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Murnen
12-27-2004, 01:31 AM
<DIV>Does anyone use this spell?  What's your experience with it?  I've used this spell and found it to be completely unreliable.  It seems to me that the effect is variable.  I've seen this spell heal multiple group members for 300+ when the mob drops, yet other times it's done much much less, even to the point where it doesn't seem to go off when the mob dies, leaving me with the impression that I wasted my mana.</DIV> <DIV> </DIV> <DIV>Anyone else with data or experiences to share?</DIV>

Adolf
12-27-2004, 01:39 AM
<DIV><FONT color=#cc9900 size=4>Yes...sometimes it doesnt seem to fire properly... with no indication of a miscast...is this an aspect of the spelll - or a bug?</FONT></DIV>

Mystiq
12-27-2004, 01:49 AM
<DIV>I was a Templar in beta and used this spell constantly. It was bugged in beta also with not healing every time when the mob it's cast on dies. When it does go off, it heals everyone who is injured, which may or may not be for the max hp's the spell heals. </DIV> <DIV> </DIV> <DIV>While its benefits aren't always clear when you first get the spell, I recommend that you upgrade it as far as time and money allows. At adept 3 in the 30ish level range this spell still had a pathetic power cost and healed for over 700 hp. I have yet to receive a group healing spell so powerful....mind you I don't have adept 3 of my most recent group heal, but if I did it would only come close to this number, and would cost well over 400 power to cast. The templar i usually ran with was most impressed with this spell and cast it on every encounter our group killed for a lot of levels.</DIV> <DIV> </DIV> <DIV>Regards,</DIV>

snai
12-27-2004, 10:52 PM
<DIV>Im a 23 Templar and I cast this spell quite often. I always cast it when theres a multiple mob pull. I have seen this as well where no effect happened when the mob died, but its also possible the spell wore off around the same time the mob fell. Since the power cost is so low to cast, its a nice "backup" heal for that just incase instance.</DIV>

Blast2hell
12-28-2004, 02:39 AM
<DIV>If you right click and examine the spell, I can't quote the wording right now, but the spell states that it may heal when monster dies.  It does not say it will always heal when monster dies.  </DIV>

Kaer
12-28-2004, 04:35 AM
Actual quote from the spell:"An impairment placed on an opponent that will grant Health to the Templar and allies when the opponent is slain."Doesn't say anything about a maybe from where I am sitting.

Blast2hell
12-28-2004, 04:52 AM
<DIV>well well, I'll have to look closer at that again when I get home</DIV>

Serrah
12-28-2004, 07:08 PM
As a 24 templar, I use this spell in almost every battle. It is very helpful and I'd guess.... 8 out of 10 times, it goes off and heals when the battle is done. Very useful.SerrahTemplar of the 24th season27 ProvisionerInnothule

Ogrelicio
12-28-2004, 08:31 PM
<DIV>I find this spell very unreliable, and usually don't use.</DIV>

Blast2hell
12-28-2004, 08:53 PM
<DIV>It only costs 19 power, honestly that's pretty cheap for a group heal even if it doesn't work.  Heck you regen way over 19 power in every battle.</DIV>

Loampound
12-28-2004, 09:10 PM
<DIV>I use it rather happily (because of the low cost).  I believe that the "missfire" aspect is a nature of the spell; because it's a debuff type on the beast it can be resisted (I imagine).  I do not know if it wears off or expires.  I do find that debuffs are resisted in relations to the spell strength (app I, II, III, etc.) compared to the beast level (yellow, orange, etc.)  Since I take the extra heals of AF as a desertafter the battle, I have not maintained the spell strength (I am still at app I).  Thus, I suggest getting spell upgrades and using it more.</DIV> <DIV> </DIV> <DIV>Besides, as a templar I love using all of my healing spells (I view each and every yellow heal glow over a tank as a shout saying, "Yes, here I am!").</DIV> <DIV> </DIV> <DIV>Klark Loampounder</DIV> <DIV>Sylvan Templar</DIV> <DIV>Lucan D'Lere</DIV>

Gobbwin
12-30-2004, 09:03 PM
<DIV>I was fairly disappointed by this spell when I first got it, especially since the Inqs get such a better spell.  Though through frequent use I find myself using this spell quite often, depending on the situation.  There are a couple of quick things to note though, as this is technically classified as a Debuff, it can be resisted by the mob.  I never paid attention to this at first, which is why i disliked this spell at first because it appeared not to work often.  When not resisted it works ~60-70% of the time for me.  App 1 healed for ~70hp I believe and through subsequent upgrades, it increased healing potency by quite a bit, its now in the hundreds (I'll get exact numbers when I return from the holidays and can play again).  </DIV> <DIV> </DIV> <DIV>Point being it is healing for more than my group heals in the mid 20s for a miniscule amout of power in comparision.  It does have a duration timer on it, but that timer is over a minute, so don't cast this spell until the mob is less than 40% health (unless you are very slowly chipping away at its health, then wait until its lower), I usually cast between 20-30% mob health.  I use it most often when other members of the group have received damage during the battle via reposites, AOE, etc and it wasn't severe enought to heal random group members during the fight.  I will use my primary group heal if several group members are likely to die if I don't heal them (example, you pull a group of mobs and instead of one MT taking all of the damage, no one assisted and the mobs are all squared off 1 on 1 against group members, the group reactive helps out big time here).  Another time I use it is if I have mages in the group who like to use the stones that they summon which take away from their health to give them more power (like the cannabilism line of spells from EQlive).  This allows them to keep their power up, thus limiting down time for all, they eat health to gain power, and i cast a cheap spell that'll top their health back off.</DIV> <DIV> </DIV> <DIV>IMO virtually any other situation where only one person is taking damage and you don't have group members sacraficing health to gain power, this spell is a little wasteful.  Also I've heard rumor that this can heal anyone in a raid with you, as long as they are in the vacinity of the mob when it dies.  This would be hugely helpful to any raid where multiple mobs/mob groups were engaged simultaneously.</DIV>

Keera
01-02-2005, 04:42 PM
<DIV>I LOVE Amending Fate!  I have the Adept 1 version, and I use it on most multi-pull situations.  While I agree that it's not 100% reliable, it is very helpful.  </DIV> <DIV> </DIV> <DIV>I typically group with casters who will convert their health into power during the fight.  I use my conjuring friend's "Slivers of Essence" for the same purpose.  Amending Fate very cheaply tops everyone back up so they can continue gaining power as needed.  </DIV> <DIV> </DIV> <DIV>When we take on 4 or more light-hitting mobs at once, I often use Amending Fate on mobs during the battle, instead of using a reactive heal.  It's cheaper and just as effective.  (Think antelope herds, for example.)  It's easy with implied targetting.</DIV> <DIV> </DIV> <DIV>Amending Fate, Slivers of Essence, and the Arcane Chalice HO allow you to take on VERY nasty fights without ever running out of power.</DIV>