Divine Intervention: Difference between revisions
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<onlyinclude>{{skill | {{{1|}}} | name = Divine Intervention | <onlyinclude>{{skill | {{{1|}}} | name = Divine Intervention | ||
| class = Conjurer | |||
| discipline = Life | |||
| position = 6 | |||
| type = Constant | |||
| description = The ally becomes invulnerable to curses, sorcery and enchantments that diminishes her efficiency. | | summary = The ally becomes invulnerable to curses, sorcery and enchantments that diminishes her efficiency. | ||
| 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 | |||
| range = 25 | |||
| cooldown = 45 | |||
| cost = 75, 100, 125, 150, 175 | |||
| duration = 20, 40, 60, 80, 100 | |||
| buff = Immunity to non-damaging powers | |||
| quote = "The gods will protect your path" | |||
<noinclude> | |||
| 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. | 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. | ||
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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 can be recognized as two lights that float in a helix around the affected player, leaving a trail of blue, purple and white particles. | ||
}}</onlyinclude> | |||
</noinclude>}}</onlyinclude> |
Revision as of 16:45, 25 June 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.
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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.