Not even adding small range can save it, for a 2 sec cast the damage isn't even worthwhile, it has no place on the skill bar to replace anything. 1 hammer of sigmar will outdps it and its instant cast.Sinisterror wrote: ↑Thu Mar 20, 2025 1:53 pmDivine Impact would work if it had 30ft range otherwise yeah its not good. Dyoluigi wrote: ↑Thu Mar 20, 2025 1:46 pm Soo yeah tried it a bit.
Hammer of sigmar is useless. That stuff need to be 50% requirement or even 30% but at least crit each time (can even put 5 second cooldown)
Divine impact is extremely bad better off giving us somekind of gap closer or modify the ability to make it worth using.
Divine strike played as shield with the 2 tactic (25% dmg -20 less heals and 10%crit/parry -20% heal)
That's a 40% less heals to the baseheal and it can get anti heal. It's pretty bad if we keep this mecanic should at least make it divine strike heals everybody around like the old version (5,10 feet around the target) Not hit 3 target but atleast everybody around like that if your in a melee warband you can heal everybody around.
Right now there is no plus to be shield better off be book or hybrid shield heal maybe?.
As a 9 point skill it is useless, i hope the devs can see this and do something about it, adding the -10 strikethough is useless as well especially after the nerf to strikethough.
Wrath WP is a spec that desperately needed a gap closer or at least a Knockdown. The name ''Divine Impact'' is in fact perfect sounding for a knockdown effect.
In its current form i wouldn't even use it as a free core skill, it's that useless to the wrath WP.
P.S. As a comparison vs other 9 point skills:
SM Crashing Wave: 800 spirit dmg , instant cast, 3s K/D. (Damage amplified by SM - resistance)
SW Festering Arrow; 1400 corp dmg, 100ft. (Damage amplified by 2 x tactics)
Divine Impact. 900 spirit dmg, 2 sec cast, -10 strikethrough. Yeah it is garbage. (Damage has no synergy, wrath wp is all about cutting through armor not resistance).