Divine Incarnation (1650): Difference between revisions
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The paladin becomes the divine incarnation of their deity. While incarnated the paladin is granted 30 '''Divine Energy''' that may be used to call upon the powers of their deity using the{{boldmono| INCARNATE }}verb. '''Divine Incarnation''' has a 10 minute cooldown that begins when the spell is cast. |
The paladin becomes the divine incarnation of their deity. While incarnated the paladin is granted 30 '''Divine Energy''' that may be used to call upon the powers of their deity using the{{boldmono| INCARNATE }}verb. '''Divine Incarnation''' has a 10 minute cooldown that begins when the spell is cast. Divine Incarnation has been updated to provide a cooldown reduction based upon the amount of unused Divine Energy. The rate of the cooldown reduction will be 10 seconds for each unused Divine Energy point remaining from the base 30 pool. Additional Divine Energy earned through training in [[Spiritual Mana Control]] is NOT counted for cooldown reduction. |
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The{{mono| INCARNATE }}verb gives the paladin access to four unique abilities that drain Divine Energy from their available pool. Those abilities are '''ZEAL''', '''ARMOR''', '''SMITE''' and '''ONSLAUGHT'''. Each offensive '''INCARNATE''' ability incurs 3 seconds of hard [[roundtime]] and each buff ability incurs 3 seconds of cast roundtime. While under the effects of Divine Incarnation, the paladin may also use{{boldmono| INCARNATE ENERGY }}to check their '''Divine Energy Pool'''. |
The{{mono| INCARNATE }}verb gives the paladin access to four unique abilities that drain Divine Energy from their available pool. Those abilities are '''ZEAL''', '''ARMOR''', '''SMITE''' and '''ONSLAUGHT'''. Each offensive '''INCARNATE''' ability incurs 3 seconds of hard [[roundtime]] and each buff ability incurs 3 seconds of cast roundtime. While under the effects of Divine Incarnation, the paladin may also use{{boldmono| INCARNATE ENERGY }}to check their '''Divine Energy Pool'''. |
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Revision as of 08:19, 14 September 2018
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The paladin becomes the divine incarnation of their deity. While incarnated the paladin is granted 30 Divine Energy that may be used to call upon the powers of their deity using the INCARNATE verb. Divine Incarnation has a 10 minute cooldown that begins when the spell is cast. Divine Incarnation has been updated to provide a cooldown reduction based upon the amount of unused Divine Energy. The rate of the cooldown reduction will be 10 seconds for each unused Divine Energy point remaining from the base 30 pool. Additional Divine Energy earned through training in Spiritual Mana Control is NOT counted for cooldown reduction.
The INCARNATE verb gives the paladin access to four unique abilities that drain Divine Energy from their available pool. Those abilities are ZEAL, ARMOR, SMITE and ONSLAUGHT. Each offensive INCARNATE ability incurs 3 seconds of hard roundtime and each buff ability incurs 3 seconds of cast roundtime. While under the effects of Divine Incarnation, the paladin may also use INCARNATE ENERGY to check their Divine Energy Pool.
Usage
- INCARNATE [option] {target}
- INCARNATE ENERGY to check the Divine Energy Pool
Mana Control Benefit
Training in Spiritual Mana Control increases the total amount of the Divine Energy Pool by one divine energy per 5 ranks.
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Abilities and Lore Benefits
Zeal
- Cost: 5 divine energy for base 5 flares, +1 divine energy per additional flare
Zeal will cause a divine aura to surround the paladin and trigger deity specific flares upon the next 5 successful attacks made during the next 30 seconds. If time allows, additional flares may be triggered at a cost of 1 divine energy each. Training in Spiritual Lore, Summoning increases the duration of Zeal by 2 seconds per a seed 10 summation of ranks.
Spiritual Lore, Summoning ranks 0 10 21 33 46 60 75 91 108 126 145 165 186 208 231 Total duration (seconds) 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
Armor
- Cost: 15 divine energy, 20 divine energy if used during an "emergency"
Armor causes a holy armor to surround the paladin. This grants a 50% resistance to all forms of attack for 30 seconds. This spell can be invoked in an "emergency" situation once a day, which is defined as using the ability during a time other actions could not be performed (i.e., in roundtime, stunned, etc.). Divine Incarnation must be active in order to invoke an "emergency" usage of Armor. This ability can only be invoked twice per cast of the spell. Training in Spiritual Lore, Blessings increases the resistance effect of Armor by 2% per seed 5 summation of ranks, and the number of emergency uses of it per day by one at 50 and 125 ranks.
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Emergency Uses Per Day Spiritual Lore, Blessings ranks 0 50 125 Total uses per day 1 2 3
Smite
- Cost: 5 divine energy drained on a successful hit only
Smite causes a bolt of divine energy to leap from the paladin's weapon and attempt to strike the target. This is an SMRv2 based attack for which the strength can be increased by training in Paladin Base spell ranks. Training in Spiritual Lore, Religion provides a Spiritual Lore Religion Ranks / 1.5 = Chance for a second Smite strike at no divine energy cost.
Onslaught
Onslaught causes the paladin to become consumed with the energy of their deity and carry out a vicious onslaught. The paladin will attempt to strike each target (similar to MSTRIKE, but affects creatures and players) that is present in the room, ignoring 50% of its stance. Training in Spiritual Lore, Religion increases the percentage of the target's stance that is ignored by 1% per (seed 1 * 2) summation of ranks.
Messaging
The messaging of Divine Incarnation (1650) varies based on the CONVERT status of the caster. One example is shown below, while the rest can be found on the deity messaging page. Not all messaging is represented there; please expand it to the best of your ability.
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