Restraint

by PaladinsAcademy
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Restraint
While Envelop is active and you are Linked to an enemy, prevent them from Healing.
Spirit Link
Refreshing Break
Grant 0.4-2% Ultimate Charge to each player to which Chain Heal bounces.
Chain Heal
5
Deft Magics
Linking to a new target reduces all your Cooldowns by 0.1-0.5s.
Spirit Link
5
Rest and Relaxation
Increase your maximum Ammo by 2-10.
Weapon
1
Future Generations
After taking 2000-1500 damage, your next use of Chain Heal does not cause it to go on Cooldown.
Chain Heal
1
Magic in the Blood
Reduce the Cooldown of your next Chain Heal by 0.1-0.5s after hitting an enemy with Sigil. This effect stacks.
Weapon
3

Guide

Deft Magics is strong.  Spirit Link's cooldown is only 1 second you can keep toggling onto new targets to reduce the cdr of your Envelop and other abilities.  (I wouldn't be surprised if it gets an internal cooldown in the future).

 

 

Refreshing Break is essential.  

 

 

 

 

Magic in the Blood.  This card doesn't apply to your current heal cooldown, but on the one after your next heal.

 

 

 

 

Rest and Relaxation.  2 ammo on a 5 ammo clip is very good.

 

 

 

 

Future Generation.  With how cards like this scale, it's perfect as a 1 point filler, but isn't as valuable at 2+.

 

 


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