bllius
17-08-2005, 02:31
And now from the DF line.
Divine Intervention
Description: For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and that ally is healed for 26-197 health.
Energy Cost: 10
Activation Time: 1/4th of a Second.
Recharge Time: 30 Seconds.
Linked Attribute Divine Favor. Increases health recovered.
Skill Type: Enchantment Spell.
Aavailability:
* Gammel: Copperhammer Mines (OP)
I really, really want to use this spell. Unfortunately, it does not work too well for the simple reason that when close to death, most people panic. If they panic, they make mistakes and do foolish things.
Say somebody is under a sustained attack. As a normal healing monk your typical reaction would be to heal them. With this spell, instead of healing them, you enchant them, and HOPE that their health drops to zero. Now let's say you're the one under attack, as you slowly watch that red bar drop, you suddenly feel the need to get away from those attacks, which means you run away, with your health near zero, and watch as the enchantment runs out, only to die with the next hit.
This fire and forget heal is dependent on a level of trust and NON-intervention from a second person like another monk, or the person using a self-heal. It would be best in any group to actually know what this spell is before zoning, or entering a PVP situation, understanding it and its limitations, and then trusting it's use (and calling it when casting). Due to these limitations, I would suggest not bringing this into PVE unless you know the people you're dealing with, or if you're using henchies (because, even if they die, who cares).
Since it is an enchantment, it can be removed. The long recharge time is also a serious problem. It's a cheap heal (almost 200 health for 10 energy at max without DF bonus). The problem is that it is so conditional on things going right (or wrong, depending on how you look at it) that it's almost not worth it.
If your group has a clue and you're not worried about enchantment removal, then I would suggest bringing it for those emergencies (bring something that lengthens enchantments).
Divine Intervention
Description: For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and that ally is healed for 26-197 health.
Energy Cost: 10
Activation Time: 1/4th of a Second.
Recharge Time: 30 Seconds.
Linked Attribute Divine Favor. Increases health recovered.
Skill Type: Enchantment Spell.
Aavailability:
* Gammel: Copperhammer Mines (OP)
I really, really want to use this spell. Unfortunately, it does not work too well for the simple reason that when close to death, most people panic. If they panic, they make mistakes and do foolish things.
Say somebody is under a sustained attack. As a normal healing monk your typical reaction would be to heal them. With this spell, instead of healing them, you enchant them, and HOPE that their health drops to zero. Now let's say you're the one under attack, as you slowly watch that red bar drop, you suddenly feel the need to get away from those attacks, which means you run away, with your health near zero, and watch as the enchantment runs out, only to die with the next hit.
This fire and forget heal is dependent on a level of trust and NON-intervention from a second person like another monk, or the person using a self-heal. It would be best in any group to actually know what this spell is before zoning, or entering a PVP situation, understanding it and its limitations, and then trusting it's use (and calling it when casting). Due to these limitations, I would suggest not bringing this into PVE unless you know the people you're dealing with, or if you're using henchies (because, even if they die, who cares).
Since it is an enchantment, it can be removed. The long recharge time is also a serious problem. It's a cheap heal (almost 200 health for 10 energy at max without DF bonus). The problem is that it is so conditional on things going right (or wrong, depending on how you look at it) that it's almost not worth it.
If your group has a clue and you're not worried about enchantment removal, then I would suggest bringing it for those emergencies (bring something that lengthens enchantments).