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Today we'll cover one of the most effective defensive spells in the game, a type of spell, Wards, which only Elementalists have access too. These Ward spells create a rather large glowing circle, and impart their benefits to all allies within it, or, hinder the progress of foes inside. They cannot be removed by any means, other than their duration expiring, although, you can give them reason to move out of it (Meteor Shower and Maelstrom are good examples of ward clearers).
Ward Against Melee - Spell
Earth Magic
10 Energy
1 Second Cast
20 Second Recharge
You create a Ward Against Melee at this location. For 8-18 (21) seconds, allies in this area have a 50% chance to evade melee attacks.
Ward against Melee is one of the most effective antiwarrior defenses in the game. Half of all melee attacks in it miss. Which means not only are they dealing half damage, they're gaining adrenaline at half speed. Which usually means their DPS is crippled, allowing just about any character to just tough it out. And as a ward, it covers a large area, protecting several of your allies at once, and is not subject to removal, like a hex or enchantment would be.
There is one hex, Rigor Mortis, which prevents evasion, and certain attacks - Swift Chop, Irresistable Blow, Seeking Blade, Pure Strike, Griffon's Sweep and Wild Blow - and a stance, Warrior's Cunning, all of which will allow a melee character to strike at you without that miss chance. However, not many of these skills (barring, perhaps, Rigor Mortis) are seen that often, and that's still only 1 or 2 skills out of that entire character's repertoire, so they're not too much to worry about, (barring again, Rigor Mortis, probably the most effective counter to this ward, but it's recharge makes it able to be kept off easily with a bit of hex removal.)
Overall, it's a solid defense against melee, but since it's limited to melee attacks, it's going to be wonderful against some groups, good against most, and worthless agaisnt some.
PvE - 10/10 (With the prevalance of melee mobs, that 50% miss chance reduces their's impact impressively. And they're not the kind to carry counters to it)
CA - 7/10 (good skill, a lot of warriors around here. However, due to the risky nature, you may be best off with another skill. Depends on any other counters you may have)
TA - 8/10 (Since you're planning ahead, you can spread more counters out, so the worth of this ward shows even more, since you can rely on others to help you out where this won't, and vice versa)
HoH - 10/10 (Wards are great here, as one of few defenses which cannot be easily removed. And against the popular IWAY builds, this Ward in particular can be amazing.)
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I wouldn't play an earth elementalist without this taking up a slot.
PvE, this for warriors, eruption for rangers (I like to echo it, help keep em blinded)
Pvp, well only 10 energy and you can keep it up. 9 times outta 10 their's a warrior somewhere.
Sometimes, I play a E/R and use serpents quickness to eliminate those couple seconds when your wards are down.
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My feelings as well. This and armor of earth (maybe eruption too) are earth is considered the element with the most defense... this one is almost a no brainer if you are earth ele primary unless you know you are going to an area with no melee whatsoever. Almost always warriors in PvP and the infestation of IWAY teams makes this skill just so much better right now in the metagame. In PvE it is plain amazing... although you do have to convince your team to stay inside :|.Originally Posted by Dis Functional
I wouldn't rate it so high in CA, maybe 5/10, since most of the time, your group is chasing a player and you're rarely stationary. The only time I see this to be useful is for Mo/E since enemies always go after them and they can remain in one place healing everyone.
Also, CA and TA has more rangers than warriors these days and i am forced to use Ward against Element instead.
CA is still warrior-land as far as i'm concerned. There's a significant amount of rangers too, but all you need to handle that is your Armor of Earth.Originally Posted by jvxmtg
Ward vs Melee is a no-brainer that does its job flawlessly (50% of the time :p) Agreed with the ratings, it's great!
I agree with the ratings except CAPVP. Its a minor change thought, I personally would give it 1 less point. A replier was right, in CA people do not play with tactics; they run away from the ward or they do not maximize their defensive capability by running in circles INSIDE the ward, its pretty sad.
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I cannot imagine any Earth Ele who doesn't use Ward against Melee.
I can understand Ward against Foes and Element but Ward against Melee is just TOO important in both PvE and PvP.
Yes, it only works on melee foes but who always chase after casters? Melee foes!
In PvP, warriors love chasing after casters. That 50% miss and unremovable buff makes this a 10/10 Earth spell IMO. There are always warriors running around and without Ward, you just can't kill them faster than they kill you.
I won't compare it to Blinding Flash since they belong to different element.
Question that's been on my mind:
Does Physical Damage = Melee Damage? In other words, does this ward work against rangers, or only sword/axe/hammer wielders? Also - what about a Fiery Dragon Sword (which is elemental damage) - does that bypass the ward?
Melee damage is damage from sword, axe, or hammer. And no, it doesn't work against ranger unless they are using melee weapons. And it is still a melee damage regardless on what elemental mods the weapon has.Originally Posted by deolmstead
I disagree. If you go to CA and just stand there, you'll find that there's not very many Warriors anymore. Ever since that E/Mo Smiter ran amok in CA, many players converted to Rangers for interrupt and poison.Originally Posted by Patccmoi
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Melee = Melee range. Ward vs melee only works vs. someone smacking your head up with a non-ranged weapon. Ward won't block someone standing next to your arse with a bow pelting you.Originally Posted by deolmstead
You are thinking of types of damage... ie. elemental, holy, physical etc.