Overloads the target with electricity, dealing a percentage of your magic attack to them and any nearby targets near over 8 seconds. Requires Lightning Charges on the target for its full effect.
|Available at||Level 30|
|Prerequisites||Overcharge Lv. 1|
Overload is a special type of AoE skill that requires a host monster in order to damage nearby enemies. When used, a discharge of electricity is latched onto a monster, carrying the charge until the duration expires, or when the host monster dies. During it's duration, it constantly inflicts wind element damage equivalent to a percentage of your magic.
Overload has a drawback because of it's high damage output. The target that receives the Overload effect must have at least one or more Lightning Charges applied beforehand, or else the damage is halved. Any subsequent Lightning Charge stacks beyond the first increase the skill's damage output further on the target by 8% each (to a maximum of 32%).
These are some tips when handling with Overload against monsters:
- Since Overload requires a Lightning Charge to deal it's full damage, a mage must have used Thunderbolt at least once on the target. Depending on the target that becomes the host monster for the Overload effect, it may die more quickly than the rest of the monsters surrounding it, immediately ending the duration of Overload. For this reason, it is preferred to use Overload on a target with a higher amount of health.
- When using Overload on a target, multiple monsters can be caught into the Overload effect when timed correctly. This is beneficial when using Overload on a group of monsters while on the move (as long as they move at the same speed as each other).
- Overload's dependence on a host monster can cause some unnecessary problems for a group or individual play if not careful. The target that Overload is used on can pull nearby monsters that are neutral or have been frozen/sleeping due to other skills into the fight, delaying or risk endangering you as well as the rest of the group. This is why Overload should not be used in spots where there are multiple groups of neutral and hostile monsters close to each other.
|Skill Level||Minimum Lv. Required||Nature Pts. Required||Base Damage|
|General||Auto-Attack • Alchemy • Elixir Mastery • Cooking • Craft • Analyse • First Aid • Marker|
|Pet||Call Pet • Revive Pet • Pet: 'Attack' • Pet: 'Follow Me' • Pet: 'Stay Here'|
|Extra Abilities||Curse of Roots|
|Combat||Bite • Improved Bite • Focused Strike • Slash • Swipe • Natural Fighter • Adrenaline Rush • Thrash • Battle Cry • Overpower • Pounce|
|Defense||Toughness • Charge • Bash • Smite • Taunt • Shattering Strike • Growl • Burning Determination • Spell Reflect • Unyielding Rage • Endurance • Divine Plea • Deflect|
|Others||Battle Stance • Defensive Stance|
|Arcane||Mana Shield • Harvest Mana • Arcane Focus • Bind Elemental • Skip • Invisibility • Teleport • Bind Earth • Disrupt Magic • Arcane Might • Dispel Magic • Steal Magic|
|Fire||Fire Bolt • Embers • Ignite • Fire Wall • Infernal Heat • Fire Hail|
|Ice||Icicle • Arctic Winds • Mana Crystal • Mana Explosion • Ice Spikes • Mist of Ice • Frigid Splash • Intense Cold • Path of Frost • Blizzard • Flash Freeze • Frost Nova|
|Wind||Thunderbolt • Lightning Bolt • Overcharge • Lightning Rod • Wind Burst • Overload|
|Earth||Earth Spike • Spike Trap • Rune of Power • Heavy Rune • Rune of Wisdom • Rune of Warding|
|Others||Grace of Elements|
|Restoration||Revitalise • Revive • Serenity • Elemental Ward • Heal • Bond of Healing • Healing Springs • Song of Harmony • Surge of Light • Divine Clarity • Emerald Shield • Healing Winds • Greater Heal|
|Toxicology||Petal Rain • Poison • Poison Dust • Stir • Envenom • Nightfall • Cure Poison • Leeching Poison • Unfaltering Resolve|
|Light||Judgement • Spiritual Regeneration • Exorcise • Holy Fire • Nourish|
|Magic||Blessing of Speed • Blessing of Fortitude • Curse of Slowness • Curse of Silence • Protection of Nature • Inspiration|
|Dark||Dark Pact • Spirit Strike • Life Tap • Dark Bolt • Terrify • Torment • Evil Land • Possess • Drain Health|
|Close Combat||Rake • Rip • Enchant Poison • Camouflage • Veil of Shadows • Sprint • Shadowstep • Heal Pet • Battle Instincts • Combat Training • Touch of the Phoenix|
|Ranged Combat||Double Strafe • Bow Mastery • Focused Shot • Arrow Shower • Sniping • Sharp Shot • Disrupting Shot • Piercing Shot • Sharpen Senses • Siphoning Shot • Arrow Barrage • Eagle Eye|
|Traps||Trap Proficiency • Tar Trap • Incinerating Trap • Root Trap • Explosive Trap|