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Old Nov 19, 2005, 11:53 PM // 23:53   #1
Frost Gate Guardian
 
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Smile Infuse Health = 10 --> 5 mana?

I've been trying to make infuse health work for PvP ever since GW came out and so far I've failed. Don't get me wrong, the skill in pve is great especially how terrible AI targeting is but the greater dilemna at hand here is how can this skill work in pvp?

I've tried using it in tombs to stop spiking (which works at time) but I find the 10 mana per usage too expensive considering that I'm sacrificing half of my life already.

Would 5 energy per usage make it more usuable without making it broken in pve?
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Old Nov 20, 2005, 12:04 AM // 00:04   #2
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I believe infuse health is a popular spike healing skill in tombs. I'm not very experienced in using it, but that's just what I've gathered from recent posts.
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Old Nov 20, 2005, 12:36 AM // 00:36   #3
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have everyone on your team have infused health. keep transfering the life around so their spikes can never kill the target. that takes loads of pressure off of monks and makes it very difficult to play against considering every one has an instant 100+ healing spike with no attributes points spent.
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Old Nov 20, 2005, 12:43 AM // 00:43   #4
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/signed for making Infuse Health five mana considering it's pretty much the only heal in the game that can counter good ranger or ele spikes due to the 1/4 second cast time. 10 mana is definitely too expensive.
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Old Nov 20, 2005, 12:49 AM // 00:49   #5
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Against spike teams as a monk I never find myself running low on energy. I pretty much keep my finger on infuse and dont even bother with any energy gaining. Its more the problem of actually being able to get an infuse in there against a really well timed spike.

I think infuse health is worth 10 energy, considering its the most powerful single target heal in the game.
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Old Nov 20, 2005, 01:20 AM // 01:20   #6
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the thing is, it's half of your health. so half of your health could easily be a very high number. (symbiosis anyone?)
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Old Nov 20, 2005, 01:29 AM // 01:29   #7
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Well thing is unless the other heal monk is 100% on the ball and healing the infuser constantly, the infuser must spend more mana healing himself, lest he be unable to infuse any more. If the other monk is getting drained, this presents a huge problem of having Infuse stay at 10 mana.
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Old Nov 20, 2005, 01:34 AM // 01:34   #8
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Glyph divine spirit and use healing touch. Infuse becomes 5e and healing touch becomes 1. 6e spent for a ton of healing. I could probably dig out the post where wheel was analyzing the skill and surmized that the skill combination results in a positive energy gain under high stress casting situations.
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Old Nov 21, 2005, 03:26 AM // 03:26   #9
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I guess not enough people use this skill to warrant a discussion. =T
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Old Nov 21, 2005, 03:35 AM // 03:35   #10
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I wouldnt think Arua of lich would lessen the blow of the sacraficing...

I wish it would...
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Old Nov 21, 2005, 02:18 PM // 14:18   #11
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It would lessen the amount healed as well, which would make using it kinda pointless.
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Old Nov 21, 2005, 05:31 PM // 17:31   #12
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as a monk i wouldnt mind seeing it drop to 5 energy...

but as an offensive char, dont you think 5 energy for 375+ health gained is just a tad overpowered? (assuming the monk has 14 in healing and 9 in divine, with 580 health) in pvp you should have someone else heal you after an infuse, and seeing as infuse has no recharge time, at 5 energy a monk could keep his enitre team alive with nothing more than infuse + someone to heal him (or healing touch, but thats a little slow)
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Old Nov 21, 2005, 10:22 PM // 22:22   #13
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Quote:
Originally Posted by D.E.V.i.A.N.C.E
I wouldnt think Arua of lich would lessen the blow of the sacraficing...
Well, someone would have to experiment to be sure. But I doubt if "lose half your health" counts as a "sacrifice" for whatever reason. The skill listing doesn't call it a "sacrifice". However, if it did work, it would reduce the penalty to "lose one-eighth of your health"!

Quote:
Originally Posted by Phades
It would lessen the amount healed as well, which would make using it kinda pointless.
No it wouldn't. It never affected healing. The skill description was wrong, and a recent update corrected the skill description.
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Old Nov 21, 2005, 10:25 PM // 22:25   #14
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healing touch is not slow... 3/4 secs cast...
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Old Nov 21, 2005, 10:55 PM // 22:55   #15
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Quote:
Originally Posted by thegame2009
healing touch is not slow... 3/4 secs cast...
I think Hakira meant healing touch being slow as in the recharge time of 5 seconds. Not the casting time.

I tried running a gylph of renewal + divine spirit + infuse health + healing touch monk and although it was cute putting up continual divine spirit, the recharge time of healing touch was too slow and energy management became a hard to manage once the battle dragged on.
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Old Nov 21, 2005, 11:28 PM // 23:28   #16
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Quote:
Originally Posted by Calibur
I guess not enough people use this skill to warrant a discussion. =T
have you been in pvp recently at all?

This skill is one of the best heals, especially against spikes becuase they can only hit one target at a time.
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