Unless you're dealing with a team heavy on warriors, Ward against Harm is better overall than Ward against Melee from a strict effect comparison, no doubt about it. Yet the opportunity cost (first you gotta invest in Water instead of Earth, and with that many points in Water, I'd take Water Trident anyday) hurts the spell alot, though you could definitely use it to support a team not wanting to die from the air ele spikers.
Personally, I like using Ward against Melee because a warrior can and will whiff disruption in the middle of one (monk breathing room is always good) and because it doesn't have this big opportunity cost.
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