Divine Intervention: Difference between revisions
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| range = 25 | | range = 25 | ||
| cooldown = 30 | | cooldown = 30 | ||
| cost = 75, 100, 125, 150, 175 | | cost = 75, 100, 125, 150, 175 | ||
| duration = 20, 45, 70, 95, 120 | | duration = 20, 45, 70, 95, 120 | ||
| buff = Immunity to non-damaging powers | | buff = Immunity to non-damaging powers | ||
}}</onlyinclude> | }}</onlyinclude> | ||
'''Notes:''' | '''Notes:''' | ||
Interesting spell that | 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. | ||
It can be used in a big number of specific strategies, like casting it on a blunt knight so it can [[Mind Squasher| | 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 | 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. |
Revision as of 14:52, 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.
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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 protects 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 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.