Stormcalling  

Type:Caster
Realm:Midgard
Classes: Thane
Spells:
Buff (endurance reduction) - group endurance reduction buff.
Name Level Target Power Effect Duration Cast Time Range
Thor's Energy 11Group 10% 10% end reduc 20 min 3s 1500
Thor's Stamina 21Group 10% 15% end reduc 20 min 3s 1500
Thor's Persistence 31Group 10% 20% end reduc 20 min 3s 1500
Thor's Tenacity 41Group 10% 25% end reduc 20 min 3s 1500
Buff (pierce resist) - self-targeted resist pierce buff.
Name Level Target Power Effect Duration Cast Time
Mjollnir's Precision 10Self 5 1% pierce res 20 min 3s
Mjollnir's Accuracy 20Self 10 3% pierce res 20 min 3s
Mjollnir's Clarity 30Self 15 5% pierce res 20 min 3s
Mjollnir's Acuity 40Self 20 7% pierce res 20 min 3s
Mjollnir's Sagacity 50Self 25 10% pierce res 20 min 3s
Buff (Strength/Constitution) - Increases the target's Strength and Constitution, which will cause it to be able to carry more weight, as well as to both do more damage in melee combat and to be able to take more damage before dying.
Name Level Target Power Effect Duration Cast Time
Thor's Vigor 2Self 2 16 str/con 20 min 3s
Thor's Strength 7Self 5 22 str/con 20 min 3s
Thor's Power 14Self 9 31 str/con 20 min 3s
Thor's Might 20Self 12 39 str/con 20 min 3s
Thor's Vitality 30Self 19 51 str/con 20 min 3s
Thor's Fortification 41Self 26 63 str/con 20 min 3s
Thor's Potence 50Self 33 75 str/con 20 min 3s
Damage (AOE) - Target takes damage. Damage done is of the spell's given damage type. This is an "Area of Effect" (AOE) spell which can affect multiple targets in the spell's radius, and does less damage the further away targets are from the spell's center
Name Level Target Power Effect Cast Time Damage Damage Type Range Radius
Call Mjollnir 16Enemy 10 3.5s 60.00 Energy 1500 350
Invoke Mjollnir 22Enemy 13 3.5s 79.00 Energy 1500 350
Summon Mjollnir 35Enemy 22 3s 127.00 Energy 1600 350
Command Mjollnir 45Enemy 29 PBAE 4.5 dmg 3s 163.00 Energy 1600 400
Damage (Instant) - Target takes damage. Damage done is of the spell's given damage type. Spell can be cast during combat.
Name Level Target Power Recast Delay Damage Damage Type Range
Toothgrinder's Hoof 5Enemy 4 20s 19.00 Energy 1500
Toothgnasher's Hoof 8Enemy 5 20s 29.00 Energy 1500
Toothgrinder's Bite 10Enemy 6 20 35.00 Energy 1525
Toothgnasher's Bite 12Enemy 8 20s 40.00 Energy 1550
Toothgrinder's Horn 18Enemy 11 20s 61.00 Energy 1600
Toothgnasher's Horn 25Enemy 15 20s 83.00 Energy 1550
Toothgrinder's Ram 34Enemy 21 20s 111.00 Energy 1600
Toothgnasher's Ram 44Enemy 28 20s 143.00 Energy 1650
Damage (PBAOE, Instant) - Target takes damage. Damage done is of the spell's given damage type. Spell affects everyone in the immediate radius of the caster, and does less damage the further away they are from the caster.
Name Level Target Power Recast Delay Damage Damage Type Radius
Thunder Shout 5Enemy 4 20s 15.00 Energy 300
Greater Thunder Shout 8Enemy 5 20s 24.00 Energy 300
Thunder Howl 10Enemy 6 20s 27.00 Energy 300
Greater Thunder Howl 12Enemy 8 20s 32.00 Energy 300
Thunder Bellow 18Enemy 11 20s 49.00 Energy 300
Greater Thunder Bellow 25Enemy 15 20s 66.00 Energy 300
Thunder Roar 34Enemy 21 20s 89.00 Energy 300
Greater Thunder Roar 44Enemy 28 20s 114.00 Energy 300
Damage - Target takes damage. Damage done is of the spell's given damage type.
Name Level Target Power Effect Cast Time Damage Damage Type Range
Thor's Minor Bolt 1Enemy 2 Bonus: 4 3s 6.00 Energy 1500
Thor's Lesser Bolt 3Enemy 3 Bonus: 11 3s 14.00 Energy 1500
Thor's Bolt 6Enemy 4 Bonus: 22 3s 26.00 Energy 1525
Thor's Greater Bolt 9Enemy 6 2.8s 37.00 Energy 1550
Thor's Major Bolt 13Enemy 8 Bonus: 52 2.8s 52.00 Energy 1600
Thor's Minor Lightning 17Enemy 10 Bonus: 55 2.8s 67.00 Energy 1550
Thor's Lesser Lightning 23Enemy 14 Bonus: 73 2.6s 89.00 Energy 1600
Thor's Lightning 29Enemy 18 Bonus: 92 2.6s 112.00 Energy 1650
Thor's Greater Lightning 38Enemy 24 Bonus: 120 2.6s 146.00 Energy 1675
Thor's Full Lightning 48Enemy 31 Bonus: 176 2.4s 186.00 Energy 1700
Doom Hammer 50Enemy 200 DD 10s 0.00 Energy 1000
Damage Add - Target does more damage with every melee weapon hit.
Name Level Target Power Duration Cast Time Damage Damage Type
Thunder's Bash 4Self 3 20 min 3s 1.60 DPS Energy
Thunder's Hammer 11Self 7 20 min 3s 3.10 DPS Energy
Thunder's Force 15Self 9 20 min 3s 3.90 DPS Energy
Thunder's Crush 21Self 13 20 min 3s 5.20 DPS Energy
Thunder's Strike 27Self 17 20 min 3s 6.40 DPS Energy
Thunder's Blow 36Self 23 20 min 3s 8.40 DPS Energy
Thunder's Rend 46Self 30 20 min 3s 10.50 DPS Energy
Debuff Weapon Proc (Energy) - Self-only buff. Target resistance is lowered. Damage done is of the spell's given damage type.
Name Level Target Power Effect Duration Cast Time Damage Type Range
Dissipating Blows 17Self 12 3% Energy debuff 20 min 3s Energy 500
Routing Blows 23Self 16 6% Energy debuff 20 min 3s Energy 500
Sundering Blows 36Self 25 9% Energy debuff 20 min 3s Energy 500
Banishing Blows 47Self 32 12% Energy debuff 20 min 3s Energy 500
Ranged AOE Debuff - Target resistance is lowered. Damage done is of the spell's given damage type.
Name Level Target Power Effect Duration Cast Time Damage Type Range Radius
Dissipate Energy 14Enemy 10 3% Energy Debuff 10s 3s Energy 1500 350
Rout Energy 20Enemy 13 6% Energy debuff 10s 3s Energy 1500 350
Sunder Energy 33Enemy 22 9% Energy debuff 10s 3s Energy 1500 350
Banish Energy 43Enemy 29 12% Energy debuff 10s 3s Energy 1500 350
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Crappy Nukes
# Nov 26 2001 at 9:22 PM Rating: Default
Ok I just hit 5 and became a thane, and I have 3 in Stormcalling. I have thor's lesser bolt....which has a 30 sec recast time like the instant nukes, which is pretty gay, especially since it has a 3 sec casting time. The range is terribly short also, and even if it didnt have a recast time I couldnt get more than 2 off. This is pretty messed up, basically thane is a weak warrior with a free wussy bow and arrow -- oh wait your trainer gives you free wussy arrows anyways...
RE: Crappy Nukes
# Nov 27 2001 at 10:34 AM Rating: Default
Thane cannot use bows, nor can Warriors. Warriors are limited to an almost point-blank throwing axes. Rely on that for a while and you will love the bolts.

I can solo yellow and orange mobs as a Thane, the higher my level the easier it gets. I actually outdamage my friend that is a Troll Warrior with my Dwarven Thane.

Warriors make better tanks, but Thane are brutal. I open up with a bolt and shouts then I only get one more chance to re-use the shouts if I am lucky before the mob drops.

Your level 5, you suck. Everyone sucks at level 5. Wait a few levels until you get the benefit of 2x specialisation and you can enhance your weapon skill, parry and stormcalling.

Warriors are one dimensional, boring and lack the punch when its needed. Thane is the ultimate melee class of all the realms.

Our DD bolts and shouts are approximately half the strength of wizard types of similar level, that kind of power cant be ripped off every 3 seconds, not when you have 3x the hit points of a wiz, can wear chain armour and hit like a runaway train with a weapon. Thane is well balanced, versatile and extremely potent both in PvE and RvR.

Thane can pull, Thane can out-taunt any other class, Thane can sit back and deliver damage even when badly hurt. There are no bad Thanes, just bad players.
RE: Crappy Nukes
# Dec 05 2001 at 5:43 AM Rating: Good
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66 posts
I'd take it farther then that. I've tinkered around with many classes now, and of a Friar, Paladin, Thane, Zerker, and Blademaster, I can honestly say the Thane at level 5 was the MOST soloable of them.

At level 10 i can only compare 3, but the Thane still beats out the Blademaster and the Zerker.

As for level 15, i'll let oyu know when enough of my characters hit it.

Point being that Thanes are awesome even AT 5. The only time i ever had trouble... well wait, actually i've NEVER had trouble taking on yellows since level 2 as long as i pull away from adds.
RE: Crappy Nukes
# Dec 08 2001 at 4:11 PM Rating: Default
I admit it. I haven't played a thane, so this is speculation. However, I got my Armsman to 20th level, and I can solo yellows easily without losing 1/4 of my health. My absorb is 34%, and factor about 250. I probably dont have as many hit points as a troll Thane, but I hit harder, because I get 2*level points like you do but I only have parry and weapon skills to pump it into.

I'm not saying I'm a better class than you, but just that Thanes aren't much stronger than all other classes.

As for Paladin, Armsmen own them any day of the week, so not surprising that Thane is more soloable.
Update
# Nov 26 2001 at 9:44 AM Rating: Decent
Yes I was refering to the specialization level 10 hammer special. Now I use Provoke more, it does similar damage and taunts enemies to boot (Not to mention have a higher % to hit).

I'm level 18 now, going on 19 soon. Stormcalling continues to get better and better as I keep it at my level. Call Mjollnir is amazing, it has no recast timer and does a little less than my two hand hammer hit..but to an area effect. When me and my friends are fighting the big stuff sometimes I let my Berserker friend get them all on him and then I start chain casting Mjollnir, doing massive damage to everything. 55, 60, 65, etc, to the whole group. If one gets on me, hey, I'm not a Runemaster, I'm a tank too, I won't die in two hits. :)

Varingar Eireste
Dwarf Thane
Pendragon
skill
# Nov 21 2001 at 5:48 PM Rating: Default
He refers to his weapon skill specific special he is using
WTF iS a ruiner?
# Nov 20 2001 at 11:08 AM Rating: Default
What is a ruiner?
Hammer and Lightning
# Nov 14 2001 at 9:54 AM Rating: Default
While at first your lightning spell is relatively weak..this is only the beginning. Like any caster.

Thanes are amazingly powerful damage tanks and pullers. After you pull a monster with your cast damage spell, you can throw in your Hoof spell (Which, BTW, casts instantly), and then when the monster approaches, use your AE shout damage and begin melee, using Ruiner over and over. If you're fighting a orange, red or purple you can throw in another Hoof and shout- remember, they cast instantly, you can use them while you fight in a similar fashion to Kick in EQ. All teh while each hit you are doing is augmented by your powerful strength spell and DPS add spell.

I play a level 12 Hammer and Stormcalling Thane, maxing both in favor of doing as much damage as possible. Right now I have 11 in hammer and 11 in stormcalling, and once I get level 14 or so, I'll be able to bring one skill to my level. After level 40 when you get the extra points you can max out the other skill, and then extra points can go into Parry for the extra block %. I use mostly two handed hammers but for the time being I'm using the Red Bludgeoner (How can you not?).

I've sucessfully soloed a Red (Though it was a freak thing, and I had no visible health when I was done), and more likely, Oranges and Yellows die like butter.

Varingar Eireste
Pendragon
Storms
# Nov 13 2001 at 9:26 PM Rating: Default
Thane Lightning is much more powerful than for mere pulling

Ive been soloing Yellows ever since I started - Oranges are a bit more difficult - because of potential misses its 50 / 50 who wins

I was soloing Screaming Trees in Skona Ravine (I was 19) with a level 15 as healer (ok so not exactly soloing - but prettymuch He just healed me I just killed) and he pointed out that with Mjollnir, Lightning, Toothgrinder & Bellow - many of the Trees were more than 50% damaged before they were within melee range.

And THEN Ruiner, Thors Force, Criticals (i have 78 Dex with items, 90 buffed) I took them down in about 3 hits. The only other characters ive seen tearing through mobs this fast are Troll Zerkers - and they dont have the ability to pull grouped mobs out of buildings. ie: pulling werewolf nobles 3 at a time to clear out Axheim.

oh and with Thors Strength I have about 175 Damage going into a fight too (yeah I did a bunch of quest and pickup 7 nice Magical items)

WHys everyone always want me to pull? ok ok

ready? INC!

DMG TIME
# Nov 13 2001 at 4:15 PM Rating: Default
I've decide to Invest in the Stormcalling ability and only bring up my hammer to 25. Having my Stormcalling at 48 and mix the rest in block and parry.

Look something Like this at the end.

48 Storm
25 Hammer
15 Block
12 Parry

Malahir Rorel
The Advisor
Lvl 20 Thane
RE: DMG TIME
# Nov 22 2001 at 11:47 AM Rating: Default
According to the character builder at http://daoc.catacombs.com/ you would have 1284 skill points left over at level 50, so you could get much better stats than that. Since you only wanted hammer at 25, you could get great defense in addition to having high stormcalling. With 48 stormcalling and 25 hammer, you could actually also max out shield and get 19 in parry.

Just something to think about, so you don't sell yourself short on points.
Thane at 17th Level
# Nov 09 2001 at 9:59 AM Rating: Default
Overall impression: (Stormcalling at 16; Hammer at 17; Shield at 7; Parry at 4) I can solo yellows with ease; Oranges are too close IMO. I dont like the 5-7 misses that come with oranges, though I've yet to die to one, the battles are too close so I avoid them unless I'm feeling reckless. My spells do roughly 190 pts of damage (70 Mjollnir, 60 Thor's Major Bolt, 20 Gnasher's Bite, 20 Howl) and I ruiner them from then on. Multiple Thanes in a party (3+) are particularly fun. I'm curious to see how Thanes inRvR will be .
5 spells at lev 13
# Nov 08 2001 at 12:46 AM Rating: Default
stormcalling is at 11 and i have only 5 spells. is this right?
RE: 5 spells at lev 13
# Nov 08 2001 at 11:52 AM Rating: Default
Your lower-level spells get converted to the higher-level ones when you gain skill. For instance, Thor's Minor Bolt is converted to Lesser Bolt when you reach level 3. The total 5 spells are the highest in each of your 5 spell types (str buff, dmg buff, "slow" DD, "fast" DD, and AE).
RE: 5 spells at lev 13
# Nov 08 2001 at 12:03 PM Rating: Default
I suspect that we get a sixth spell type at level 16. The "Mjollnir" series looks to be a ranged AE (radiates from the target) as opposed to the point-blank "Thunder" series AE (radiates from the caster).
Not a real powerhouse? ok...
# Nov 06 2001 at 7:36 AM Rating: Default
44 Skill Based Greater Thunder Roar 69 DD (area effect)
44 Skill Based Toothgnasher’s Ram 69 DD. Must wait 30 seconds to cast again.
45 Skill Based Command Mjollnir 141 DD (area effect)
46 Skill Based Thunder’s Rend Caster’s Damage/sec. buffed 9.4
48 Skill Based Thor’s Full Lightning 151 DD
50 Skill Based Thor’s Potence Caster’s Strength buffed 75



This is a power house comming to get you boy...
instant DD
# Oct 26 2001 at 5:29 PM Rating: Default
They have changed casting time from every 30 seconds to 20 seconds on our DD spell-the instant one...
Knat
# Oct 26 2001 at 8:25 AM Rating: Default
isn't very significant ?

i call you to get some more levels and/or thane tactics..

i do roughly 180 damage before the mob reaches me and i cant extend this to another +90 if i use sprint tactics..

well, this brings down yellow mobs to at least 60% health... well some yellows can't stand 20 seconds till they die to my sword




Thane Stormcalling
# Oct 24 2001 at 10:20 AM Rating: Default
Thane's Stormcalling has proven very effective for me, both in damage and in pulling.

While I was level 12, I was concentrating on yellows (all yellows at this point have been cake really) and using all the Storm attacks (Greater Bolt, Tooth Bite, & Howl) on average around 76hps damage before the MOB touched me. This seemed to take anywhere from 1/6 to 1/4 of its HPs depending on what I was fighting. Thats good in my book. Plus, if the fight lasts long enough I hit them again with Bite/Howl for another 34 or so damage instantly.

Durgan Stormclad, Level 13 Thane of Guinevere
RE: Thane Stormcalling
# Nov 04 2001 at 11:45 AM Rating: Default
/agrees completely....

I am now a level 10 Norse Thane and can say I almost didn't make it without changing to another class. This was my 3rd try at a Thane as I had not been able to balance the skills/points correctly to get a solid result. Now that I have it I can say the Thane is a very balanced character for the battle to come and the Stormcalling is a huge part of that.

I had an 82 CON, 76 STR and the rest went to QUI when I started out and now have Hammer at 10, Parry at 4, Shield at 4 and Stormcalling at 8 = I can kick 2 yellows and not stop for breath. Between the 3 casts to start the fight (bolt, Instand DD and AOE), hammer attacks (with the damage enhancer Thunder's line and the STR enhancing line) and using the Numb style with the shield (which also gets the damage enhancer from the Thunder's line) when my hammer misses as a 5th attack I can do some serious damage and protect my party quite well. As the Instant DD resets I use it again to finish the fight if it goes that long. The AOE is nice for those adds as well.

Also remember you can cast the instant DD and AOE while retreating to a safer area if you had to get close to a group of agressive mobs to pull prey. You can also melee while retreating so don't hesitate to pull something and start moving backwards to gain a few seconds on the reset clock for your casts. No one says you have to stand there and get beat to a tombstone to look good.

RvR - imagine the look on that player's face when a bunch of Thanes all assist each other and drop 2 casts each for a potential of hundreds of points per Thane on a single target while being safely out of melee range, then get multiple AOEs when closing to melee and THEN we drop the HAMMER OF THOR all the time waiting for the timer to reset so we can blast them again lol - it will be GLORIOUS.....

In short - Stormcalling is a very important part of your ******* and if you ignore it or just use it for pulling you're really missing out on what makes the Thane a great class to play and makes us one of the better melee hybrids in the game...

Joachim, Thane of Midgard, Bedevere
"For Thor, For Midgard, For Jordheim I fight with Thunder, Pride and Honor"
RE: Thane Stormcalling
# Nov 04 2001 at 11:49 AM Rating: Default
Sorry - Shield and Parry are at 3 each and Stormcalling is at 7 - I was thinking of the points need to get to my next level there. The Hammer is at 10 though and it still rocks the mobs lol.
I am the Tank
# Oct 19 2001 at 4:08 PM Rating: Default
I am the Tank. I will hold agro with these spells. I will Pull. I will do much damage with them.

For you EQ players, this reminds me a lot of playing a shadow knight.
nahhhhh
# Dec 08 2001 at 9:25 AM Rating: Default
thane is the sk on crack man, everything you ever wanted your sk to be at lvl 50 but then wait, oh yea he never was, because at lvl 50 your sk in eq still sucked *** when he failed his friggin fd or his crappy skeleton ...wait sorry ill shut up

thanes rock dude mythic hit it right on the head with this class. if u are just starting out and you want to kick some... make a troll thane use hammers...the rest is nothing but fun
Stormcalling and the Thane
# Oct 18 2001 at 12:02 PM Rating: Default
I find the lightning attacks mainly useful for pulling. The most benificial spell is the Electrical damage to your weapon. I wonder if having this ability is worth not doing as much damage as the berserker or warrior, but then again, Thanes aren't meant to be the prime damage dealer IMHO. My goal as a Thane is to build up my shield skills, use lightning to pull, and hope to be the primary tank, while the other melee classes do more damage than me. I already block a lot of damage with my shield, and the base parry, and I am only level 9. On average, fighting yellow/orange monsters, I will block two to three attacks per fight, which adds up to 60-90 damage that I didn't take...that is quite a bit. I think the Thane has a rather unique roll, and stormcalling allows you to be a rather effective puller for your group, and with a good shield ability you can be a tough piece of meat for the monsters to beat on while other classes finish them off.
Grouper's View
# Oct 17 2001 at 7:18 PM Rating: Decent
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72 posts
My point of view on the variety issue is as someone who doesn't solo. In a group situation fighting reds and purples, the storm calling only does about 0-5% damage, which isn't worth writing home about. I'd like to see more utility effects and less direct damage...leave the DD to the mages because a viking subclass can already do damage with their hands.

The damage buff is nice, but I don't see too much usefulness in the bolts other than their utility as a pulling spell.
RE: Grouper's View
# Nov 06 2001 at 1:42 PM Rating: Default
Stormcalling = Thane's taunt skill. Even if the DD spells had zero dmg, they are invaluable for aggro management in a group. My regular group contains 2 Thanes, a Berserker, and a Healer; we can pull reds and purples almost non-stop thanks to the taunt factor of the storm spells. Us Thanes simultaneously chain-nuke the Mob on the way in; by the time melee starts, the poor thing is so confused that it spends most of the fight trying to decide who to hit. As a result, the dmg is spread nicely amongst the tanks, and the healer doesn't have to desperately chain-heal the Berserker (no need to remind healers of how a Mob reacts to chain-healing, nyuk nyuk!)
know how to use your spells
# Oct 17 2001 at 4:40 AM Rating: Decent
These spells can and have saved many thane lives before. their in there for a reason. Like the one post said it can take away 1/3 of your targets life before they even get to you and you can use thim during combat to help the dmg add up(not the first dd). I get in rane hit my spell and thin the next dd spel at the same time and run a ways away from other cretures thin use my area effect spell , and you got it made. However sometimes it is hard to kill that yellow or orange even with this tactic stick to yellow or blue and play smart.
great if you know what your doing
# Oct 17 2001 at 4:36 AM Rating: Decent
Know what your talking about
# Oct 16 2001 at 4:54 PM Rating: Default
Hmmm dont know what your talking about here guys. Stormcalling rocks i have it at skill level 7 and can have most monsters down 1/3 life before they get to me and there is 2 attacks i can use in combat with my attacks. Plus with the added damage from the weapon DS you can solo yellow and even orange mobs. I really recommend this skill if your really seriuos about your thane
Needs more variety.
# Oct 15 2001 at 6:10 PM Rating: Decent
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72 posts
The stormcalling discipline needs more variety. A thane is basically a warrior with the ability to pull. The damage done by the lightning attacks isn't very significant and can't be used often enough to warrant the investment of a lot of points. I'd like to see more weather based attacks like a wind based stun or a knockback.
Pulling Spell mainly
# Oct 13 2001 at 12:50 PM Rating: Default
Don't expect this spell to be a real powerhouse, as it is only good in the beginning as a pulling spell.
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