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m (→‎External links: category change, replaced: [[Category:Primary Spells → [[Category:Primary abilities)
 
m (→‎External links: category change, replaced: [[Category:Primary Spells → [[Category:Primary abilities)
 
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{{Stub/Ability}}
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{{AbilityFlavor|Those who oppose the shield must yield.|TCGFoO|46}}
 
{{Infobox ability
 
{{Infobox ability
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|name=Arcane Barrage
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|name=Avenger's Shield
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|image=Ability_Mage_ArcaneBarrage
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|image=Spell_Holy_AvengersShield
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|description=Launches bolts of arcane energy at the enemy target, causing X to Y Arcane damage.
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|description=Hurls a holy shield at the enemy, dealing X to Y Holy damage, silencing and interrupting spellcasting for 3 sec, and then jumping to additional nearby enemies. Affects 3 total targets.
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|class=[[Mage]]
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|class=[[Paladin]]
 
|type=Offensive
 
|type=Offensive
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|school=[[Magic_schools_(WoW)#Holy|Holy]]
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|school=Arcane
 
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|cost=11% of base mana
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|cost=6% of [[base mana]]
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|range=40 yd
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|range=30 yards
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|cast_time=0
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|cast_time=Instant
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|cooldown=4 sec
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|cooldown=15 sec
 
|talented=Primary
 
|talented=Primary
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|talent_tree=Arcane
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|talent_tree=[[Paladin talents#Protection|Protection]]
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|requirements=[[Shield]]s
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|debuff_type=Magic
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|debuff_desc=Dazed.
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|debuff_dur=3 seconds
 
}}
 
}}
   
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'''Avenger's Shield''' is the [[Paladin]] [[ability]] available at level 10, after choosing the [[Paladin talents#Protection|Protection]] tree. It is a ranged attack that will jump to 2 additional nearby targets, dazing them for a short duration.
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'''Arcane Barrage''' is one of the primary damaging spells for arcane [[Mage]]s, obtained by [[specialization|specializing]] in the Arcane tree.
 
   
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== Damage dealt ==
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== Improvements ==
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*[[Grand Crusader (paladin talent)]] When your Crusader Strike or Hammer of the Righteous deal damage to your primary target, they have a 10/20% chance of refreshing the cooldown on your next Avenger's Shield.
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This table shows Arcane Barrage's damage for each fifth level, starting from 10 when it's obtained.
 
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{| class="darktable zebra" style="text-align: center;"
 
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|-
 
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! Level !! Damage
 
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|-
 
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| 10 || 36 - 42
 
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|-
 
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| 15 || 40 - 48
 
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|-
 
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| 20 || 48 - 58
 
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|-
 
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| 25 || 61 - 73
 
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|-
 
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| 30 || 73 - 89
 
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|-
 
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| 35 || 94 - 114
 
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|-
 
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| 40 || 118 - 144
 
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|-
 
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| 45 || 145 - 177
 
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|-
 
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| 50 || 176 - 214
 
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|-
 
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| 55 || 209 - 255
 
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|-
 
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| 60 || 536 - 654
 
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|-
 
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| 65 || 619 - 755
 
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|-
 
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| 70 || 706 - 862
 
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|-
 
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| 75 || 801 - 977
 
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|-
 
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| 80 || 900 - 1098
 
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|}
 
   
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==Improvements==
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== References ==
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===Talents===
 
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====Arcane====
 
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*[[Arcane Specialization]] is given to all mages specializing in Arcane. It increases the damage of all Arcane-spells by 25%.
 
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*[[Mana Adept]] (Mastery) increases all spell damage done by up to 12%, based on the amount of mana the Mage has unspent. Each point of Mastery increases damage done by up to an additional 1.5%.
 
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*[[Arcane Concentration]] gives you a 3/6/10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damaging spell by 100%.
 
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*[[Torment the Weak]] Your Arcane damage spells deal 2/4/6% more damaged to snared or slowed targets.
 
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*[[Invocation]] does not directly increase the damage of Arcane Barrage, but nevertheless boosts its damage through [[Counterspell]].
 
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*[[Arcane Tactics]] increases the damage of all party and raid members within 100 yards by 3%.
 
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*[[Incanter's Absorption]] does neither directly increase the damage of Arcane Barrage, but nevertheless boosts its damage through [[Mana Shield]] and [[Mage Ward]].
 
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*[[Arcane Potency]] increases the critical strike chance of your next two damaging spells by 7/15% after gaining Clearcasting or [[Presence of Mind]].
 
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*[[Focus Magic]] increases the target's chance to critically hit with spells by 3%. When the target critically hits the your chance to critically hit with spells is increased by 3% for 10 sec. Cannot be cast on self.
 
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*[[Arcane Power]] will, when active, cause your spells to deal 20% more damage while costing 20% more mana to cast. This effect lasts 15 sec.
 
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*[[Arcane Power]] is yet another talent which doesn't directly increase the damage of Arcane Barrage, but nevertheless does so through [[Conjure Mana Gem|mana gems]].
 
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====Fire====
 
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*[[Master of Elements]] causes your spell criticals to refund 15/30% of their base mana cost.
 
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*[[Impact]] gives your damaging spells a 5/10% chance to reset the cooldown on Fire Blast and to cause the next Fire Blast you cast to stun the target for 2 sec and spread any Fire damage over time effects to nearby enemy targets within 12 yards.
 
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::''Talents in the Fire-tree beyond Tier 2 are impossible to access due to lack of talent points.''
 
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====Frost====
 
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*[[Piercing Ice]] Increases the critical strike chance of your spells by 1/2/3%.
 
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*[[Shatter]] Multiplies the critical strike chance of all your spells against frozen targets by 2/3.
 
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*[[Shatter]] causes your Chill effects to reduce the target's speed by an additional 4%, and the target's healing received by 3%. In addition, whenever you deal spell damage, your Water Elemental is healed for 5% of the amount dealt.
 
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::''Talents in the Frost-tree beyond Tier 2 are impossible to access due to lack of talent points.''
 
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===Glyphs===
 
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*[[Glyph of Arcane Barrage]] (Major Glyph) increases the damage of your Arcane Barrage spell by 4%.
 
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==Notes==
 
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Even though it has an instant cast time, it has the [[spell power coefficient]] of a 2.5 second cast spell, 71%<ref>[http://elitistjerks.com/856931-post1.html Roywyn's WotLK mage reference]</ref>.
 
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== Patch changes ==
 
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* {{patch 4.0.6|note=Mana cost has been reduced by 8%.}}
 
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* {{Patched|date=2011-01-18|note=The mana costs of the following mage spells have been reduced, but they still require the previous percentage of base mana in order to be cast: Arcane Barrage (11% of base mana), [[Arcane Blast]] (7% of base mana), and [[Fireball]] (12% of base mana). As an example, Fireball requires 16% base mana to cast, but only consumes 12% of base mana. }}
 
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* {{Patch 4.0.3a|note=Damage has been increased by 5% and its cooldown is now 4 seconds, down from 5 seconds.}}
 
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* {{Patch 4.0.1|note=Changed from being a talented spell to a specialized spell, obtained by all mages choosing Arcane. Replaced by [[Arcane Power]] as final talent in the Arcane tree.}}
 
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* {{Patch 3.0.2|note=Added to the game as a 51-point talent in the Arcane tree.}}
 
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==References==
 
 
{{reflist}}
 
{{reflist}}
   
 
== External links ==
 
== External links ==
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{{Elinks-spell|44425}}
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{{Elinks-spell|31935}}
   
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{{Classfooter|Mage}}
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{{classfooter|Paladin}}
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[[Category:Mage abilities]]
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[[Category:Paladin talents]]
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[[Category:Arcane spells]]
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[[Category:Paladin abilities]]
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[[Category:Mage talents]]
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[[Category:Holy spells]]
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[[Category:Magic debuffs]]
 
[[Category:Primary abilities]]
 
[[Category:Primary abilities]]

Revision as of 07:56, 6 April 2011

Those who oppose the shield must yield.[1]
Avenger's Shield
Spell holy avengersshield
  • Avenger's Shield
  • Paladin ability
  • 30 yards yd range
  • 6% of base mana
  • 15 sec cooldown
  • Instant
  • Hurls a holy shield at the enemy, dealing X to Y Holy damage, silencing and interrupting spellcasting for 3 sec, and then jumping to additional nearby enemies. Affects 3 total targets.
Properties
Class Paladin
School Holy
Cooldown 15 sec
Talents
Talent tree Protection
Other information
Requirements Shields
Related debuff
Spell holy avengersshield
  • Magic
  • Avenger's Shield
  • Dazed.
  • Duration: 3 seconds

[[Category:paladin abilities]][[Category:paladin abilities]]

Avenger's Shield is the Paladin ability available at level 10, after choosing the Protection tree. It is a ranged attack that will jump to 2 additional nearby targets, dazing them for a short duration.

Improvements

  • Grand Crusader (paladin talent) When your Crusader Strike or Hammer of the Righteous deal damage to your primary target, they have a 10/20% chance of refreshing the cooldown on your next Avenger's Shield.

References

 
  1. ^ TCGFoO, #46

External links