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Current revisionEdited Dec 11, 2021 by Lee kun
<p>Momentum can be useful for all vocations, because all of them have spells with cooldowns longer than 2s. As you implied, Momentum is easier to take advantage of for spells with longer cooldowns, but you can also benefit from it on spells with cooldowns as small as 4s. For paladins, I'd highlight the following:</p><ul><li>Divine Caldera: On most hunts, this spell is used every 4 seconds by the Paladin. If you're fast enough you can cast it again when Momentum is triggered right after casting it. This halves the cooldown of the spell, which can be quite powerful when used correctly. The challenge here is, undoubtedly, paying attention to the Momentum effect and reacting quickly.</li><li>Divine Dazzle: This spell is known for its long cooldown and it's often not enough to keep creatures in melee form long enough (unless combo'ed with a knight's Chivalrous Challenge). Reductions on its cooldown can be quite useful, and because the cooldown is 16s it's not as hard to manage as Divine Caldera.&nbsp;</li><li>Sharpshooter: Caldera.&nbsp;</li><li><span style="text-decoration: line-through;">Sharpshooter: The spell cooldown is 10 seconds, which is also its duration. So even though you can chain it multiple times without losing the effect, with Momentum you can use it sooner if you want to make sure you lost the effect.&nbsp;</li><li>Summon effect.</span> (It won't be useful in this case because of the primary group cooldown, as pointed out by Niime in the comments).</li><li>Summon Paladin Familiar: As with other vocations, Paladins will also benefit from Momentum on their Familiar spell, and over its 15 min duration several procs of Momentum can reduce the cooldown significantly.&nbsp;</li></ul><p></p>
Posted Dec 9, 2021 by Lee kun

Momentum can be useful for all vocations, because all of them have spells with cooldowns longer than 2s. As you implied, Momentum is easier to take advantage of for spells with longer cooldowns, but you can also benefit from it on spells with cooldowns as small as 4s. For paladins, I'd highlight the following:

  • Divine Caldera: On most hunts, this spell is used every 4 seconds by the Paladin. If you're fast enough you can cast it again when Momentum is triggered right after casting it. This halves the cooldown of the spell, which can be quite powerful when used correctly. The challenge here is, undoubtedly, paying attention to the Momentum effect and reacting quickly.
  • Divine Dazzle: This spell is known for its long cooldown and it's often not enough to keep creatures in melee form long enough (unless combo'ed with a knight's Chivalrous Challenge). Reductions on its cooldown can be quite useful, and because the cooldown is 16s it's not as hard to manage as Divine Caldera. 
  • Sharpshooter: The spell cooldown is 10 seconds, which is also its duration. So even though you can chain it multiple times without losing the effect, with Momentum you can use it sooner if you want to make sure you lost the effect. 
  • Summon Paladin Familiar: As with other vocations, Paladins will also benefit from Momentum on their Familiar spell, and over its 15 min duration several procs of Momentum can reduce the cooldown significantly. 

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