Divine Intervention: Difference between revisions

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<onlyinclude>{{skill | {{{1|}}} | name = Divine Intervention
{{skill | {{{1|}}} | name = Divine Intervention
    | class      = Conjurer
  | class      = Conjurer
    | discipline  = Life
  | discipline  = Life
    | position    = 6
  | position    = 6
    | type        = Constant
  | type        = Constant
     | description = The ally becomes invulnerable to curses, sorcery and enchantments that diminishes her efficiency.  
  | summary     = Makes the ally immune to non-damaging powers.
  | description = The ally becomes invulnerable to curses, sorcery and enchantments that diminishes her efficiency. She remains vulnerable to damaging spells, even those that have negative side effects.
  | affects    = Single ally
  | casting    = 1
  | gcd        = Very Short
  | cooldown    = 110
  | range      = 25
  | cost        = 75, 100, 125, 150, 175
  | duration    = 10, 20, 35, 50, 70
  | buff        = Immunity to Non-Damaging Powers
  | quote      = "The gods will protect your path"
  | notes = <!-- type general notes on power under here -->
[[File:Divine_intervention2.png|thumb|Divine Intervention casting animation]]
Divine Intervention protects characters from debuffs and pure [[Crowd Control|crowd control]] skills.  [[Master of Doom]] and [[Ambush]] are good examples. However, the side effects of damaging skills, such as [[Meteor]]'s [[dizzy]] or [[Ribs Breaker]]'s [[immobilize]] will still work.


She remains vulnerable to damaging spells, even those that have negative side effects.
It is often shared between conjurers as it protects against debilitating spells such as [[Confuse]]. Additionally it offers them protection against other [[Crowd Control]] which is useful as they are a fragile class.
    | casting    = 1
    | range      = 25
    | cooldown    = 30
    | cost        = 75, 100, 125, 150, 175
    | duration    = 20, 45, 70, 95, 120
    | buff        = Immunity to non-damaging powers
}}</onlyinclude>


'''Notes:'''
It can also be used preventive buff on characters that may attract crowd control spells, such as [[barbarians]]. Immunity to non-damaging powers limits many of the [[Crowd Control]] options of opponents, allowing the ally to focus on their task.


Interesting spell that protects characters from debuffs and pure [[Crowd Control|CC]] skills: [[Master of Doom]] and [[Ambush]] are good examples. However the side effects of damaging skills, like [[Meteor]]'s [[dizzy]]ness or [[Ribs Breaker]]'s [[immobilize]] will still work.
While the spell has a distinctive casting animation, there is otherwise no visual effect on the buffed character for the duration of the spell.


It can be used in a big number of specific strategies, like casting it on a [[blunt]] [[knight]] so it can [[Mind Squasher|mind squash]] a [[Master of Doom|MOD]] warlock. or just as a preventive buff on characters that may attract crowd control spells, like [[barbarians]].
Note that the duration does not completely cover the cooldown of the spell. Conjurers can use the power [[Insightful]] to extend the duration for complete protection.


It can be recognized as two lights that float in a helix around the affected player, leaving a trail of blue, purple and white particles.
===Documented changes===
*Version 1.23.3 (2018/9/25): Cooldown increased to 110 s. Duration reduced to 10-70 s.
*Version 1.10.9 (2014/8/28): Cooldown increased to 90 s. Duration reduced to 10-80 s.
*Version 1.0.0 (2008/12/17): Duration reduced.
*Version 0.9.20 (2007/8/31): Fixed a bug where this power would also prevent friendly spells from being cast on the target.
*Version 0.9.15 (2007/7/12): Added.
 
}}

Latest revision as of 17:56, 6 November 2020

"The gods will protect your path"


Divine Intervention is a Conjurer power: the 6th of the Life discipline.

The ally becomes invulnerable to curses, sorcery and enchantments that diminishes her efficiency. She remains vulnerable to damaging spells, even those that have negative side effects.
Type: Constant
Discipline level: 11
Character level: 21
Affects: Single allyCasting time: 1s Range: 25mCooldown time: 110sGlobal Cooldown: Very Short
Power level Level 1 Level 2 Level 3 Level 4 Level 5
 
Mana cost 75 100 125 150 175
Spell duration 10s 20s 35s 50s 70s
 
Buffs
Immunity to Non-Damaging Powers

Notes

Divine Intervention casting animation

Divine Intervention protects characters from debuffs and pure crowd control skills. Master of Doom and Ambush are good examples. However, the side effects of damaging skills, such as Meteor's dizzy or Ribs Breaker's immobilize will still work.

It is often shared between conjurers as it protects against debilitating spells such as Confuse. Additionally it offers them protection against other Crowd Control which is useful as they are a fragile class.

It can also be used preventive buff on characters that may attract crowd control spells, such as barbarians. Immunity to non-damaging powers limits many of the Crowd Control options of opponents, allowing the ally to focus on their task.

While the spell has a distinctive casting animation, there is otherwise no visual effect on the buffed character for the duration of the spell.

Note that the duration does not completely cover the cooldown of the spell. Conjurers can use the power Insightful to extend the duration for complete protection.

Documented changes

  • Version 1.23.3 (2018/9/25): Cooldown increased to 110 s. Duration reduced to 10-70 s.
  • Version 1.10.9 (2014/8/28): Cooldown increased to 90 s. Duration reduced to 10-80 s.
  • Version 1.0.0 (2008/12/17): Duration reduced.
  • Version 0.9.20 (2007/8/31): Fixed a bug where this power would also prevent friendly spells from being cast on the target.
  • Version 0.9.15 (2007/7/12): Added.