Feoh Wiz: Vortex or Devils Curse ?

Feoh Wizard Started Last reply 9 posts
Hi,
ex-Sorcerer/Archmage here, and I have a question about skilltrade.
I didnt trade in my Fire Vortex for Devils Curse yet, reason:
FIRE VORTEX has -30% attackspeed
DEVILS CURSE has only -10%, but debuff works on more/different stats.
Damage is about the same (at least with lvl 8x)

But.... if you use Fire (or any other) Vortex, the debuff from Elemental Spike (at 3rd stage -100 resist) can not land anymore, instead with each cast of Elemental Spike the Vortex debuff times restarts (= you can leave that debuff on the mob/player all the time).
Opposite is also true:
If you put on the Elemental Spike debuff (-100) you cannot land Fire Vortex anymore.

Exact Skill description:
Devils Curse:
Attacks the target with 143 power. For 15 seconds, decreases the target's M. Atk., Casting Spd., P. Critical Rate, M. Critical Rate, P. Def., M. Def., and Speed by 10%. Also Also decreases P. Evasion by 6.
Casting Time: 3,5s
Reuse Time: 20s

Fire Vortex:
M. Atk. with 140 Power. For 30 seconds, decreases Speed by 10%, Atk. Spd. by 30%, Casting Spd. by 10%, and Resistance to Fire by 20. Consumes 12 MP every second. Over-hit is possible.
Casting Time: 6s
Reuse Time: 15s

Pro-Fire Vortex: -30% attackspeed / very good landrate still at 86 (guess around 90%)
Contra-Fire Vortex: loose -100 resist from Elemental Spike, slower Castspeed, no debuff to p.def/m.def/crit rate.

Worth to keep the old Vortex for PVP against Melees/Olympiad or is Devils Curse Superior ?
I was under the impression that debuffs like vortex wouldn't land on post awakened mobs or players.
*AnotherSorc

Atm keeping Fire Vortex might be a good idea, if you think the status is worth, but sooner or later, you will lvl up to a lvl where Devils Curse will lvl up and become eventually stronger.

Here an example

Thats from 86

Attacks the target with 145 power. For 15 seconds, decreases the target's M. Atk., Casting Spd., P. Critical Rate, M. Critical Rate, P. Def., M. Def., and Speed by 10%. Also decreases P. Evasion by 6.

Thats from 98 (max lvl)


Attacks the target with 170 power. For 15 seconds, decreases the target's M. Atk., Casting Spd., P. Critical Rate, M. Critical Rate, P. Def., M. Def., and Speed by 10%. Also decreases P. Evasion by 6.

In all, the decrease of status is the same, 10%, and P.evasion by 6, but the power scales a bit.

1 Good way to test this, is find a fellow Feoh Wizard with the skill, and test dmg.


PS: Fire Vortex

Summons a dimensional vortex that inflicts Fire damage on the enemy, supplementing user's M. Atk. with 140 Power. For 30 seconds, decreases Speed by 10%, Atk. Spd. by 30%, Casting Spd. by 10%, and Resistance to Fire by 20. Consumes 12 MP every second. Over-hit is possible.

IMO, Devils better due decreasing target M.def, not only helps you when you magical hit, but every other Feoh on your party, aswell any other character, since it also decreases P.def
Thanks for your answers.

Yes, landrate is excellent. I dont know about Devils Curse landrate but Vortex lands on every RB/mob on almost every try, and also very much in PVP so far.


I know with lvl 9x the decision might be easy as Vortex will not lvl up and the gap in damage will get bigger But I dunno if I ever wanna reach 9x ^^

I'll do some testing with a clan Feoh who already gave up his Vortex to decide.

Guess due to faster casting and being able to land both debuffs at once ( -100 Resist from Elemental Spike + Devils Curse) Vortex is really inferior and biggest Pro might just be the relative uniqueness.


I never did Olympiad so far. Will the -30% attackspeed make a big difference there and will Vortex serve me better than a tad more damage?
I never did Olympiad so far. Will the -30% attackspeed make a big difference there and will Vortex serve me better than a tad more damage?

From what i've heard, from clan members, they usually when go against any Feoh, or they die in 5/7 secs, or the Feoh dies, usually they win, since one is an Othel the other is a Wynn
I was under the impression that debuffs like vortex wouldn't land on post awakened mobs or players.
They land, you just have to OE them (chance). I've landed Stigma and Block Shield on a ton of MOBs in Swamplands while leveling my SE, and they were barely OE'd.

MOBs tend to resist debuffs quite a bit in the Awakened zones, though. Perhaps they have higher debuff resistance than older MOBs as well. Even the R grade debuffs bounce a lot, with very high M.atk even.

I dont' tend to cast Devil's curse because when the debuff fails, its damage is terrible.
Ok I did some testing with same lvl Feoh, about 15 tries each skill:

My Vortex (softly enchanted +3 chance) landed each time on him (100%)
His Devils Curse landed only once on me, and only after I removed Mental Resistence Buff.

We dont have the same jewels so this isn't an absolutely accurate comparsion.

I guess for Raids Devils Curse (if it lands) is surely better cos lowered mdef/pdef is good for all the party. But for PVP Vortex looks by far superior to me.
I think the Vortexes are worth keeping for a few levels for the debuff, but at this point in the XPac so many people are getting to 9x levels that it really isn't that huge of a factor.

Only time that would really matter so much to ponder this choice would be Olympiad and well... Yea...
I would say forget about it in Oly, the only char that needs to run is an Othel, since the shadow chase has a higher reuse then the Tyrs rush or the Iss one, and Othel's can pretty much increase their speed sufficiently to make the kite ineffective , the problem is their stun, witch if it lands will probably be your dead.

About the attack speed debuff, it doesn't affect skills reuse , so if u take 1s longer or 2 to cast something it really isn't a problem.

PS:
The use of the - 10% speed for oly is not really that useful , most targets will attack at range, the others will have some close capability and the most annoying will simply reflect it or cancel it.

The 30 % atackspeed debuff , will affect normal hit's primarily and won't reflect in any major way in skills since mages tend to have long cast high damage, and melees tend to be more bursty with small cast on skills but more reasonable crits.