These skills are currently generally unused, and they could be a lot of fun to play. I strongly recommend tweaking these to see how people might use them (especially in HA).
My thought would be to decrease the recharge to 20s and decrease the healing.
divine intervention and judge's intervention
Carmine
gameshoes3003
I just say decrease the recharge time.
Div
There's already been threads before like this. And making two of the same thing doesn't get you more attention...
Thomas.knbk
Divine Intervention can save a target, because in addition to negating the damage that would be fatal, it heals for a lot. After the heal, the target is generally safe again.
The problem with Judge's Intervention is that it's a skill you don't want to trigger, because if it triggers, your target is dead. So yeah, it negates the damage that would be fatal. Who cares? This means that when it triggers, the target is still at like 40 health, which means he's dead.
Divine Intervention can be made playable by things like a shorter recharge etc, because it's a good concept: healing someone who's almost dead. Judge's Insight cannot, because it's a bad concept: 'Hey, this guy is being spiked. Let's deal a shitload of damage to the guys next to him.' NEWS FLASH: If you get to choose between letting someone live while not doing damage and letting someone die with big AoE damage, you're gonna choose the former unless you're bad. The only thing, imo, that could make JI playable is to make it trigger when the target's health drops below 25 or 33%. This would actually leave you a reasonable chance to let the target not die if it triggers.
The problem with Judge's Intervention is that it's a skill you don't want to trigger, because if it triggers, your target is dead. So yeah, it negates the damage that would be fatal. Who cares? This means that when it triggers, the target is still at like 40 health, which means he's dead.
Divine Intervention can be made playable by things like a shorter recharge etc, because it's a good concept: healing someone who's almost dead. Judge's Insight cannot, because it's a bad concept: 'Hey, this guy is being spiked. Let's deal a shitload of damage to the guys next to him.' NEWS FLASH: If you get to choose between letting someone live while not doing damage and letting someone die with big AoE damage, you're gonna choose the former unless you're bad. The only thing, imo, that could make JI playable is to make it trigger when the target's health drops below 25 or 33%. This would actually leave you a reasonable chance to let the target not die if it triggers.
Tactical-Dillusions
I've used them lots of times in PvP. The trick is to use them both at the same time and let your target drop to zero.
Your target is healed and the enemy takes a huge chunk of damage.
The only problem is timing, others healing and enchant removal. Any of which can see your target dead.
The recharge could be better i agree, but these skills are not useless and certainly provide entertainment. I've lost count of the number of assassins i've killed with them on my monk.
Your target is healed and the enemy takes a huge chunk of damage.
The only problem is timing, others healing and enchant removal. Any of which can see your target dead.
The recharge could be better i agree, but these skills are not useless and certainly provide entertainment. I've lost count of the number of assassins i've killed with them on my monk.