Divine Intervention: Difference between revisions

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'''Notes:'''
Interesting spell that proctects 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 dizzyness 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 atract crowd control spells, like barbarians.
It can be reconized as two lights that float around the affected player, leaving a trail of blue, purple and white particles.

Revision as of 14:36, 10 December 2008

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: Casting time: 1s Range: 25mCooldown time: 30sGlobal Cooldown:
Power level Level 1 Level 2 Level 3 Level 4 Level 5
 
Mana cost 75 100 125 150 175
Spell duration 20s 45s 70s 95s 120s
 
Buffs
Immunity to non-damaging powers

Notes:

Interesting spell that proctects characters from debuffs and pure CC skills, Master of Doom and Ambush are good examples. However the side effects of damaging skills, like Meteor's dizzyness 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 squash a MOD warlock. or just as a preventive buff on characters that may atract crowd control spells, like barbarians.

It can be reconized as two lights that float around the affected player, leaving a trail of blue, purple and white particles.