Both paths are bad in both late game and high level pvp making it basically uselss other than really niche circumstances. Sacrificing shields makes practically no sense as more often than not when you have a shield, its gonna be used to block damage (which in most cases is a greater amount than the healing it returns). I think either a drastic increase in heals returned, or no sacrifice shields (just healing per shield), and potentially an all-friendly-wizard absorb shield for the second path (maybe like 500 absorb). If this change went through players would feel more inclined to farm for the spellements or purchase the pack so win win. Thank you 🙂
#Buff Celestial Intervention
1 messages · Page 1 of 1 (latest)
I agree, 230 health per shield sacrificed is depressing. Shields will always prevent more than 230 health. The only use for it would be if you happened to run out of pixies somehow(200 heal per pip) ???? It is a card that takes away potentially thousands of damage of EHP and converts it into 230 health for 4 pips including an archmastery pip. It seems like its always negative on cast, in every situation possible if its the only card in your hand id still discard it.
I've been wanting Celestial Intervention A to be turned into a Burst Heal + Absorb, kinda like a single target, mini Rebirth. (This would be PVP banned)
The only time it might be good, at least in theory, is if you have shields on you that are otherwise useless, like if you are going against a storm boss and you use an elemental shield, you'd have 2 extra shields that otherwise would do nothing of value. I have to imagine that that's probably the intended use case.
I’d like to see Celestial Intervention B as a minion spell, a friend of mine even made said Path B into a minion spell.
Yes but at that points just use a different shield, it has such a specific setup that wastes pips and not to mention you can get a better effect from satyr