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Old Mar 19, 2006, 06:24 PM // 18:24   #1
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Default So, why don't people use Divine Intervention to counter spikes?

I mean, it has a sufficiently long duration so that the last hit will always trigger the effect... It seems just as useful as Infuse Health in certain situations.
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Old Mar 19, 2006, 06:27 PM // 18:27   #2
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Divine Intervention has a 30 second recharge. Infuse Health... doesn't even have a recharge.
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Old Mar 19, 2006, 06:32 PM // 18:32   #3
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Infuse Health you can mistime. Divine Intervention you cannot.

I'm not saying it's better, I'm just surprised that I don't hear of ANYONE at all, using it to counter spikes.
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Old Mar 19, 2006, 06:35 PM // 18:35   #4
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some teams , well most of team will shatter enchant before they spike if you have enchants on
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Old Mar 19, 2006, 06:37 PM // 18:37   #5
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Another reason people don't use Divine Intervention is because it's an enchantment. A lot of spikes have enchantment removals, like Rend Enchantments, Drain Enchantments, etc.

EDIT: Dang, coldplay beat me to it.
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Old Mar 19, 2006, 11:40 PM // 23:40   #6
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Try Infuse Health and try Divine Intervention. See which one you use more or find more useful. That will answer your question best.
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Old Mar 19, 2006, 11:57 PM // 23:57   #7
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I didn't mean you had to choose between them.

I just thought that the quick cast time could mean that you could cast it during a spike, saving someone from death. Heck, you could cast Infuse Health right after and you'd almost fully heal the target.
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Old Mar 20, 2006, 12:28 AM // 00:28   #8
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1 spell will save you from spike (especially ranger spike) - protective spirit.
Doesnt matter if it's enchantment or not, 3-4 ranger spikers can kill a player without it withing 1 second. I wanna see monk react with infuse health fast enough to save that target. Unless he is a bot.
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Old Mar 20, 2006, 01:28 AM // 01:28   #9
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Quote:
Originally Posted by Anarki
1 spell will save you from spike (especially ranger spike) - protective spirit.
Doesnt matter if it's enchantment or not, 3-4 ranger spikers can kill a player without it withing 1 second. I wanna see monk react with infuse health fast enough to save that target. Unless he is a bot.
I haven't used Protective Spirit. Does it add together all the single damage numbers from a single attack?

I guess it must. Otherwise your comment wouldn't make any sense.
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Old Mar 20, 2006, 02:03 AM // 02:03   #10
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Actually, Protective spirit is worthless against ranger spike. You have to take more than 50 dmg from a single source to trigger it, and ranger spike comes in lots of small pieces. That's what makes it so effective...One RoF wont stop it, neither will prot spirit. Infuse is really the only hope besides shielding hands (which has a LONG recharge).

Prot spirit is awesome against Air Spike though.

About the only time I use divine intervention is in TA, when I'm the only monk. A fun spell..though if the target has other enchants on, it can be hard to see if it is stripped or still in effect.
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Old Mar 20, 2006, 05:01 AM // 05:01   #11
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In most situations where you're facing a "spike" your opposing party won't be waiting 30 seconds between spikes to let you recharge your skill. So for that time, your 8th skill slot is worthless and just taking up space. Bringing both it and infuse is just redundant, and the healing gained from one hit of Intervention is not really enough to merit the extra slot, in my opinion.

The goal is to actively counter a spike every time it hits, not to rely on a skill to sporadically give an extra hp boost against it.
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Old Mar 20, 2006, 08:35 AM // 08:35   #12
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Quote:
Originally Posted by ehanks
Actually, Protective spirit is worthless against ranger spike. You have to take more than 50 dmg from a single source to trigger it, and ranger spike comes in lots of small pieces.
Actually that's not totally true. Prot Spirit won't stop the spike, but it can make it slower, especially if the enemy uses Order of Pain instead of Order of the Vampire. Arrows hit for over 50, and Punishing goes over 80 easily. If the spike is perfect, Prot Spirit doesn't help much, but if you can pressure/energy drain/hex/whatever one or two enemy rangers enough so that they can't get perfect spikes off, Prot Spirit will help to slow down the spike enough for your infuser to catch it.
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Old Mar 20, 2006, 10:43 AM // 10:43   #13
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Quote:
Originally Posted by Xasew
Actually that's not totally true. Prot Spirit won't stop the spike, but it can make it slower, especially if the enemy uses Order of Pain instead of Order of the Vampire. Arrows hit for over 50, and Punishing goes over 80 easily. If the spike is perfect, Prot Spirit doesn't help much, but if you can pressure/energy drain/hex/whatever one or two enemy rangers enough so that they can't get perfect spikes off, Prot Spirit will help to slow down the spike enough for your infuser to catch it.
Also a good point to make is Prot Spirit gets more and more usefull as targets get DP.

As for the DI thing: The argument for DI, is you can precast it on a target to save it from spike. Fair point, as long as they don't shatter/drain it you will be fine. Sadly this relies on them spiking every 30 seconds, and you being able to guess the target every time.
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Old Mar 20, 2006, 11:24 AM // 11:24   #14
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Quote:
Originally Posted by JR-
As for the DI thing: The argument for DI, is you can precast it on a target to save it from spike. Fair point, as long as they don't shatter/drain it you will be fine. Sadly this relies on them spiking every 30 seconds, and you being able to guess the target every time.
And if you tip your hand on the target too early, they can just change targets.
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Old Mar 20, 2006, 08:51 PM // 20:51   #15
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Yeah, I just figured the quick cast time might have made it fit to see some use. Anyways, question answered.
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Old Mar 20, 2006, 09:34 PM // 21:34   #16
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Quote:
Originally Posted by Xasew
Arrows hit for over 50, and Punishing goes over 80 easily.
And all that gets added together for Protective Spirit to reduce?
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Old Mar 21, 2006, 05:52 AM // 05:52   #17
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Quote:
Originally Posted by Francis Crawford
And all that gets added together for Protective Spirit to reduce?
No, but it will reduce the bigger damage numbers (i.e. ~50+). And once you build up DP, it will help out a lot.
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Old Mar 21, 2006, 08:53 PM // 20:53   #18
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Prot spirit is ok against rspike, but it rocks agains ele type spikes and IWAY, I'm not saying that I would rely on it to save you but it would help a little, I usually try to keep prot spirit up on the monks and I usually try to get a rof in on a spike, hoping that it catches something to slow down the spike a little, but moral of the story, a prot isnt really going to save you against r-spike for very long unless you get lucky or its a crap spike. if theres only a couple of key targets or your the last survivors, I would try to keep a prot spirit and guardian up ass much as possible and spam rof during the spike. RoF is a decent conter-spike to keep a target alive, or give the infuser an extra split second. It will negate the dmg from 1 of the arrows and heal for that amount, effectivly taking 2 arrows (or dmg types) out of the spike, witch can make the difference in death or no death, and hopefully the infuser can get them even if they are left with very low health.
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Old Mar 21, 2006, 11:22 PM // 23:22   #19
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Divine Intervention is usually used when you KNOW who is going to get spiked so you cast it on them beforehand. However with good 1 second spike teams and 30 sec recharge that makes it useless.
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Old Mar 24, 2006, 08:13 PM // 20:13   #20
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I disagree, I believe Divine Intervention is good against a spike in progress as opposed to having prior knowledge of the spike and using it. If you cast it prior to the spike it is most likely to be stripped. If you can cast divine intervention as the spike is going on you just bought yourself a few more seconds to heal the spiked target with an RoF and/or infuse health etc.

I think both infuse health and divine intervention have their merits...
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