This ability is a blessing and a curse. Like so many posters say, it's fairly useless in emergencies pre-40. However, once you start gathering enough mp to actually use it, it becomes quite handy. You *CAN* get interrupted during a spell, though the chances are minimal. It *will not* reset cast timers on spells that have already been cast. It *will* reduce casting time to next-to-nothing on *ANY* spell, even Teleports (My personal favorite). That all having been said, one of my favorite tricks is now impossible, and it makes me sad. I used to love to chain-teleport, (for amusement, just to **** off my friends) but now Chainspell wears when you zone. It's also very handy for raising entire parties, or for an instant Escape, or for solo'ing certain NM's. I personally use it for Aquarius, and that Dragoon NM, Cyracuse w/e his name was. If your party just cannot be saved, why not try using it to cast Reraise as quickly as possible? Also very handy for removing Doom. Ever try to cast Cursna on someone who's been Doomed? Not likely, without multiple attempts.
I'm a level 25 RMG, and i have to say i've not used chainspell all that much i can only really imagine using this spell on mob's or stupidly hard enemys, i can go for days without having to use it, though whats more annoying is you'll sometimes realise you just got into a battle a bit harder than you first anticipated, such as getting agro while your in a fight and you'll use this spell when there not much point when you've probably burned all your mana. basically im saying its not an ability you can use mid way threw battle in emergencys, unlike manafont and benediction etc.
I'm a level 25 RMG, and i have to say i've not used chainspell all that much i can only really imagine using this spell on mob's or stupidly hard enemys, i can go for days without having to use it, though whats more annoying is you'll sometimes realise you just got into a battle a bit harder than you first anticipated, such as getting agro while your in a fight and you'll use this spell when there not much point when you've probably burned all your mana. basically im saying its not an ability you can use mid way threw battle in emergencys, unlike manafont and benediction etc.
Pre-40, Chainspell will be almost useless to a RDM. I said almost. There are situations when you may need to pull off a few fast nukes or cures to end a fight you shouldn't have picked. Post-40, once Convert comes into the picture, it's a whole other ballgame. When used in the right situation, Chainspell is a godsend. It's also good for beating pesky creatures named Maat too. =D
And yes, during pty downtime, the Chainspell Raise for cult suicides in Valkurm or Qufim Island never fails.
to make the best of this 2hr, chainspell~>drain(as much as possible)~>convert~>drain(until it runs out) if the target has mp you can alternate drainX3~>aspir...ect instead of converting, wich can be dangerous solo...later cats
Not only does Chainspell effectively eliminate casting times, and ignore any recast timer that is at 0:00 when the ability is used, it also makes your casting uninterruptable.
Even if you get hit in the split second during which you are casting (the casting bar is between 15% and the 60% or so when a spell can be interrupted for the briefest of moments), the spell will not fail.
You see this most often when running for your life and hitting a Chainspell + Warp or + Escape macro. You may end up dead at your destination, but your spell simply cannot be interrupted, no matter what. If you hit the macro while you have enough life left, you can get hit multiple times for 100+ dmg a hit, which would fairly well guarantee spell failure, and still get away safely.
that's wrong i'm sorry, u can still be interrupted with chainspell up, you cannot move, you cannot be hit hard, stunned or slept, if any of this happens your casting will interrupt
This spell is best for post 40 when you and your party are in trouble is you can refresh then mp is not a that big of a deal just make sure you have 50 mp. Chainspell stoneskin(29) blink(20) convert(1) cure your self and strat curing the party. Best in battle move you can make period. Before lvl 40 41 it is pretty usless but comes in handy sometimes.
Chainspell is one of the worsts to 2 hour move in time, but become the best. It becomesgood when you have over 150 mp, so average thats like level 18. Before 18 the spell isn't good because u cam do like 5 seconds of spells and your out of mp. Before 18, if u get stuck in a fight with a tough it wont help but after 18 u can take toughs, high defenses with it
Chainspell eliminates all casting and recasting timers; the only thing you have to wait for is your actual casting animation (lifting one hand, etc.).
However, Chainspell does NOT reset the timer on a previously cast spell. For example, if you cast Refresh, then use Chainspell, you still have to wait for Refresh's recast timer to cast it again (the first time). However, if you used Chainspell first, you could cast Refresh again and again.
That being said, Chainspell is an awesome 2hr at higher levels. Chainspell + Escape is amazing.
I love chainspell! Ok, at first I hated it...BUT later on when you have that thing called "mana" and some RSE gear, you learn to love showing off.. key note... have a really high INT + Darkness, walk into a fight with your dark knight friends and black mages, chainspell, and drain until you either A>Run out of mana or B> It dies a sucky death...hehe I said suck >n.n< oh and for those who have sucky tanks C>Die a horrible death(no clue how since you would be sucking it's life away*shrugs*)
Actually, fighting that lv. 25 dragon for the Embassy mission, I used Chainspell, and lobbed every spell I had into it, lost all my MP in the 30 seconds, but killed about 75% of the Dragon's HP while our nuker watched with envy :)
#Anonymous,
Posted:Jan 20 2004 at 12:39 PM, Rating: Sub-Default, (Expand Post) Alright, the game's been out for a long time now. It's about time this description stopped being wrong.
I duo alot with a warroior friend of mine, i am the healer/debufer. The only time i have used this ability is when we pulled a high level goblin and my friend the warrior was dieing faster than i could cast cure. This ability jsut let me keep throwing out cures with no real delay, just cure cure cure cure. We still died when i ran out of MP, but i do believe this kept us alive alot longer.
Bottom line this abiliity is nice, but not one of the very best 2 hour job abiilits.
It's actually better with a sub-class BHM or WHM since RDM tend to lack mp pretty fast.
It's can serve to cast rapid debuffs on a tough mobs and switch to heal fast or cast lots of nukes in a short time since your RDM can take a bit more punishiment than a BLM or WHM.
Then again, better with a mage sub-classing your RDM. Useful sometimes, but probably the weakness 2 hour of all mages classes.
I would have to agree with you on that. To me, it is the weakest of the 2 hrs given to mages. I'm not complaining or anything, It's better than nothing. The thing is that, by the time you find that you need to use it, you're out of MP anyway. To make the most out of it, it's best to use it before a tough mob.
I've tried to use this ability in several ways and I've not seen it do much of anything. I still get the same cast times and the same post cast "delay" as when the ability isn't activated.
I was expecting some sort of super "save your ***" ability like thieves get that let me cast multiple spells at the same time or something... but no.
Chainspell is actually pretty useless unless you use it preemptively (ie: You know you're about to fight something that you need to cast fast against). This is true until level 41 when you get Convert and Refresh, at which point Spellchain becomes very deadly.
I believe it's named 'chain cast' not 'continual magic'(wasn't in beta, maybe the name was changed for release). Handy ability for emergencies or to start a massive nuke-fest.