Divine Intervention: Difference between revisions
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. |
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| 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 | ||
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| 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 | | 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 --> | ||
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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 | 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. | ||
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Revision as of 05:55, 5 November 2010
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

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.