by elemental type mob, have someone either pacify/lull the mobs suronding it. I mez, debuff,then charm. At that point get it back the camp where the named is and use it to help with dps on the named.

But other than that and possibly 1 or 2 other situations tha tI can think of that mez stays in the spell book. I have other more important spells to keep memed.
Cant wait for the day
# Jan 28 2004 at 9:09 PM Rating: Default
Just like you Thildar I am waiting for the day that they stop adding worthless rain spells and give us a lvl 64 or 65 AoE Nuke. Druids can out nuke Wiz on the AoE scene now and thats just not funny. I have spent months perfecting my Quadding abilities, just for it to stop after lvl 58 or so. Granted with my FT Crits Mana Pres 4 and AA Familiar, Quad nuking for 2200 or so would be godly.
LOl i finally have the manapool to do serious damage and the highest level Nuke is the 57 Pillar of Flame and only does 950.

And a final AoE snare that wont resist in HoH would be nice.


Arcanist
Sadrianna of Mithaniel Marr
Useless
# Jan 19 2004 at 7:10 PM Rating: Default
BAhhhhh why another stun sure increase in dmg and a little more mana but geeze Telkin is just the same as this one.... Comeon guys of SOE since druids and chanter can charm mobs and get there lvls to 65 give us wizards a new snare and a higher aoe nukeeeeee at these lvls in a pinch Atols shack is great but give us a 2k aoe nuke since a charmed druid pet and chanter pet can by far out DPS.. Not to mention you give mages the abilty to mez COMEON its bad enough those 3 classes makes wizzards look like a very undesired class. You nerf manaburn granted that was a good decision, however give the nuke kings a chance. However, i do see the a chance to snare 1 mobs root nuke stun nuke stun nuke stun nuke stun nuke and maybe after the 5th nuke the mob drops... But thats just a single mob comeon guys give us our quad kiting a break.

This is on test server wont be out tell New expansion either LDON or Rune turn in

Thildar
64 wizard Mithaniel Marr
RE: Useless
# Feb 10 2004 at 6:16 AM Rating: Decent
*
89 posts
I am a 65 Wiz in a EP/Time Guild. Guess what? I have Telekin loaded for just about everything except raids. In all my LDoN spell sets it is there in gem 8. Wizard stuns at that level are the longest lasting and do just about as much damage as a Draught. In LDoN/PoP I find that it sticks more often then not on everything but "boss" or "named" mobs. I use it for a variety of reasons, here are some...

1. To save healer mana on heals. A mob that is stupid for 8 seconds is not doing any damage to the melee (except for any DS the mob may have on). The kill rate of a group is determined not by wizard mana, but healer mana. More healer mana=more kills per hour.

2. To stop cleric mobs from healing themselves. Drop a Telekin on mob at the right time, Strike of Solusek, dead mob. Same with those irritating caster mobs, stop them from casting on group.

3. CC of the last resort. For example healer gets heal aggro and is about to be squished to a pulp. I drop one on the mob. Gives the healer a chance to get out of the way, the melee to reestablish aggro. And if resisted the mob comes to me, I take a hit or 2, concuss and melee has the aggro again. If I die I still got a 96% rez coming and a happy group cuz only the wizzy died instead of the healer and then all of them.

4. If I get summoned or pull aggro. Stun, concuss and step away.

5. Mob decides to run in LDoN. Stun em. I do not use snare in LDoN due to it being an AE snare and sometimes causes more problems then it is worth. Much easier to stun em. And if they down to run level more often then not the stun kills them, and if it doesn't the mob will be dead by the time it wears off.

A new stun with a better resist modifier is a welcome addition to the ******* for me.


Edited, Tue Feb 10 06:21:06 2004
RE: Useless
# Jun 02 2004 at 10:58 AM Rating: Decent
Don't forget, In pickup groups the cleric's heal doesn't always land soon enough, Especially before someone's slowed the mob, 8 seconds is almost long enough to cast an entire CH...

Also resist modifier aside i'm glad to see this spell because before it the only stun we had worth a CRAP was telekin, now we have 2 when one is resisted (if a mob is casting Ch and resists a stun it will be finished casting by the time stun refreshes)
RE: Useless
# Jan 23 2004 at 4:30 PM Rating: Decent
*
53 posts
Assuming the data displayed is correct, Telaka has a resist mod. So, Telaka will land more often then Telekin, which is always welcome for those nasty chanter mobs.
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