Divine Intervention: Difference between revisions
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| duration = 20, 40, 60, 80, 100 | | duration = 20, 40, 60, 80, 100 | ||
| buff = Immunity to non-damaging powers | | buff = Immunity to non-damaging powers | ||
| quote = | | quote = "The gods will protect your path" | ||
| notes = | | notes = | ||
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. | 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. | ||
Revision as of 23:03, 7 February 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
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.
