View Full Version : Amending Fate -
Syric
11-17-2004, 08:13 PM
<DIV>Anyone found a real use for this spell ? The amount healed is tiny and having to wait for the mob to die to get the heal makes it somewaht difficult to use. I've tried various things like uesing it as a patch heal by casting it on a mob right before it dies, but the amount healed is so small it barely makes a difference?</DIV> <DIV> </DIV> <DIV>Anyone found any neat tricks with this spell or anything, or does it just get burried at the back of the spell book ?</DIV> <DIV> </DIV> <DIV> </DIV>
SpiritPrie
11-17-2004, 08:59 PM
<DIV> <DIV> sounds like a way to keep the group rolling through mobs. mybe intended for large pulls.</DIV> <DIV> </DIV> <DIV> cast recover recast</DIV> <DIV>20 <B>Amending Fate</B> Regimens 2.0s 0.5s 9.0s 0 <P> Impairment placed upon an opponent that will grant health to the templar and allies when that opponent is slain.</P> <P> </P> <P>this spell has the same recast timer as minor archhealing. and it casts as fast as minor healing. not bad.</P></DIV> <P>vitae and fating a tank, pulling +4 groups sounds sick.</P> <P> </P> <P>i can't get over how well put together the cleric and subclass's heals are.</P> <P> </P> <P>Ollen<BR>Priest>Cleric>Templar<BR>MistMoore</P></DIV><p>Message Edited by SpiritPriest on <span class=date_text>11-17-2004</span> <span class=time_text>11:11 AM</span>
DeythCombi
11-18-2004, 01:15 AM
<DIV>I experimented with it back in beta and decided that it was pretty much worthless unless you're in a crunch position like finishing off an encounter and getting unwanted aggro and using group tactics to spread the health around (as well as a mage scavenging his life for power). Like the standard group heal, it's not efficient unless enough people are hurt. It's definitely not a standard use spell.</DIV>
Gwynet
11-19-2004, 06:07 AM
<DIV>This spell is a waste IMO.</DIV>
khrokh
11-21-2004, 02:31 PM
Not a complete waste, but definitely not common use. I found it pretty efficient in beta while fighting large pulls including mobs casting AEs (was more efficient than group healing).This is definitely a spell that will be on the bottom of your spell list.
chrome
11-22-2004, 09:59 AM
I'm finding it useful; In a tough fight I'll cast my two vitaes, my debuffs, the mark spell that autoheals people who hit the mob, and then when the mob is close to dying, Amending Fate.The Mage always thanks me for the amending fate because it allows him to scavenge at little more health for power and get that 'free' heal at the end of the fight.I think it works ok, thought the amount that it heals could be improved. Maybe an Adept II or higher version would help?
Zabumt
11-22-2004, 11:44 AM
<DIV>Yeah if you get into a fight with several mobs that go down to AoE easily, you can stick this debuff on every mob given the time to heal and get a decent effect out of it. I'd prefer it if it was an AoE debuff as opposed to a single target debuff.</DIV>
Gwynet
11-22-2004, 08:14 PM
<DIV>Yes, on several mobs that AE it's useful. I have yet to see a group of mobs that AE though, hopefully there will be some later on.</DIV>
Cassusdy
11-22-2004, 08:27 PM
<DIV>Level 25 Templar here and I have yet to find a real use for the spell. It needs to heal the party members to full when the mob dies in order to be of any use at all.</DIV>
DeythCombi
11-22-2004, 08:37 PM
<BR> <BLOCKQUOTE> <HR> Cassusdyrr wrote:<BR> <DIV>Level 25 Templar here and I have yet to find a real use for the spell. It needs to heal the party members to full when the mob dies in order to be of any use at all.</DIV><BR> <HR> </BLOCKQUOTE><BR> I don't know if even that would make it used more frequently. In a normal group you will have one person taking all the damage so when the fight ends chances are he's not that hurt or he is hurt but has a ward or reactive about to expire and of course his health regen skyrockets once the encounter is over. By the time the next pull is coming in he's ready for it. The only situations I can see some sort of usefulness would be when you have multiple attackers and your entire group has taken damage from them. That is quit rare.
Whitemane
11-22-2004, 10:00 PM
<DIV>I Find this spell pretty much worthless as a mainstay heal it only heals about 90points and is a bit bugged for when it fires off. It is useful as a mini-group heal for the wizzy etc whom is painful medding.</DIV> <DIV> </DIV> <DIV> It is fast casting and cheap so I do cast it alot but Im entirely underwhelmed by it.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Whitemane, 26 Templar</DIV> <DIV><Children of Light></DIV>
AcidiC
11-23-2004, 10:44 PM
<DIV>I have questioned this spell a few times. All in all it takes little power and it helps when my non-tanks pull extra argo. However I only ever use it when groups are pulled never on singles.</DIV>
caspak
11-23-2004, 10:53 PM
<DIV>Are you stuck with a group that is nervous and skittish? Want to make them think you are on the job at all times, always thinking of everyones welfare, not just the Main tank? Does your group casters freak out and run if they get even one point of damage?</DIV> <DIV> </DIV> <DIV>Use this spell to ease peoples psychological tension with a big group of mobs. They will feel better when those heals go off everytime a mob dies!</DIV>
Donte
11-24-2004, 12:19 AM
<BR> <BLOCKQUOTE> <HR> caspak wrote:<BR> <DIV>Are you stuck with a group that is nervous and skittish? Want to make them think you are on the job at all times, always thinking of everyones welfare, not just the Main tank? Does your group casters freak out and run if they get even one point of damage?</DIV> <DIV> </DIV> <DIV>Use this spell to ease peoples psychological tension with a big group of mobs. They will feel better when those heals go off everytime a mob dies!</DIV><BR> <HR> </BLOCKQUOTE><BR> Bah, if the fight is over and everyone is standing that is satisfaction enough! RARWW! j/k I know whatcha mean.
Aerith Gainsborou
12-10-2004, 10:29 AM
This spell is one of the most usefull of the Templar i think But he need upgrade for good use i'm lv 39 templar, i have the upgrade of amending fate lv 34 - Redemptive fatein APP II, redemptive fate heal the parti for 150hp at the dead of mob I'have get a Master I book of redemptive spell <img src="/smilies/1069449046bcd664c21db15b1dfedaee.gif" border="0" alt="SMILEY" />, now, i heal the parti with it for 1000+ hp <img src="/smilies/1069449046bcd664c21db15b1dfedaee.gif" border="0" alt="SMILEY" />, very very very useful for big encounter / boss + encounter / multiple mob with AEspell / ... hors simply garanty a big heal at end of fight i love this spell ^^ but its sure, he need a upgrade to adpet III or more for good use of it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
LoveHandl
12-10-2004, 01:44 PM
<DIV>I like this spell, I have the Adept I version..I always use it at in the last seconds of a fight. </DIV> <DIV>Altho its a bit bugged at the moment..sometimes it fires off and sometimes it doesnt.</DIV>
Brutus2
12-14-2004, 12:35 AM
<BR> <BLOCKQUOTE> <HR> LoveHandles wrote:<BR> <DIV>I like this spell, I have the Adept I version..I always use it at in the last seconds of a fight. </DIV> <DIV>Altho its a bit bugged at the moment..sometimes it fires off and sometimes it doesnt.</DIV><BR> <HR> </BLOCKQUOTE><BR> <P>That's what stops me from using it more often. I have noticed many times that it did not go off, and yes I know the mob did not resist it.</P> <P> </P>
Momolicio
12-14-2004, 02:18 AM
The spell is great for barrage mobs, etc when you have a great CC that is keeping the others in line. Aka a situation when you really do not need the spells healing abilities. IMO the spell needs to be left at its (IMO) expensive casting cost. 52 power for App2 (I am lvl 24) and upgraded to being AE like Sign of Weakness. The largest benefit of this spell is the healing radius on raids. It heals everyone in the radius for the amount.
<DIV>I love this spell!</DIV> <DIV> </DIV> <DIV>I have the adept 1 upgrade and for a mear 30ish mana, I can group heal for 175 hps. Practically, this isnt much use on solo targets, but when you pull a group, then it can be really handy. </DIV> <DIV> </DIV> <DIV>The annoying thing about it is that for some reason it doesnt always fire. I dont understand why - I can see the icon on my spells sustained bar yet the heal just doesnt happen. Bug it and hopefully they will fix it at some point.</DIV>
SenorPhrog
12-14-2004, 09:29 PM
<BR> <BLOCKQUOTE> <HR> Brutus2 wrote:<BR><BR> <BLOCKQUOTE> <HR> LoveHandles wrote:<BR> <DIV>I like this spell, I have the Adept I version..I always use it at in the last seconds of a fight. </DIV> <DIV>Altho its a bit bugged at the moment..sometimes it fires off and sometimes it doesnt.</DIV><BR> <HR> </BLOCKQUOTE><BR> <P>That's what stops me from using it more often. I have noticed many times that it did not go off, and yes I know the mob did not resist it.</P> <P> </P><BR> <HR> </BLOCKQUOTE><BR> I've had the same problem and I thought it was a resistance. It is a useful little boost especially if the party has gotten smacked with an AOE. If it isn't resisted then thats another bug on the list.
HerrD
12-15-2004, 04:23 AM
<DIV>This spell rocks for group pulls, anybody that says otherwise is a fool. Come on, 40 power to potentially heal everybody in the group? Hell, at that rate the only thing that doesn't make it a "normal" heal spell is it's randmoness.</DIV> <DIV> </DIV> <DIV>And for those wondering why it doesn't always go off, read the spell description. "Has a CHANCE...." It's not a guarantee. I'm sure that's why it's only 40 power (adept I at lvl 30).</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Herr Dokktor</DIV>
DeythCombi
12-15-2004, 04:57 AM
<BR> <BLOCKQUOTE> <HR> HerrDoc wrote:<BR> <DIV>This spell rocks for group pulls, anybody that says otherwise is a fool. Come on, 40 power to potentially heal everybody in the group? Hell, at that rate the only thing that doesn't make it a "normal" heal spell is it's randmoness. <HR> </DIV></BLOCKQUOTE> <P>I guess I'm a fool then. Most fights have just the tank taking the real damage with everyone else maybe getting tagged occasionally by an ae like barrage which very rarely needs to be healed. In that situation amending fate is worthless. If everyone is taking a lot of damage then I need to address it immediately with a group direct heal. In that situation amending fate is worthless. If a fight is down to the last mob and people are hurt but not enough to require a direct heal then they will regen it almost immediately after the end of the encounter. In that situation amending fate is worthless.</P> <P>I guess it's possible that a group encounter would be going so badly that everyone would be taking damage constantly from kill to kill. In that situation amending fate would be worth using but I have yet to see that happen in my time playing a templar in beta and live.<BR></P>
<DIV>Almost every team I was on that had nukers were always hurting themselves with Canni to recover their Mana.</DIV>
<DIV>After reading all the posts, and knowing what all the high level encounters were like from playing EQ1, I think this spell (and its higher level cousins) will become more handy on raids, where the killing is non-stop, and it's difficult to keep up on recast times to heal the whole party who may be taking constant AoE damage, or getting stomped by a large group of mobs.</DIV> <DIV> </DIV> <DIV>I see this spell as a way of 'patching up' your party, while still letting you focus your recast on the MT where it should be during the main fight.</DIV> <DIV> </DIV> <DIV>I just got the first version and have been using it that way, but it's definitely not that necessary yet at my current level. I see this spell as more useful on big raids and such later on.</DIV> <DIV> </DIV> <DIV>Venin</DIV> <DIV>Level 20 Templar</DIV> <DIV>Neriak</DIV>
HerrD
12-15-2004, 05:24 AM
<DIV>I think maybe it's just a case of preference then. If you are pulling 4 or 5 mob groups and can use just bov/intercession with amending fate as the filler, why not? It's roughly 1/4 the power of prayer and caps off casters health very nicely. </DIV> <DIV> </DIV> <DIV>Most bang for the buck, and it's saved me having to cast a direct heal spell many times.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Herr</DIV>
DeythCombi
12-15-2004, 05:36 AM
<BR> <BLOCKQUOTE> <HR> HerrDoc wrote:<BR> <DIV>I think maybe it's just a case of preference then. If you are pulling 4 or 5 mob groups and can use just bov/intercession with amending fate as the filler, why not? It's roughly 1/4 the power of prayer and caps off casters health very nicely. </DIV> <DIV> </DIV> <DIV>Most bang for the buck, and it's saved me having to cast a direct heal spell many times.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Herr</DIV><BR> <HR> </BLOCKQUOTE><BR> What I'm trying to point out in my previous post is that there's never a moment where I think to myself, "I could really use the chance of a group heal after this mob dies instead of doing something immediate." I'm very big on efficient gaming as that's one of the ways my guild has risen to the top in each game we've played despite being unable to play a lot. Amending fate in my opinion is 98% worthless. The Mark series is more in line with being a situational style spell that this one fails at. How about you dissect my examples above to show where you think I'm wrong?
HerrD
12-16-2004, 04:11 AM
<DIV>No need to dissect your posts, I'm no longer saying you are wrong, simply a matter of preference.</DIV> <DIV> </DIV> <DIV>Aagain, with this spell working 75% of the time (guesstimate), at 40 power it beats group insta spells as a method of healing the entire group. I've seen many fights where the entire party has a bubble of health missing due to ae mob. Do nothing and the next time it's 2 bubles, and if taunt fails a caster dies rather quickly. Throw out a 40 power amending fate and bam, most (tank excluded) are back to full health following the mobs death and my power pool is none the wiser.</DIV> <DIV> </DIV> <DIV>Of course, if the mob of target isn't close to dying, and the situation dictates it, I'll cast the insta heal without a second thought. But at 4 times the cost it doesn't always make sense. I cannot recall ever having two successive amending fates fail to pop off a heal, and that's half the power cost of group insta.</DIV> <DIV> </DIV> <DIV>This spell, imho, is anything but useless. It has it's place and can decrease power consumption if used properly.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Herr</DIV>
DeythCombi
12-16-2004, 04:27 AM
<BR> <BLOCKQUOTE> <HR> HerrDoc wrote:<BR> <DIV>No need to dissect your posts, I'm no longer saying you are wrong, simply a matter of preference.</DIV> <DIV> </DIV> <DIV>Aagain, with this spell working 75% of the time (guesstimate), at 40 power it beats group insta spells as a method of healing the entire group. I've seen many fights where the entire party has a bubble of health missing due to ae mob. Do nothing and the next time it's 2 bubles, and if taunt fails a caster dies rather quickly. Throw out a 40 power amending fate and bam, most (tank excluded) are back to full health following the mobs death and my power pool is none the wiser.</DIV> <DIV> </DIV> <DIV>Of course, if the mob of target isn't close to dying, and the situation dictates it, I'll cast the insta heal without a second thought. But at 4 times the cost it doesn't always make sense. I cannot recall ever having two successive amending fates fail to pop off a heal, and that's half the power cost of group insta.</DIV> <DIV> </DIV> <DIV>This spell, imho, is anything but useless. It has it's place and can decrease power consumption if used properly.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Herr</DIV><BR> <HR> </BLOCKQUOTE><BR> What I'm trying to pinpoint is efficiency not preference. What you're describing is the one situation I pointed out might be worth doing it in; when you are fighting multiple mobs that continue hitting multiple members of the group. So an encounter of numerous ae-casting mobs would count. That's it though and it's quite rare. So it seems we're agreeing on that. Based on that I feel the spell should be adjusted to be useful in more situations because otherwise it feels to be quite the waste.
HerrD
12-16-2004, 04:59 AM
<DIV>Hmmm, I've seen numerous encounters in Zek (sirens and sprites for starters) as well as RE (can't recall mobs) where mob ae is going on for most of the fight. Maybe I've just been hunting there too much and thus think this spell is better than it is.</DIV> <DIV> </DIV> <DIV>My argument for this spell is simple: it's a mere 40 power. At that rate it's even good as a last mob clean up heal, leaving the group nearly unscathed following the fight.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Herr Dokktor</DIV> <DIV>"The only fool using amending fate"</DIV> <DIV> </DIV> <DIV> </DIV>
ToesToe
12-16-2004, 10:24 AM
<DIV>I use it fairly often, especially if more than just the main tank is damaged. </DIV> <DIV> </DIV>
ToesToe
12-16-2004, 10:26 AM
<DIV>I use it fairly often, especially if more than just the main tank is damaged. It's cheap, heals up to 100+ hp per person for 50 mana. If everyone's hurt that's a lot of healing. </DIV> <DIV> </DIV> <DIV>It's really useful on multiple mob pulls of 2+ bad guys. I just use that to heal instead of vitea if we're burning through greens. It'd be perfect it it wasn't bugged.</DIV> <DIV> </DIV> <DIV>Toesa</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>
TROri
12-22-2004, 12:53 AM
This spell rocks when you are in a group with a shaman! With this spell, nobody notices that you have been standing in the back of the mob picking your nose through the fight because they all see those beautiful lights flashing.I love this spell!/sarcasm offI do actually use this spell just like mark spells. If we have a bunch of casters in the group I'll throw this on just to top them off every now and again.
Kabil
12-22-2004, 03:13 AM
<DIV>I like to use it , if theres a mob thats going to die and you have the extra power to drop it and heal everyone , it comes in handy, sure costs less than doing either group heals. </DIV> <DIV> </DIV> <DIV>Sometimes sermon feels like a waste especially if not everyone is being hit, and Amelioration doesnt exactly cost nothing to cast ;P</DIV> <DIV> </DIV> <DIV>I use it in my main bar when ever I get the chance. Sometimes it comes in very handy in close calls when I dont have the mana to heal everyone.</DIV>
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