This is a great ability in terms of the damage reduction and damage on hit however, the fact that it only lasts for one round and has a 4 round cool down means that it's not nearly as useful as it could be. Hopefully it's a mistake and the duration/cool down will be changed to match its sister spell, Spiked Skin.
Compare it with
and you will understand that its cooldown is way out of line. It should be 1 or 2. It has double the damage reduction and the on-hit damage can be avoided by your opponent deciding not to hit you.
Ironbark: 15 damage on use, 5 damage reduction for 1 round
Spirit Spikes: 20 damage on hit, 10 damage reduction for 1 round
Very funny to use against a moth using moth balls. Try it on the whispering pandaren spirit... Spectral Spine > Pass > Spirit Spikes.
This ability is best used in combination with
If you outspeed your opponent, you'll be able to activate
and catch them by surprise - while also getting a bonus round of damage reduction/reflection as a bonus. Otherwise, the enemy can just swap pet or pass as soon as you activate the spikes.
Another important bit of information is that
if the damage is fully blocked, the spikes won't reflect anything
. While they still mitigate the damage, the bulk of this ability is in the damage reflection, so it's sort of wasted. Basically, it will not work well against most multi-hits (base power 10) if the enemy has equal or less power as your Porcupette.
The following chart reflects the porcupette's speed after using a set amount of Powerballs. Obviously the Spectral's greater base speed will take just a couple of uses to outspeed even
pets (which will die a horrible death should they use something like
# Powerball · · · Spectral · · · Vengeful
0 289 252
1 346 302
2 404 352
3 462 403
4 520 454
5 578 504
Be aware that when battling an Aquatic enemy, the game for some reason considers Spirit Spikes to be a DoT ability and thus will only cause half the damage due to the Aquatic racial.
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