Astral Flow: Difference between revisions
From HorizonXI Wiki
(converted to new template) |
Jasperbear (talk | contribs) mNo edit summary |
||
| Line 7: | Line 7: | ||
| range = | | range = | ||
| notes = *[[Astral Flow]] is a [[Summoner]]'s [[Two Hour Ability]]. | | notes = *[[Astral Flow]] is a [[Summoner]]'s [[Two Hour Ability]]. | ||
*While active, [[Avatar Perpetuation Cost]] is reduced to zero for all summoned [[avatar]]s and spirits. However, if the Summoner's [[MP]] ever | *While active, [[Avatar Perpetuation Cost]] is reduced to zero for all summoned [[avatar]]s and spirits. However, if the Summoner's [[MP]] ever reaches zero for any reason while an avatar is out, it will dismiss itself despite having no perpetuation cost. Be aware of this if you are using an avatar to [[tank]]. | ||
**Only perpetuation cost is negated. MP is still required (and consumed) to initially summon avatars and invoke [[Blood Pact]]s. | **Only perpetuation cost is negated. MP is still required (and consumed) to initially summon avatars and invoke [[Blood Pact]]s. | ||
**Any form of [[Refresh (Status Effect)|Refresh]] or [[Auto Refresh]] is sufficient to allow an avatar to stay active even after all MP has been consumed, and is by far the easiest way to accomplish this. It is a good idea for Summoners to carry with them at least one juice item, such as [[Melon Juice]], in order to bestow a Refresh effect on themselves, especially below level 25 when they do not possess [[Auto Refresh]]. | **Any form of [[Refresh (Status Effect)|Refresh]] or [[Auto Refresh]] is sufficient to allow an avatar to stay active even after all MP has been consumed, and is by far the easiest way to accomplish this. It is a good idea for Summoners to carry with them at least one juice item, such as [[Melon Juice]], in order to bestow a Refresh effect on themselves, especially below level 25 when they do not possess [[Auto Refresh]]. | ||
Latest revision as of 04:32, 30 March 2026
Job Ability
| Allows avatars to use their full strength. |
| Job: Summoner |
| Level: 1 |
| Recast Time: 2 hours |
| Duration: 3 minutes |
Notes
|
Horizon Changes
| None |
Macro Syntax
|
Monsters using Astral Flow
- Generally, this ability behaves differently than the Astral Flow used by players. In most cases, upon usage of the ability, the monster will immediately summon an avatar with zero casting time, regardless of whether or not they already have an avatar out (meaning they can have two avatars out at the same time), and the newly summoned avatar will immediately perform its appropriate special Blood Pact, with little to no charge-up time. Afterward, the avatar will dismiss itself. The avatar summoned with Astral Flow cannot be attacked, stunned or otherwise prevented from using its Blood Pact. The damage done by these Blood Pacts can range from moderate to devastating, sometimes even able to K.O. players at full HP. In addition, the AoE range of monster Astral Flow Blood Pacts is significantly larger than the range they have when players use them; it extends far enough to hit mages in the party that aren't keeping maximum casting distance.
- Even though Astral Flow generally lasts long enough for players to perform at least three Blood Pacts, most monsters will generally only use one such Blood Pact, immediately when Astral Flow is triggered, as indicated above. However, some monsters may use more, and some others may even be able to trigger Astral Flow multiple times.
- Other monsters, such as Summoner enemies inside Dynamis areas, behave more like players do, and will use Astral Flow to trigger a Blood Pact with the avatar that they already have summoned (they do not summon a second avatar for Astral Flow). As a result, these avatars can be attacked and prevented from using their Blood Pacts, most commonly done via an attack that inflicts sleep.
- Due to the potentially devastating damage these Blood Pacts can cause, along with the fact that the damage done to each target is not dispersed (reduced) with more targets as it is with standard AoE magic, Astral Flow is one of the greatest potential threats to a Dynamis group, capable of wiping out a good portion of the alliance instantly, and in the worst cases, cause a gradual full wipe, if the avatar is allowed to use its Blood Pact. Most groups consider it absolutely vital to keep enemy avatars asleep at all times until their masters have been defeated. It is a team effort; the mages must watch for avatars and sleep them promptly, while the melees must be careful not to attack sleeping avatars and defeat their masters quickly.
