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Old Apr 14, 2007, 03:04 PM // 15:04   #1
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Default Divine Intervention - An Easy Way to Make it Playable

"For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and Divine Intervention ends. When Divine Intervention ends, that ally is healed for 26...197 Health."

Now it has a dual role - can stop a spike OR heal pressure damage. No matter what, you're getting a VERY efficient heal once every 30 seconds. With Deny Hexes finally being turned into a worthwhile skill, I've really been looking for something other than SoD to use it with. I've noticed some monks using Divine Spirit simply to use Deny Hexes, but that skill isn't very good either (needs to cost 5 energy).

Also, this proposed change should DEFINITELY be put into effect for JUDGE'S INTERVENTION. That skill is total poop right now.

~Z
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Old Apr 14, 2007, 05:55 PM // 17:55   #2
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Quote:
Originally Posted by Zuranthium
Also, this proposed change should DEFINITELY be put into effect for JUDGE'S INTERVENTION. That skill is total poop right now.
I like everything exept that. 170 dmg that will trigger no matter what is just too good.
I think a better way to make JI playable is to make it trigger when your health drops below 25-33%, or to reduce the dmg and make it trigger when your health drops under 50%. (even better imo)

Last edited by Thomas.knbk; Apr 14, 2007 at 05:57 PM // 17:57..
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Old Apr 14, 2007, 11:38 PM // 23:38   #3
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Quote:
Originally Posted by Thomas.knbk
I like everything exept that. 170 dmg that will trigger no matter what is just too good.
I think a better way to make JI playable is to make it trigger when your health drops below 25-33%, or to reduce the dmg and make it trigger when your health drops under 50%. (even better imo)
Agreed with that. I think JI would be very interesting if it just triggered before you're basically dead.

As for DI, i agree with what you propose, it's a good idea. Considering it's in DF and with 30s recharge, having the heal triggering no matter what doesn't seem broken in the least. I'm also wanting to use that for Deny Hexes hehe.
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Old Apr 15, 2007, 06:43 AM // 06:43   #4
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Yes, nice DI fix.
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Old Apr 15, 2007, 07:14 AM // 07:14   #5
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If you want to make DI and JI trigger no matter what (or say, under 33%), you'd have to lower the damage and healing. JI would be extremely powerful, especially when cast on a person that is being attacked by a frenzy warrior. At 15 smiting, you'd deal an insane 360 damage, which along with linebacking can kill the warrior. Even with a 30 sec recharge, the skill would prove to be way too good for a counterspike. Similarly, DI provides a 197 heal at just 12 divine favor (and 226 heal at 14 divine favor if you're playing BL). The drawbacks of the long recharge is negated by the raw healing power of the spell (at 14 divine favor, it's a 271 total heal along with spike damage negation, to a total of ~350 life back). Also, the recharge helps trigger deny hexes, making the skill even more powerful.

I'd scale DI to be something like 2..146..194 healing triggering under 25% health, making it a 170+45 heal at 14 divine favor (plus damage negation). That way it'd be better (and faster) than a ZB (usually 170+35 heal with no damage negation) and still count towards deny hexes.

JI would be something like 10..106..138 damage triggering under 33% health. Damage at 15 smiting would be 130 compared to 180, which when doubled under frenzy would provide good warrior deterrence (260 damage) but not critically damage the warrior (compare with 360 damage before).
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Old Apr 15, 2007, 09:33 AM // 09:33   #6
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I'm not really worried about JI as a counter spike, but more as a spike assist, as in 'JI going on, spike in 10 seconds', like Ancestor's Rage with a delay and like twice the damage.
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Old Apr 15, 2007, 11:29 AM // 11:29   #7
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everyone run a secondary with DI! gogogo. You'll never die!
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Old Apr 15, 2007, 02:23 PM // 14:23   #8
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Quote:
Originally Posted by Thomas.knbk
I'm not really worried about JI as a counter spike, but more as a spike assist, as in 'JI going on, spike in 10 seconds', like Ancestor's Rage with a delay and like twice the damage.
JI hits a random target. Increase the range to "In The Area" instead of just "Nearby", I guess.

-----------------

I suppose small reductions to the numbers of both spells would be fine, however. For them to be playable, though, they basically NEED to have a set effect and then also just happen to prevent some damage as well if the enchanted person gets spiked during the duration. I would REALLY like Divine Intervention if it worked that way.

~Z

Last edited by Zuranthium; Apr 18, 2007 at 04:32 AM // 04:32..
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Old Apr 15, 2007, 02:33 PM // 14:33   #9
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It's kind of a crappy skill in the first place......
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Old Apr 15, 2007, 04:30 PM // 16:30   #10
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This solves another huge problem with DI; when the target is "saved", they're basically at 50 health and they're likely to be be dead before a 3/4 heal can come in.
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Old Apr 15, 2007, 04:35 PM // 16:35   #11
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Quote:
Originally Posted by Living Parasite
This solves another huge problem with DI; when the target is "saved", they're basically at 50 health and they're likely to be be dead before a 3/4 heal can come in.
Don't you mean JI? Agreed that JI in its current form is pretty much unusable.
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Old Apr 18, 2007, 03:48 AM // 03:48   #12
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The whole mechanic of the skill is somewhat ridiculous :S I just think there is no saving without changing it compeltely.
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Old Apr 18, 2007, 04:20 AM // 04:20   #13
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Slightly off topic...but what is considered "fatal" in the description?
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Old Apr 18, 2007, 04:31 AM // 04:31   #14
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Quote:
Originally Posted by Shmanka
The whole mechanic of the skill is somewhat ridiculous :S I just think there is no saving without changing it compeltely.
Maybe it should change to an anti-knockdown ability? With the damage still always happening at the end of the duration if a knockdown doesn't happen on the target, of course.

~Z
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Old Apr 18, 2007, 06:03 PM // 18:03   #15
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Quote:
Originally Posted by Poison Ivy
Slightly off topic...but what is considered "fatal" in the description?
it would kill you
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Old Apr 18, 2007, 07:03 PM // 19:03   #16
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Quote:
Originally Posted by Zuranthium
Maybe it should change to an anti-knockdown ability? With the damage still always happening at the end of the duration if a knockdown doesn't happen on the target, of course.

~Z
170 is still too much. People would just use this for the damage and not the anti-knockdown effect. I mean, it's not like the target selection is that random. Nearby is pretty small.
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Old Apr 18, 2007, 07:52 PM // 19:52   #17
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Quote:
Originally Posted by Poison Ivy
Slightly off topic...but what is considered "fatal" in the description?
If I remember correctly it only triggers on Direct damage, e.g. warrior attacks, fireballs, etc. Unless it's been changed it doesn't trigger on degeneration, e.g. conjure phantasm.

If this is still the case then an obvious buff would be to make it trigger on degen damage as well... it quite frankly sucks when you use it and they bleed to death. It then at least has a role against pressure damage.

Also, 'fatal' damage might be a bit of a stretch.. perhaps change to 10-25% health... and knock 5-10 seconds off the recharge.

I don't think the effect is bad... a 5e anti-spike skill is nice, especially linked to DF where healers might be more interested in looking.
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Old Apr 18, 2007, 10:20 PM // 22:20   #18
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Quote:
Originally Posted by Thomas.knbk
170 is still too much. People would just use this for the damage and not the anti-knockdown effect. I mean, it's not like the target selection is that random. Nearby is pretty small.
Like I said, increase the radius to "in the area". The damage amount can always be tweaked too. If people used it mostly for damage, fine. The skill would be playable AND versatile.

~Z
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Old Apr 21, 2007, 10:34 PM // 22:34   #19
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IMHO,the best way to make DI playable(dunna about JI) is too lower the recharge and duration to about 10-15 seconds and 5 seconds, respecitivly. Make it useful for stopping spikes on a regualar basis, and not much else.
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Old Apr 21, 2007, 10:51 PM // 22:51   #20
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GAHHH, noooo. That would work against the goal of trying to have Divine Favor skills which synergize with Deny Hexes.

~Z
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