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Thread: Divine Healing

  1. #1
    Community Member Mindspat's Avatar
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    Default Divine Healing

    Why does it rock and why do you think it sucks?

    I've been using this ability on my Cleric and I've become addicted to it. My Cleric has just reached level 13 and has 18 turns (18!) and being this is my first time playing this class I'm wondering why others don't use it since I've only witnessed maybe 2 others who actively used Divine Healing over the course of a couple years.

    Divine Healing III
    3d3 every 2 seconds for 30 seconds, consumes 1 Turn per use
    equates 45d3 over 30 seconds
    min 45, max 135
    Average hit points healed over 30 seconds 75-105

    Another question, does healing amplification apply to Divine Healing?

    In case some of you didn't know, Divine Healing can be used through walls and is never blocked. for instance, if you're at a wheel/lever in The Cruicible you can heal party members through the walls by using this ability.
    Last edited by Mindspat; 02-05-2009 at 07:04 PM.
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  2. #2
    Community Member Anthios888's Avatar
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    I was specced for DH for a while, but switched back to Divine Vitality due to whining from casters and peer pressure from other clerics. I ended up just deciding that I can always buy and use a few more heal scrolls per shrine, but extra mana is more expensive. Then again, I find divine vitality to be a bit lame at endgame. I agree with you that Divine Healing is an awesome ability. The benefit to being able to heal through walls and to apply healing over time is one of those things people don't think about until they try it.
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  3. #3
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    I keep my DH's rocking. Like to toss them on WF melees (hits them for full effect) before they charge off into battle.

    I have DVs as well, but they're asked for a lot less nowadays, so I never feel bad if I used 'em all on DH-ing the melees.

  4. #4

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    I dislike DH. It doesn't heal ENOUGH. At low levels it's awesome but now I can eat a tasty ham and get better recovery. And I have plenty of tasty ham. It's not effective enough or fast enough for me to be useful at high levels. A heal scroll will heal for say 100+ hp in thefew seconds it takes to cast, but DH does like 9 hp in the same amount of time. By thattime, an enemy could hit the guy for 60 hp and he's dead. Even topping off it seems to be a waste of time.


    THen you can say DV's don't give enough but I have been in parties where I could still heal effectively without mana but we needed a that extra maximse/empower firewall FTW, and you cannot get that with DH. But my DV's do the job.


    So that is my reasoning. However, I never disrade clerics that are DH specced to drop it. Though sometimes, especially when extra mana could have made the difference, I'll say "I wish we had DV's" or the like. It DOES have its uses, somewhere. I think. And there are worst things to take (like actually trying to TURN!) especially at low levels, but I find it ineffective use of turns.
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  5. #5
    Community Member Turial's Avatar
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    For twitchy type players that only take splash damage, ie. not people who typically gain aggro, the DH is a great way to keep them topped off and ready to go.

    You can also land a DH through walls and doors...so that barbarian that ran off around that pillar...give him a DH and see who wins the fight.

    Also very nice on high AC/DR tanks who tend to only take 6-10 points of damage when they do get hit. A DH will keep them going with little to no other input required.
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  6. #6
    Community Member DragoonPenguin's Avatar
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    ****** mind. ill give this ability a try on drclam. i hate it when it gets used on my toons because i want sp more on my casters. i think a lot of the stigma associated with this ability is the greed of other players. we expect clerics to always be johnny (or jane, hey rockna) on the spot with the red bar. but buying scrolls and the like is expensive. im cheap as hell, and unless its a raid or we need that little extra bit of red to keep going, im not gonna expend resources that dont return on rest and cost a ton. maybe ill go buy clw pots and hand them out at the start of an adventure and say "there, that 100 pots that cost me next to nothing, think of that as a heal scroll that keeps on giving."

    im really not looking forward to playing babysitter. last time my clerics tried that, they got sued for malpractice and gross negligence.

  7. #7
    Community Member Nevthial's Avatar
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    I have a Cleric I recently started and I love Divine Healing ! I use divine cleansing as well ( level 5 cleric right now) . I'm having a blast , it helps save sp for more important things.
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  8. #8
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    Melee have the ability to drink a pot or 2 no matter how far away from the cleric they are as well.
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  9. #9
    Community Member Giselle's Avatar
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    I use it on my lowbie clerics, but it doesn't do enough on my big kids, imo.

    What worries me here is....Mindspat rolled a cleric??????
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  10. #10
    Community Member Zenako's Avatar
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    All my clerics stock DH, and DV. At lower levels they also stock DC since it is a wonderful catch all fix things effect, that does not use Spell points, and you don't have to make sure to grab the right wand if you don't have the fix it spell focused that day.

    Once you get near cap however, most of the things that DC can fix are no longer an issue for most toons (or at least should not be an issue), and I respec those Action Points into something else (usually more Spell Penetration, which is typically useless in low to midlevel quests anyway).

    A Rack of DH's for most clerics is about the same healing power as a Cure Serious Wand would be. 15 DHIII = 1350 points of healing (15 * 90) A Cure Serious Wounds Wand 50 * 25 a pop = 1250 points of healing. CSW wands cost around 10,000 gold. 13 HEAL scrolls cost around 15000 gold. That adds up if you are not otherwise a rich player.

    I have kept good tanks alive on the Reaver with just DH3. It is great to drop on melees (at least damage sink ones) as they enter battle. It can save lives in PotP if you do it from out by the lever on the victim inside. (And preventing someone from dying and losing all the buffs on them and all the spell points that were used to cast those buffs can be real useful.)

    So depending on the circumstances, 15 DH3s for nice healing augments, or 15 DV3,s for close to 400 Spell points, can make a nice difference and cut down on using consumables when they really should not be needed.
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  11. #11
    Community Member Turial's Avatar
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    Quote Originally Posted by Impaqt View Post
    Melee have the ability to drink a pot or 2 no matter how far away from the cleric they are as well.
    And if you are a melee with a blue bar...it is likely that you can self heal.
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  12. #12
    Community Member Selinius's Avatar
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    Divine healing is great at low to mid levels where the hp totals of tanks is lower. By the time you get dh3, the hp totals have gotten high enough where it the healing they get is laughable and they are taking dmg faster than the dh will heal.

    Personally, I would love to see a level 18 enchantment that turns the healing from 3d3hp per tick to 3d3 percent of the targets hp total per tick. 45-145 hp per dh to 45 to 145% would be huge. It might make a bunch of clerics rethink the value of DH.

  13. #13
    Community Member Kronik's Avatar
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    I decided to give it a try with my new Cleric and think it is well worth the action points to go 2 levels. It works well when I’m the healer for an intimi-tank. It’s definitely not necessary, but I personally think it adds to a healer build. I will for sure use it on my new cleric build.
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  14. #14
    Community Member Wrustle's Avatar
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    Default DH is good mmmk

    The main reason my capped cleric still has DH is simply because it will hit incapped people through walls, doors, all kinds of good stuff where a regular healing spell will not. Oh, and for you whiny casters.... yes, I also have DVs.... jeez.

    Oh, I almost forgot, DH is a great way to kill off that charmed/controlled undead buddy, your group's caster decided was a good idea the get.
    Last edited by Wrustle; 02-05-2009 at 06:49 PM.

  15. #15
    Community Member Mindspat's Avatar
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    Quote Originally Posted by Selinius View Post
    Divine healing is great at low to mid levels where the hp totals of tanks is lower. By the time you get dh3, the hp totals have gotten high enough where it the healing they get is laughable and they are taking dmg faster than the dh will heal.

    Personally, I would love to see a level 18 enchantment that turns the healing from 3d3hp per tick to 3d3 percent of the targets hp total per tick. 45-145 hp per dh to 45 to 145% would be huge. It might make a bunch of clerics rethink the value of DH.
    I see the concern of an otherwise negligable effect it has when healing a 500 hp tank. This should make it clear that as with everything else in the game timing and application is essential. In the least, throwing a DH III on the tank is only going to compliment the the primary healing spells.

    and Selinius, A Super HOT would be an awesome CapStone. If there were something like this that funtioned as a Mass HOT and used Turns...if, only if. You know, that would be a pretty bad ass Capstone.

    Giselle, I give a disclaimer when joining pugs: I am a terrible healer. You are likely going to die. If I am sober, you're probally already dead.

    I hear you Clam, I carry DV's although I tend to keep them for situations where they are absolutely needed (ie, big fight or when party needs Haste) rather then dump them into a chracter's blue bar asap. If an Arcane Caster is spamming attacks and expressing poor agro management the last thing I do is give them DV's, they get a DH instead. I've found that DH on a squishy who knows how to run like hell works much better then occasional Heals.
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  16. #16
    Community Member Mercules's Avatar
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    Quote Originally Posted by Turial View Post
    And if you are a melee with a blue bar...it is likely that you can self heal.
    There are people in this game who can't self heal?


    My Clerics all have DH although I take some DV as well just to quiet the whining.

    Someone jumps the gun and I end up locked out of a room I can save the idiot by throwing a DH on them immediately. It might just be enough for them to live till the gate goes up. I'll toss it on several people for the big fights. If I have to alternate healing from person to person due to unfocussed agro, cleaving mobs, or AoE spells it helps while I am cycling around the group.
    Last edited by Mercules; 02-05-2009 at 07:14 PM.
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  17. #17
    Community Member moops's Avatar
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    My Clerics don't DH, never felt the need for it. I can count on one hand how many times it has been cast on my melees in almost 3 years--I think that if I felt it was helping my melees in a noticeable way the times it was cast on me, I would've picked up.

    I do use Stalwart Pact though in a couple spots in the game.
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  18. #18
    Community Member Zuldar's Avatar
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    All my clerics take dh, it's great for reducing the healing load and topping off people after fights. Not as fond of dv's though I admit they occasionally come in handy.
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  19. #19
    Community Member Falchion123's Avatar
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    Default Don't like it

    Never took DH on my cleric and probably will not. Assuming it heals abt 105hp for a third tier DH (As stated by OP), I could stock some heal scrolls and use that 6AP for some other enhancements like toughness or spell pen.

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