Magic Missiles Beyond the Grave
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Have been killed a few times because this spell hits after the spider that cast it has died. Shouldn't death kill the spell?
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no, Magic Missile goes off all at once, you just see the individual darts fly out one at a time quickly, but if you die, the spell is already completely cast and can't be interrupted
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The interesting thing is that when you stun a spider the spell will only send out the amount of magic missiles up until the stun. This would indicate that the magic missile spell doesnt really go off all at once.
I would think death should be stopping the spell if a stun stops it.
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@GamerSeuss said in Magic Missiles Beyond the Grave:
no, Magic Missile goes off all at once, you just see the individual darts fly out one at a time quickly, but if you die, the spell is already completely cast and can't be interrupted
Unless they changed it (I haven't played the last two alpha's), Magic Missile is a channeling spell. You can interrupt casting it yourself if you move before all the volleys are sent. I agree with OP that it's a bug...unless the "channel" effect is the bug...
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They changed it. Its now an instant cast, not a channeling spell
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@GamerSeuss said in Magic Missiles Beyond the Grave:
They changed it. Its now an instant cast, not a channeling spell
Not really, unless something has gone seriously buggy in the last release
@Leibniz said in Magic Missiles Beyond the Grave:
Have been killed a few times because this spell hits after the spider that cast it has died. Shouldn't death kill the spell?
This is definitely a bug :S
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I have noticed that I can't cast ice spikes (probably not the right name for the spell) until after all the missiles have gone out plus a bit. So, the cool down at least lasts longer than for an instant spell. Also have seen fewer than all missiles fire if I move during this cool down period. So, it functions like a channelled spell.