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
   | summary    = The ally becomes invulnerable to curses, sorcery and enchantments that diminishes her efficiency.
   | summary    =  
   | 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.
   | 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
   | affects    = Single ally
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   | buff        = Immunity to non-damaging powers
   | buff        = Immunity to non-damaging powers
   | quote      = "The gods will protect your path"
   | quote      = "The gods will protect your path"
<noinclude>
   | notes = <!-- type general notes on power under here -->
   | notes = <!-- type general notes on power under here -->
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.
[[File:Divine_intervention2.png|thumb|Divine Intervention's 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 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]].


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.
It is often used as a preventive buff on characters that may attract crowd control spells, like [[barbarians]].


</noinclude>}}</onlyinclude>
While the spell has a distinctive casting animation, there is otherwise no visual effect on the buffed character for the duration of the spell.
}}

Revision as of 04:50, 12 September 2009

"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: 45sGlobal Cooldown:
Power level Level 1 Level 2 Level 3 Level 4 Level 5
 
Mana cost 75 100 125 150 175
Spell duration 20s 40s 60s 80s 100s
 
Buffs
Immunity to non-damaging powers

Notes

Divine Intervention's 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 used as a preventive buff on characters that may attract crowd control spells, like barbarians.

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