View Full Version : Angelic Protection
For 10 seconds, any time target other ally takes more than 250-100 damage per second, that ally is healed for any damage over that amount.
This skill's discription seems to read almost exactly like the Guild Lord's Amulet of Protection skill. Possibly the One Skill that will end spike teams once and for all.
What I'm interested in though, is
1) Will (or should) it work on life stealing?
2) Does 30sec recharge 10sec duration and unusable on self make it flunk?
Doubt it will work on lifestealing, and I dont think it should. You dont deal damage with it, you simply nick their health while they're not looking as it were.
As for the cooldown/duration, I think it will see somewhat specialised use, but I dont think it will be any less useful though.
Dont write it off so easily. Survive the intitial spike and then kill a spiker, and most spike groups are dead in the water. Blood (lifesteal) spike is DOA in nightfall anyways (since dervishes have superior health and can heal themselves very well cery fast). SO dont worry about lifesteal spike.
This will help a lot against any spike that does damage.
This might help protect people from spikes but it has a 30 second recharge so you can't use it often. I hope this will lead people to use Balanced builds more often than now, love them
Angelic protection the end of spike?
I find that very unlikely. . .and I don't even think it's the best protection against a spike.
For one life lose or stolen life is not damage so it will be completely unaffected by it.
Secondly is that if the spike being performed is an AoE spike then you'll only be able to save one person that is being nailed.
I think the game already has a superior anti spike skill.
Ironically it's the same skill as the avatar that the OP has chosen. . .:shocked:
lol, I know about that, but shelter has its own short-coming as well. (Dervway..)
Angelic protection can't really be countered. So that makes it more reliable. The wording of the skill also suggests that regardless of what kind of a spike future chapters introduce, this skill will work.
The problem I have however, is that it is single target and cannot be kept up. If you have a skill on your bar that is made specifically only to counter spikes, wouldn't you want it to be reliable? Is this skill still viable with the current restrictions?
You can always Echo it, but that's be a tomb's-only thing, with a P/Me
Or go P/R with Serpent's Quickness to make it recharge a bit faster with your other skills, I guess.
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