This spell is really horrible, although at first i thought it was fantastic, its basicly a spell that helps your enemy.
U cannot use this spell in bg's or pve unless your doing a guildrun and everyone is on vent, since u basicly give ps for three seconds to the other team, since if someone hits the enemy the spell will break. Its very hard to use it without someone going to break it.
the spell might work in arenas with a good coordination group, but i wonder if dots break the spell even if nobody hits them after u used it? Meaning dot classes or bleeds would make the spell useless and break it.
another bad thing about the spell, intended or not is that its on the same cd as fear, i was thinking of doing a hym+ fear combo as cc, not sure if thats the reason that it is on the same cd to avoid this long cc, basicly 14 seconds + cc from teammate would be win. the cc chain would be too powerfull if u could fear after hymn i believe.
basicly the only good use of this spell would be in smaller brackets, like 2v2, dps friend is nuking the hell out of someone, u run away , divine hymn somebody , then go and nuke together. The only sucky thing is that u can trinket out of it, wonder if u trinket out of it, that he also gets the ps buff for three seconds.
As i see it now, i would use it, to waste their trinkets, to peel someone off when your low yourself without needing help one time. This spell will only work if your teammates know when u going to use it and try to start a cc chain with it or implement it in one. Also see it usefull to cc the healer when the dps is far enough away.
Its gonna be a hard spell to use but when used properly going to be pretty decent.
So how and when would u use divine hymn? Would u try to cc dps or healers with it, would u try to cc one enemy or two enemies. its a strong antizerg counter in 3v3, if two dps nuke the healer, we hymn them and then nuke their healer.
lets hear about it,...