Divine Intervention: Difference between revisions

From Regnum Online Wiki
Jump to navigation Jump to search
ROWiki>Zergling565
mNo edit summary
ROWiki>Erica conjurer
m Added a summary so it doesn't break the life power's tree. Added some notes.
Line 4: Line 4:
   | position    = 6
   | position    = 6
   | type        = Constant
   | type        = Constant
   | summary    =  
   | summary    = Makes the ally immune to non-damaging powers.
   | 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
Line 12: Line 12:
   | cost        = 75, 100, 125, 150, 175
   | cost        = 75, 100, 125, 150, 175
   | 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      = "The gods will protect your path"
   | quote      = "The gods will protect your path"
   | notes = <!-- type general notes on power under here -->
   | notes = <!-- type general notes on power under here -->
Line 18: Line 18:
Divine Intervention protects characters from debuffs and pure [[Crowd Control|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.
Divine Intervention protects characters from debuffs and pure [[Crowd Control|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, such as [[barbarians]].
It is often shared between conjurers as it protects against debilitating spells such as [[Confuse]]. Additionally it offers them protection against other [[Crowd Control]] which is useful as they are a fragile class.
 
It can also be used preventive buff on characters that may attract crowd control spells, such as [[barbarians]]. Immunity to non-damaging powers limits many of the [[Crowd Control]] options of opponents, allowing the ally to focus on their task.


While the spell has a distinctive casting animation, there is otherwise no visual effect on the buffed character for the duration of the spell.
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 05:55, 5 November 2010

"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 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 shared between conjurers as it protects against debilitating spells such as Confuse. Additionally it offers them protection against other Crowd Control which is useful as they are a fragile class.

It can also be used preventive buff on characters that may attract crowd control spells, such as barbarians. Immunity to non-damaging powers limits many of the Crowd Control options of opponents, allowing the ally to focus on their task.

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