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− | [[Category:Earth Magic Skills]] [[Category:Spells]] |
+ | [[Category:Earth Magic Skills]] [[Category:Spells]] [[Category:Wards]] |
{{Skill-stub}} |
{{Skill-stub}} |
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{{Skill_begin | color = lightgreen | name = Ward Against Elements}} |
{{Skill_begin | color = lightgreen | name = Ward Against Elements}} |
Revision as of 09:28, 4 March 2006
Ward Against Elements | ||||||||||||||||||
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Ward Against Elements | ||||||||||||||||||
Skill details | ||||||||||||||||||
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Description
You create a Ward Against Elements at your current location. For 8...18 seconds, allies in this area gain +24 armor against elemental damage.
Progression
8 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
9 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
11 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 12 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 | 13 |
14 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | 14 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 |
16 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 17 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 |
Usage & Notes
- Since it is a ward, it cannot be removed making it a plus. Giving multiple team members resistance is definitely great, and a good defensive manuevar for defensive teams.
- The casting cost is rather high and the duration is only moderate. Because the effectiveness is diminshed when the team disperses and while inside the circle, enemy AOE spells will hit with full power.
- Good and timely usage of this spell is critical to maintaining a good defense. Poor communication and execution of this spell will only lead the team to more harm.
- Alternatively, this spell can be seen as a melee elementalist's tool. The melee elementalist likes to come close to his/her enemies and damage them with touch attacks like Shock and Lightning Touch or with attacks centered around the caster like Whirlwind and Aftershock. The three Earth Magic wards (this one, Ward Against Foes and Ward Against Melee) serve this in that they make it harder for the enemy to run away while increasing the caster's resiliency in the area of operation.
Acquisition
- ... to be added ...