View Full Version : Divine Arbitration Question
boylocke
11-14-2006, 12:53 AM
<DIV>When exactly is the most appropriate time to use this spell? Is there a strategy? </DIV>
Bjerde
11-14-2006, 01:08 AM
When the tank is almost dead and everyone else has lots of hp is the best time to use it. To be used as an oh [expletive haxx0red by Raijinn] spell. It averages groups health, so if everyone is in the green, there are more hp to give to a tank that is about to die.<div></div>
boylocke
11-14-2006, 01:23 AM
<DIV>Hm. Is it really that useful? Seems like I can just as easily click my big heals on the tank instead of that spell.</DIV>
DeythCombi
11-14-2006, 01:48 AM
<BR> <BLOCKQUOTE> <HR> xyagentguy wrote:<BR> <DIV>Hm. Is it really that useful? Seems like I can just as easily click my big heals on the tank instead of that spell.</DIV><BR> <HR> </BLOCKQUOTE><BR>It's very useful in the right situation.
dragontamer619
11-14-2006, 03:07 AM
I use it for the mages in my group. When they are about to die it will completely heal them, and the tank's HP doesn't drop that much. A couple of heals and the tank is back in the green and we are good to go.<div></div>
Momolicio
11-14-2006, 03:15 AM
I agree it is very useful.Yet it has some problems.The recast timer prevents decent experimentation.It scares the crap out of everyone when the whole group just drops into low HP numbers. It is though essentially a 1 second cast time 3000-5000ish HP heal on the tank. It does not cut everyones HP down to 50%, it takes the sum total of the groups HP (1 guard=10000, 2 healers = 7000/each, 1 rogue=9000, 2 casters=6000/each = 45000 group HP at full health) Now the tank is down to 1000 hp and you hit it (with Master) and everyone is down/up to 5000ish HP (pure cut would be 6000 but even master isnt a pure cut)The nice thing about this is it does not agro to you as a heal. Well. I have used this on a pull when the tank got stunned an nearly flatlined and the mobs didnt want my lunch money. Most folks only get adept1 for this an try it out an suffer the [expletive haxx0red by Raijinn] effect that usually accompanies your seat getting a bite taken out of it. They then shelve it an never use it. Lets be honest here it is very detrimental to drop everyones health. It is pretty much counter to what we as healers do. Yet, it can save the day. Especially if you catch the green heal wave from a warden/fury.It certainly needs a smaller recast timer.<div></div>
bisfpnwg
11-14-2006, 03:42 AM
<DIV>Problem I have with this spells is that on rare occasions it drops your group down to 10-1% hp.</DIV> <DIV>I had that happening twice to me now and that totally destroyed us at this times,</DIV> <DIV> if I remember it correct ^^.</DIV> <DIV>But other then that its a real nice spell being castable on the run.</DIV> <DIV> </DIV> <DIV>Sal</DIV>
It's definitely quite nice in pvp. One of the best benefits of this spell is that it is zone wide. Say your mage got seperated from the group and gets attacked by a single player. I can at least heal him up a bit which gives us time to run to him before he goes down.Besides this I have a macro which casts DA then the Group heal right afterwards - works like a charm most of the time <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>
Mabes
11-14-2006, 07:54 PM
It's a real hoot to use when some of your group members are zoning or dead, will give the other members a good scare, lol.
Iluvataris
11-14-2006, 09:45 PM
<DIV>The best part about the spell is its zone wide. The time I use it the most is where someone is being attacked in zone and you give them a one of partial heal when theres no way to get to them in time.</DIV> <DIV> </DIV>
<DIV>I use this spell to get my group's attention. I group with a lot of crazy people. You know, the type that like to go conjurer bungie jumping and the tank whose saying is "I aim to misbehave."</DIV> <DIV> </DIV> <DIV>These guys make the game a lot of fun, but when I am in the mood to do it the way "you're supposed to" I hit DA. (They can't drop the group fast enough nor can they run out of range.)</DIV> <DIV> </DIV> <DIV>"Are you going to behave now?"</DIV> <DIV>"Yes, ma'am."</DIV>
Paddyo
11-15-2006, 12:14 AM
<P>I have a macro setup, as I main tank group heal for my guild....that says "everyone give some of your life to save %t". On a pull when the tank gets feared or stunned or rooted, it can save them even out of line of sight or out of range of other heals. In my group, assuming everyone is near max HP except the person dying, we never drop much below 85% when averaged out. I have it at adept 3.</P> <P>It's also situationally amazing when someone is running across zone to meet the group and get aggro and they are nowhere CLOSE to you....you can punch it, they get a heal, and you can group heal everyone around you back to full while they keep running your way. </P> <P>Quite honestly, after I setup the macro for it and stuck it along side my emergency heals, I find I use it a few times a raid. Its nearly as if not more effective as intercede for saving the MT's [expletive haxx0red by Raijinn].</P> <P> </P> <P>Paddyo Haven</P> <P>70 Fletcher and Templar</P> <P>The Inquisition, Antonia Bayle</P>
NummieSh
11-16-2006, 12:52 AM
<DIV>It spreads group health for all group members........ in the zone :smileywink: </DIV> <DIV> </DIV> <DIV>IMO this is one of our best spells. Even with the long recast.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>I'll let you figure out what usefullness it holds.......... </DIV>
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