use joint blow...
d/s also has 2 interrupts...
may not be the best utility in pvp, but it's a kick-butt blanket healer, and shouldn't be running alone...
True a D/S shouldn't be running alone - But my D/M can run alone and at least root, get some quick damage in and run away. D/S caught alone = dead.
Make a d/s able to stun someone and make them unhealable for 15 seconds? Might as well just give them a killthispersonnow skill.
You mean like charged chop, low blow (or any rogue skills), or thunderstorm?
Quoted from "sleze"
Considering how slow it is to cast, how few (if any other) pvp spells druid/scouts have, and the fact that it is a 70/70 elite, I think it should last the full 15 seconds as the description states.
in my opinion this skill should work in either of the 3 following ways:
- 15 secs stun making target unable to do anything or receive heal/dmg
- 10 secs stun that break on hit
- 5 sec stun
- the 1st version is that of Banish for wardens. he cant hit/move/healed but cant receive dmg as well
- the 2nd version is like the ones some class combos have (lasso of s/r, freeze of p/m, paralysis of rog, roots of k/s etc etc). he is an idle puppet as long as noone touches him
- the 3rd version is like rog's shadow prison. u stun target for 5secs while u can still do anything on him. although rog's sp lasts for 3 secs u need to consider that SP is instant and no cd skill, compared to 1sec cast and 60sec cd of d/s 70/70, and is a mere lvl 45 skill.
my vote goes for 3rd
My vote would actually go for #1. It would be unique and add a completely different element of strategy (stun the healer during a rush? stun the herald to prevent fearless? stun the one OP mage that could destroy your defenses while you kill his supporting cast first?)