Guiding Light (1608)
Guiding Light allows a paladin to channel spiritual energy into a holy, sanctified weapon. This will impart plasma criticals and cause the weapon to flare up to two times against a foe. The plasma criticals will flare on any type of creature, but only for Paladins and Clerics who wield the holy weapon.
A paladin may be able to apply Guiding Light to a magical sanctified weapon if the caster's Paladin Spell ranks + Spiritual Lore, Blessings ranks = 15 or greater.
Each time the weapon fails to flare, the base percent chance it will flare increases each successful hit until a flare occurs. For the second flare, the base chance is increased with training in the Spiritual Lore, Blessings skill, providing an additional 4% at 3 ranks, with the maximum bonus of 68% at 187 ranks.
A dedication to Paladin spell training will increase the number of swings +1 for every Paladin spell rank over 8 to a maximum of 25 additional swings (75 total swings).
Training in Spiritual Lore, Blessings increases the bonus further, adding a +1 for every rank.
Log Clip
An example of two consecutive Guiding Light flares:
>You swing a maple-hafted eonake flail at a cave troll!
AS: +205 vs DS: +136 with AvD: +39 + d100 roll: +25 = +133
... and hit for 20 points of damage!
Torn muscle in the cave troll's right leg!
** Your eonake flail pulses with a burst of plasma energy! **
... 10 points of damage!
Stinging burn to the cave troll's hand.
** Your eonake flail sprays with a burst of plasma energy! **
... 25 points of damage!
Stinging burn to the cave troll's hand.
Roundtime: 5 sec.
External links
- Paladin Base Spell Circle: Guiding Light, on play.net