

Thats how all skill tooltips work when you are morphing them. The green texts is highlighting the difference between the morphs.
Shield wall is not a proper block - it reduces the damage as a normal block, but does not give the CC immunity you get when blocking normally. You also cannot use normal block while the ult is running.
OrphanHelgen wrote: »Thats how all skill tooltips work when you are morphing them. The green texts is highlighting the difference between the morphs.
Shield wall is not a proper block - it reduces the damage as a normal block, but does not give the CC immunity you get when blocking normally. You also cannot use normal block while the ult is running.
I noticed this too while using it in pve, bosses knocked me back while I had this ultimate active, also like you said, I couldnt even block it if I used block button. CC block are pure disabled with this ultimate active. Intended?
TankHealz2015 wrote: »Interesting that someone commented that the Shield Discipline would be the obvious choice... I looked at the two and thought Spell Wall to be the obvious choice.
Shield Discipline = so I can spam my 2 S&B skills - pierce armor and/or heroic slash. but how many times can you hit these skills in 6 seconds? and to what purpose, since I am a tank and my DPS is not very high anyways...
Spell Wall = reflects all projectiles = ranged in PvE and/or PvP get a taste of their own medicine now!
Dragonknight = 3 options to reflect back onto ranged attackers= Spell Wall, Defensive Stance, and Wings= LOVE
Thoughts?
WalksonGraves wrote: »Reflect is better than reduction because the skills are cheap, the "block" doesn't seem to be a real block because I got one shot by a boss hvy attack while it was up. This is why I went back to bolstering darkness.
If it granted CC immunity like a normal block then spell wall would be awesome in PVP.
Everyone keeps bringing up as an example how this ultimate fails against bosses' attacks, but no one ever mentions how it fairs in pvp: I mean, do you get CC'd by a dizzy swing?
Because bosses are not a valid example, they have some hard mechanic-attacks that have to be dealt with in specific ways, like the colossus in CoH that has the AoE stomp when enraged.
You must be out of red, otherwise you get CC'd. Can't be dodged, either.
Because bosses are not a valid example, they have some hard mechanic-attacks that have to be dealt with in specific ways, like the colossus in CoH that has the AoE stomp when enraged.
You must be out of red, otherwise you get CC'd. Can't be dodged, either.
Because bosses are not a valid example, they have some hard mechanic-attacks that have to be dealt with in specific ways, like the colossus in CoH that has the AoE stomp when enraged.
You must be out of red, otherwise you get CC'd. Can't be dodged, either.
I understand what you mean but there are boss attack that you can block using normal block and not get CC-ed, while using shield wall in the same situation will get you CC-ed (Ex: final boss of wayrest sewers I, that's where i first noticed the behavior). That makes bosses a valid example.
Ranged attacks are generally what I die from in the end, so I went with Spell Wall. The only way I might find it confusing, is that it's called Spell Wall, yet reflects physical projectiles as well. Other than that, it's totally fine.

I had no problem following the description, but to keep it in line with other tooltips, they could change it to "negate the cost of one hand and shield abilities for the duration".bellanca6561n wrote: »Ranged attacks are generally what I die from in the end, so I went with Spell Wall. The only way I might find it confusing, is that it's called Spell Wall, yet reflects physical projectiles as well. Other than that, it's totally fine.
The other one was because the description tells you that one hand and shield ability costs are eliminated, whereas the green summary text says they're reduced.
I had no problem following the description, but to keep it in line with other tooltips, they could change it to "negate the cost of one hand and shield abilities for the duration".bellanca6561n wrote: »Ranged attacks are generally what I die from in the end, so I went with Spell Wall. The only way I might find it confusing, is that it's called Spell Wall, yet reflects physical projectiles as well. Other than that, it's totally fine.
The other one was because the description tells you that one hand and shield ability costs are eliminated, whereas the green summary text says they're reduced.
WalksonGraves wrote: »I think when something says you get unlimited blocks it should ACTUALLY BE A BLOCK. First time I used it during a boss one shot wind up was while I was rezzing someone and was quite surprised by the sudden death. That's a pretty big asterisk to leave out.
bellanca6561n wrote: »Everyone keeps bringing up as an example how this ultimate fails against bosses' attacks, but no one ever mentions how it fairs in pvp: I mean, do you get CC'd by a dizzy swing?
Because bosses are not a valid example, they have some hard mechanic-attacks that have to be dealt with in specific ways, like the colossus in CoH that has the AoE stomp when enraged.
You must be out of red, otherwise you get CC'd. Can't be dodged, either.
Just wanted to know what morph folks were using is all.