Holy Veil and RoF - Help

Joshie0808

Academy Page

Join Date: Apr 2007

Mo/

[skill]Holy Veil[/skill]

This skill pretty much appears on many PvP monk bars. What i would like to know is how good/experienced monks use this skill. My first impression of this skill was: "Wow, it only removes 1 hex on removal and it has an upkeep cost? This sucks. The only thing it has going for it is the 100% cast time increase on hostile hexes."

I guess what i want to know is how to use this skill properly/effectively and how it compares to other hex removals. Or, am I looking at this skill from the wrong angle and what is the 'optimal' purpose for this skill?

And yes, i know this is the PvE forum. ><

[skill]Reversal of Fortune[/skill]
And one more thing, the skill description is slightly ambiguous here.
Does that mean:

1) It negates x...y amount of dmg. And no more? So lets say your RoF is at 8 prot, you are healed for 50hp. If you take 100dmg, you take the 100dmg, are healed for 50, and so you have a net loss of 50hp.

OR

2) Or, it negates x..y amount of dmg, then, it heals x...y amount of health? Again at 8 prot, 50hp. If you take 100dmg, it first negates 50, then you take 50dmg, and it heals you 50hp, so you have a net loss/gain of 0 hp?

or something else?

knives

knives

Jungle Guide

Join Date: Jun 2005

USA

Grenths Rejects [GR]

Me/

Quote:
Notes

* The text of the spell is unclear about whether the healing replaces all damage or just the amount of damage converted to healing. The spell converts the first 15...67 damage from the next damage source into healing, with no effect on further damage. For example, if a monk with 16 ranks of Protection Prayers casts Reversal of Fortune on himself and a foe with 16 ranks of Fire Magic Fireball on him, he will be healed for 84 health and take 35 damage, resulting in a net gain of 49 health, while an attack with over 168 damage such as Dark Chain Lightning would result in a net loss of health.
* If damage is dealt in separate packets, such as from Deathly Chill, Reversal of Fortune will only negate damage from the first packet.
* If multiple sources of damage are dealt instantaneously, Reversal of Fortune appears to act upon the largest source of damage. This can be observed when a player with the enchantments Retribution and Shield of Judgement is attacked by an enemy enchanted by Reversal of Fortune; regardless of the order in which Retribution and Shield of Judgment are cast, Reversal of Fortune will always act upon Shield of Judgement.
* This spell is better used as a healing skill with the ability to negate damage than as a spell used to protect someone at full health. It is far more effective used on someone who has already lost health. Pre-veil = protection from potential hexes that could be really bad (ex. migraine)

yum

Wilds Pathfinder

Join Date: Sep 2007

W/E

1) The 100% cast time is significant since it greatly increase the disruption ability of your team. For example, vs necro, preveil your warrior and ranger so that it's easier to interupt the hexes. Vs domi mes, it helps against stuff like : Migrain, Diversion, Shame... If any of those sticks, you won't be able to remove it by yourself w/o suffering great consequences.

2) Even if you take 234235t4654 damage while under RoF at 8 prot, you are heal for 50 hp instead, which means you heal yourself for 50 hp. That is one of the best skill in game if used correctly. (I may be wrong, since I play it mostly in TA )

Snow Bunny

Snow Bunny

Alcoholic From Yale

Join Date: Jul 2007

Strong Foreign Policy [sFp]

Quote:
Originally Posted by yum
1
2) Even if you take 234235t4654 damage while under RoF at 8 prot, you are heal for 50 hp instead, which means you heal yourself for 50 hp. That is one of the best skill in game if used correctly. (I may be wrong, since I play it mostly in TA ) I may be wrong here, but I used to believe that.

I think it's actually that @ 8 prot, it'll negate 50 of the next damage, so a 250 attack will deal 200, then heal for 50, so essentially, it's a 100 point heal.

Da Mad M00

Frost Gate Guardian

Join Date: Aug 2005

E/Mo

The good thing about holy veil is that you can remove the hex whenever you need it. Most other hex removals have a 1second casttime. Say you get Migraine cast on you and you want to remove it and start casting your other hex removal then there is a huge chance that you either get interrupted cause of the double cast time. Or that the enemy will finish casting another hex on you before your hex removal is done casting with as a result that migraine is staying on you.

For not too good monks, and people with a low reaction time, it doesn't matter too much which hex removal you bring. Tho the real good monks can use Holy Veil in a way that it is a whole lot better then all the other hex removals around.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

I was going to say migraine well diversion as well and like the others said.

xDusT II

Wilds Pathfinder

Join Date: Aug 2006

Melbourne

The hexes that you actually want to remove will generally be the ones that stop or punish you for removing them. Holy Veil allows you to make the cast before a particularly nasty hex lands, and then remove it safely.

Pyro maniac

Pyro maniac

Desert Nomad

Join Date: Apr 2006

Veil)
It's recharge is low and on par with cure hex. It can be used prematuraly by maintaining it and drop it whenever your first (threatening) hex lands. With this your veil has already recharged and you don't need to cast a hex removal afterwards.

RoF) Negates and heals up to X amount. A 200 damage spell with a 80 RoF:
It negates 80 damage and then heals for 80 damage, resulting in a net damage of 40.

X Ice Man X

Frost Gate Guardian

Join Date: Aug 2007

England

Quote:
Originally Posted by Snow Bunny
I think it's actually that @ 8 prot, it'll negate 50 of the next damage, so a 250 attack will deal 200, then heal for 50, so essentially, it's a 100 point heal. Thats true, its amazing the amount of people who don't realize how good RoF actually is.

Veil is used to 2 reasons.

1) It is a really cheap, hex removal spell that can be cast and removed instantly (thus removing the upkeep cost) to remove a hex. It one of the lowest hex removal spells energy wise and one of fastest recharging.

2) In PvP covering Hexes are used. They are placed over the more important and damaging hexes so that when the monk tries to remove the hex he ends up removing the near harmless hex that was put on that for exact reason.

Veil slows down the casting of the Covering hex and once its already on somebody it is an instant hex removal as you just double click to end, and its gone. No casting time. So its used to remove important hexes not just the covering hex.

XDeadboltX

Frost Gate Guardian

Join Date: Feb 2008

R/

Is there any way to end veil other than double clicking the maintained enchantment. Is it possible to bind a key to do this?

Turbobusa

Forge Runner

Join Date: Jan 2006

By the Luxon Scavenger

The Mentalists [THPK]

N/

Consider RoF as a heal for twice the amount stated.
Anyone knows if you are healed first then take damage, or the opposite?

Tyla

Emo Goth Italics

Join Date: Sep 2006

Holy Veil is mainly used on PvP Monk bars because you can use Pre-Veiling, which means you maintain it until a scary hex pops up (Diversion, Migraine).

RoF negates (at 8 Prot) 100 damage in total. If the damage is 50, it will heal for 50.

ender6

ender6

Wilds Pathfinder

Join Date: Feb 2006

Mo/

just a matter of curiosity:

If you are at 25 health and get hit with 76 dmg, and you have a lvl 8 RoF on you, I would imagine you still die--26 dmg gets through before the 50 heal kicks in? Or does the heal hit home first? Just one of those little things I have never paid attention to when using RoF.

miskav

miskav

Jungle Guide

Join Date: Jun 2005

None

Mo/

The prot comes first, then the heal of the prot (Already negating 50, then healing for 50 (Because the damage was a package of 50+))

Thus you should stay alive.

Joshie0808

Academy Page

Join Date: Apr 2007

Mo/

Thank you for all the quick and informative replies guys. I never thought of that:

Quote:
Originally Posted by X Ice Man X

2) In PvP covering Hexes are used. They are placed over the more important and damaging hexes so that when the monk tries to remove the hex he ends up removing the near harmless hex that was put on that for exact reason.

Veil slows down the casting of the Covering hex and once its already on somebody it is an instant hex removal as you just double click to end, and its gone. No casting time. So its used to remove important hexes not just the covering hex.

Fleeting

Fleeting

Frost Gate Guardian

Join Date: Feb 2008

Mo/

Pre-casting holy veil allows you to quickly remove a hex and slows the casting of said hex (i.e. if someone is using backfire on you, it would get 2x cast time and you could instantly remove it). The upkeep doesn't matter since you'll be removing it instantly if you need to get rid of a hex.

As for RoF- if RoF will "heal for 50 damage instead", then a 100 dmg attack will deal 50 dmg, and then you will be healed for 50, incurring a net loss of 0 health.

Dr Dimento

Lion's Arch Merchant

Join Date: Oct 2007

E/Me

Quote:
Pre-veil = protection from potential hexes that could be really bad (ex. migraine) Yea, it's almost as good as [skill]Hex Breaker[/skill]

Marverick

Marverick

Forge Runner

Join Date: Aug 2006

R/

But with hex breaker, the other guy can just use a harmless hex on you to get rid of it.

Although with Veil it can be shattered.

Still, Veil works on allies.

Sword

Sword

Jungle Guide

Join Date: Jun 2006

Mo/

preveiling means u have 2 hex removals when u engage (best on melee on ur team)
and all the "scary hexs" (aka elites or whatever) are often covered by another hex ie parasitc or conjure , if u remove a previled target in the time frame where the inital hex is applied and before the the cover hex is added then ur golden.

Sword

Sword

Jungle Guide

Join Date: Jun 2006

Mo/

Quote:
Originally Posted by Marverick
But with hex breaker, the other guy can just use a harmless hex on you to get rid of it.

Although with Veil it can be shattered.

Still, Veil works on allies.
and hex breaker requires yo9ur secondary to be mesmer

Melody Cross

Melody Cross

Krytan Explorer

Join Date: Dec 2006

Alliance of Anguish [aOa]

Mo/

veil use is not easy to explain.

i guess we can start with the basics. there are three ways to use it.

1 the talkora method. Cast it when a bad hex is called and rip it off quickly. maybe you get the hex; maybe you get a cover. veil is a hex removal, and in that regard veil works due to inexpensive cost and quick recycle. since most hybrids have a prot staff now, cast with that on and you may get a nod from the global recycle bonus.

2 the anti-hex bonder. maintaining this on yourself or your duo (or a member of your frontline in hexsnare/hex-miss situations; whoever is needing protection most) can help you strip diversion and other nasty skills once they're applied. serves a two fold purpose; gives your interrupters time to catch this dirty little hex before its applied (which lets you save the veil strip for something else) or plenty of time for them to sing out that a divert is incoming, so you know to cancel the enchant as soon as you see the divert applied. this comes at a steep cost however: a pip of energy regen.

that being said...there were plenty of times when i used to gvg when i found myself maintaining two veils for half a match and talkora casting to keep a third target clear. the risk is obvious...the bonus is questionable but potentially enough to keep an entire split clean.

3 the psychic monk. time the hexers recycle rate and apply veil to their target of choice before they cast. This gives you the benefit of its maintained cost without significant loss to your energy. the only way to gain this knowledge is experience and judicious use of wiki and the "k" panel. read the skill descriptions, memorize the cast/recycle of the bad hexes and KNOW them before you go in game, not after your duo has been bitching about diversion for half the match. the most powerful hexes, players will want to use regularly, right? so they won't sit idle and ready to cast for long. they'll get cast soon after they recycle. if they're being saved for a spike...well, there's a timing to spike too in most cases but your primary concern is catching that first. strip the veil after you get your spike catch off.

As you become experienced, there will be times when you want to use any of these three dependent on the situation. When you first clash with a team, you probably don't want pre-veils up because you'll be at a disadvantage toward energy if the hexer is...not very good. Also, since you don't know the exact makeup of the build many times, its a 1 in 8 chance that you'll veil the right target. talkora method may be fine in those situations to start.

Once you know the hex threat and who needs priority protection, you may want to go the "psychic" route on their target to help the shut down and negate what they are doing. it can be a costly mistake if you cast on the wrong target because now your veil is wasted on another teammate. lets say--for the sake of argument--that you pick the right person.

If the shutdown manages to keep the nastiest hex off your target, you may choose to keep the veil up, bonding them until another bad hex is called...or strip it for the sake of your energy.

Dependant on the situation you're facing, its a judgment call when and where veil needs to go and if it should stay there a while. my most recent gvg match, i was surprised to hear my duo remark that i was a "crazy bugger" (cleaned up a little bit) to be keeping veil on him. the one thing i didn't hear him say, however, was that diversion was pwning him after i started maintaining it. its easy to see the drawback of maintaining veil...apparently, it is hard for some players to see just how effective it can be when maintained too.

GGs

ender6

ender6

Wilds Pathfinder

Join Date: Feb 2006

Mo/

I agree with all of your points, but I do think it's worth mentioning that often opponents will use skills such as Rend Enchantments, Rip Enchantment, Drain Enchantment, etc. before applying a key hex. It is often easy to spot a preveiler (is there a pun in that?) and utilize this technique. The removal of hexes has always been a tedious task and with spotless mind bugged--well that has become a popular option for hex removal.

Grammar

Wilds Pathfinder

Join Date: Aug 2005

Quote:
Originally Posted by ender6
The removal of hexes has always been a tedious task and with spotless mind bugged Really? What's wrong with Spotless Mind?
I have extremely little experience with that skill, which is why I ask.

Pyro maniac

Pyro maniac

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by Dr Strangelove
The point of RoF isn't to push red bars up, it's an "Oh shit, I forgot to preprot" button. It buys you the time to throw something out that will save their life. yes, I just explained that poorly

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by Dr Strangelove
The point of RoF isn't to push red bars up, it's an "Oh shit, I forgot to preprot" button. It buys you the time to throw something out that will save their life.
I hear this an awful lot, and it seems that most folks around here accept it as fact, but I'd like to question it a bit.

First, RoF is not good as a push-red-bars-up skill. Compared to the best straight heals -- WoH, ELight+HBoon, DKiss(+HBoon) -- RoF is never going to heal as much even if you get a maxed trigger. Moreover, there's no guarantee that you're going to get a maxed trigger; it's just as likely to stop a low-damage wand shot.

So, we can say: If you expect the target to live long enough that you can land a straight heal, then you'd be better off using a straight heal instead of RoF.

It follows, then, that the situations where RoF might possibly be good are situations where you expect the target to die before you could land a straight heal. That's 0.5sec for HBoon'ed stuff or 0.75sec for WoH. So you're expecting the target to die before 0.5 or 0.75 sec.

Now, here comes the part that makes me question RoF's effectiveness as a time-buyer. RoF has an aftercast. So you've got a target who's getting walloped so hard that they're going to die in less than 0.5 or 0.75 sec, but with a little bit more life they're somehow going to last 1.5 or 1.75 sec? That seems to me an unlikely proposition. If the damage rate is high enough that you don't have time for the 0.5 or 0.75sec spell, then it should also be high enough to more than negate RoF's weak heal during the extra second RoF adds.

It seems to me that, if the RoF'ed target survives long enough for you to cast the straight heal, it means that either (a) the damage let up during the extra second that RoF added, or (b) you were wrong when you predicted that the target would not survive long enough for the straight heal, and should have just cast the straight heal in the first place. In neither case did RoF buy you the time to land the straight heal. At best you could say that, in the first case, it bought time for the incoming damage to let let up.

(Now, before I get flamed all to heck, I am not saying that your precious RoF is a terrible skill or anything like that; I am merely saying that the "RoF is a great skill because it buys you time to cast a big heal" explanation for why it is such a great skill doesn't seem to hold much water under closer examination.)

Melody Cross

Melody Cross

Krytan Explorer

Join Date: Dec 2006

Alliance of Anguish [aOa]

Mo/

RoF use...

A lot of people DO call it the "Oh Shit!" prot of GW. Thats because--when you reflex cast it on someone who suddenly takes a lot of damage--it functions so. its a quick save against quick damage surges. (An Aside: if damage IS surging, then RoF's heal is no longer all that small.) But even that is not really clear.

Alright, I loathe to do this, but lets look at it from a red bar perspective. And we're going to do that in a very wierd way.

Imagine for a moment that you're playing one of those side scrolling fight games from the late 90s. you have the two little anime characters on either side and they're bouncing up and down with their hands up ready to fight. One's a little Mhenlo, the other is a little uh...Cynn. See it now? Hope so.

But we're going to do something different fromt he classic fight game. Instead of two bars, one per opponent, you have just one and its a tug-o-war. Imagine now that the monk is using his first three--the top three you'll use per match-skills just as one would in a side scroll game like that. You have the straight quick jab, the slow roundhouse kick, and the medium speed uppercut. quick jab is very fast but doesn't do much, slow roundhouse is slow to get off but does a lot. and the uppercut is somewhere in between.

if your opponent in our fictional sidescroller walks up and attacks, our tug-o-war bar goes down, toward gray, toward death and his win. we use our punches to keep the bar from filling our color (in this case, gray and death to the player; we're red and keep them alive). The more of either color, the better a side is doing. Lots of red; we're winning. Lots of gray...I hope you get the idea.

By now, in our fictional tug-o-war, you may have a good idea what the other two skills are. WoH and, lets say, Dismiss. WoH is a little slow but, conditionally, very powerful. Dismiss is also slow but it does more than just heal AND if the conditions are right, it "hits" for a respectable amount.

when people say to just go ahead and use your WoH, they're adopting a "roundhouse kick to all situations" strategy (well, not really, but in our game they are). That can work. If you're always hitting for the most you can hit for, then that red bar is going get gray get gray then POW! Big red surge to the bar.

But now we add something new to the mix. remember, we're not playing a single game of Tug-o-war here. We're playing 4 such games minimum, max of 8 at a given time.

if your response to all 8 games is 'ROUNDHOUSE!' then when you actually need that hard red bar hit, you'll be waiting for it to recycle from another game you were playing. You save that roundhouse to fight back hard punch against hard punch, and you have a chance that it won't be recycling when one of these tug-o-wars starts to dip in gray's favor.

But what do you do in the meantime? Quick jabs pop pop pop. Prot spirit on the mesmer because the frontline look to be balling...but the ele and your duo took a dip too and they're close to the mes--jab uppercut. WHOA! Mesmer got hit hard but the PS/SBond combo negated a kill--ROUNDHOUSE!

All game long. I know that sounds crazy but when I started GW, thats how I saw red bars (and yes, when I started GW, I tended to WATCH said red bars more than the field. I think most if not all of us did). Thats what RoF did for me. It was my quick jab; something I could use quick quick quick on any of those 8 tug-o-wars and still have my uppercut and roundhouse in reserve.

Now? It functions much the same way when I hybrid. RoF is my first reaction to a non-threat dip of the red bar when I carry it. its the first punch I throw unless I see a ball forming, a spike incoming. Its that "they might be doing something over here on this bar, on this player, so lets toss something over there to let them know I'm watching...let them know there'll be no funny business getting by me." Even then, though, I'm not just swinging skills all over the place like mad. If I'm not sure (against a good team, you're rarely sure the incoming damage is a feint or the real thing) then RoF is my "he might need a heal in the next 8 seconds" skill.

I hope this helps someone understand why people who RoF spam still consider it great.

GGs

JoeKnowMo

JoeKnowMo

Jungle Guide

Join Date: Oct 2005

Wessst Siiide, USA

Mo/

Quote:
Originally Posted by Chthon
It seems to me that, if the RoF'ed target survives long enough for you to cast the straight heal, it means that either (a) the damage let up during the extra second that RoF added, or (b) you were wrong when you predicted that the target would not survive long enough for the straight heal, and should have just cast the straight heal in the first place. In neither case did RoF buy you the time to land the straight heal. At best you could say that, in the first case, it bought time for the incoming damage to let let up. The scenario where RoF saves a life depends on multiple things:
- The number of attackers
- The damage of their attacks
- The movement and positioning of your ally

If your ally is one of those who stands around and absorbs damage, RoF won't save him.

If your ally sees his life dip suddenly and begins to kite. The RoF keeps him from dying and his kiting results in (a) the damage letting up, which allows for a follow-up heal.

I've saved many an ally with RoF + a follow-up and had several others die when I've tried to go for WoH first.

Snow Bunny

Snow Bunny

Alcoholic From Yale

Join Date: Jul 2007

Strong Foreign Policy [sFp]

Quote:
Originally Posted by Chthon
It seems to me that, if the RoF'ed target survives long enough for you to cast the straight heal, it means that either (a) the damage let up during the extra second that RoF added, or (b) you were wrong when you predicted that the target would not survive long enough for the straight heal, and should have just cast the straight heal in the first place. In neither case did RoF buy you the time to land the straight heal. At best you could say that, in the first case, it bought time for the incoming damage to let let up.
No. A RoF'd target is a "Shit, he's about to get Executioner's Striked, better RoF him"

And RoF has bought me time for WoH more times than I can recall.

I D E L E T E D I

I D E L E T E D I

Wilds Pathfinder

Join Date: Oct 2007

[BAAA] guest me NOW

Mo/

Hmmm i still have a question concerning the proper use of RoF. The way i see it, is that there are 2 type of Spikes. Pressure Spikes coming from a balanced build and "proper" spikes such as R-Spike.

Usually in a pressure spike you have enough time to WoH up the damage, and i say usually because sometimes the opposition will utilize its full team and clean spike your team mate down. In a clean spike scenario if i was the RC i would SB the target and then RC the DW off. If i was the WoH i would infuse him. In Pressure spikes i would just WoH up the damage as the healer and RC the DW away.

I still think RoF is an amazing skill i just dont really see a good scenario where its really essential to have it. If a target is getting spikes would your RoF your target instead of SBing or Infusing it? Hope someone can answer this question for me. Thanks

ender6

ender6

Wilds Pathfinder

Join Date: Feb 2006

Mo/

Quote:
Originally Posted by I D E L E T E D I
Hmmm i still have a question concerning the proper use of RoF. The way i see it, is that there are 2 type of Spikes. Pressure Spikes coming from a balanced build and "proper" spikes such as R-Spike.

Usually in a pressure spike you have enough time to WoH up the damage, and i say usually because sometimes the opposition will utilize its full team and clean spike your team mate down. In a clean spike scenario if i was the RC i would SB the target and then RC the DW off. If i was the WoH i would infuse him. In Pressure spikes i would just WoH up the damage as the healer and RC the DW away.

I still think RoF is an amazing skill i just dont really see a good scenario where its really essential to have it. If a target is getting spikes would your RoF your target instead of SBing or Infusing it? Hope someone can answer this question for me. Thanks Keep in mind that with [skill]spirit bond[/skill] you still take damage, and then you recieve the heal. RoF negates the damage for x amount and then heals for x amount. The point being is that RoF is the initial life saver until you can stablize the situation. Of course if you are perfect with your pre-prots, RoF would become unnecessary, but who is perfect besides Tommy?

As said in many threads, RoF, though it can be used in many different ways, its optimal use is as a "panic-button" life saver.

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Quote:
Originally Posted by Melody Cross
RoF use...

A lot of people DO call it the "Oh Shit!" prot of GW. Thats because--when you reflex cast it on someone who suddenly takes a lot of damage--it functions so. its a quick save against quick damage surges. /signed a million times.

Pyro maniac

Pyro maniac

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by I D E L E T E D I
Hmmm i still have a question concerning the proper use of RoF. The way i see it, is that there are 2 type of Spikes. Pressure Spikes coming from a balanced build and "proper" spikes such as R-Spike.

Usually in a pressure spike you have enough time to WoH up the damage, and i say usually because sometimes the opposition will utilize its full team and clean spike your team mate down. In a clean spike scenario if i was the RC i would SB the target and then RC the DW off. If i was the WoH i would infuse him. In Pressure spikes i would just WoH up the damage as the healer and RC the DW away.

I still think RoF is an amazing skill i just dont really see a good scenario where its really essential to have it. If a target is getting spikes would your RoF your target instead of SBing or Infusing it? Hope someone can answer this question for me. Thanks pressure spike (is this a good term?) aren't slower then clean spikes. You still need your RoF on both spikes.

Wild Karrde

Wild Karrde

Frost Gate Guardian

Join Date: Sep 2006

W/

Alot of people are posting incorrect information about RoF.....

Many are saying if at 8 prot RoF someone gets hit with a 250 dmg skill with said RoF on them then RoF negates 50 dmg then heals for 50 health. WHICH IS WRONG


Someone under RoF that gets hit by an attack/spell that is supposed to deal 250 dmg willl take NO damage from said attack/spell and then be healed for 50 @ 8 prot
eg: I is monk and I is healing warrior, We are getting mobbed by beasties. Warrior has 5 pts of health left. I throw RoF on him ( my prot prayers are at 8 for sake of argument) Monster hits him with a 250 dmg attack, BUT because warrior has RoF on him it NEGATES(attack does NO dmg) damage from monster attack and heals him for 50 health INSTEAD. Net gain of 50 health

eg2: I is monking again for warrior. Warrior has 5 pts of health left I put RoF on him(at 8 prot prayers) monster wands him for 25 dmg, BUT since warrior has RoF on the damage is NEGATED (attack does NO dmg to him) and is instead healed for 25 health because monsters attack would only do that much, it was below the maximum that RoF heals for so it only heals for that much.

Some others got it right like ender6 but alot of people in the beginning were misreading/misunderstanding RoF

Pyro maniac

Pyro maniac

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by Wild Karrde
Alot of people are posting incorrect information about RoF.....

Many are saying if at 8 prot RoF someone gets hit with a 250 dmg skill with said RoF on them then RoF negates 50 dmg then heals for 50 health. WHICH IS WRONG


Someone under RoF that gets hit by an attack/spell that is supposed to deal 250 dmg willl take NO damage from said attack/spell and then be healed for 50 @ 8 prot
eg: I is monk and I is healing warrior, We are getting mobbed by beasties. Warrior has 5 pts of health left. I throw RoF on him ( my prot prayers are at 8 for sake of argument) Monster hits him with a 250 dmg attack, BUT because warrior has RoF on him it NEGATES(attack does NO dmg) damage from monster attack and heals him for 50 health INSTEAD. Net gain of 50 health

eg2: I is monking again for warrior. Warrior has 5 pts of health left I put RoF on him(at 8 prot prayers) monster wands him for 25 dmg, BUT since warrior has RoF on the damage is NEGATED (attack does NO dmg to him) and is instead healed for 25 health because monsters attack would only do that much, it was below the maximum that RoF heals for so it only heals for that much.

Some others got it right like ender6 but alot of people in the beginning were misreading/misunderstanding RoF no you're wrong. stop posting crap

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by Wild Karrde
Alot of people are posting incorrect information about RoF.....

Many are saying if at 8 prot RoF someone gets hit with a 250 dmg skill with said RoF on them then RoF negates 50 dmg then heals for 50 health. WHICH IS WRONG


Someone under RoF that gets hit by an attack/spell that is supposed to deal 250 dmg willl take NO damage from said attack/spell and then be healed for 50 @ 8 prot
eg: I is monk and I is healing warrior, We are getting mobbed by beasties. Warrior has 5 pts of health left. I throw RoF on him ( my prot prayers are at 8 for sake of argument) Monster hits him with a 250 dmg attack, BUT because warrior has RoF on him it NEGATES(attack does NO dmg) damage from monster attack and heals him for 50 health INSTEAD. Net gain of 50 health

eg2: I is monking again for warrior. Warrior has 5 pts of health left I put RoF on him(at 8 prot prayers) monster wands him for 25 dmg, BUT since warrior has RoF on the damage is NEGATED (attack does NO dmg to him) and is instead healed for 25 health because monsters attack would only do that much, it was below the maximum that RoF heals for so it only heals for that much.

Some others got it right like ender6 but alot of people in the beginning were misreading/misunderstanding RoF Screenshot or it didn't happen.
Stop failing.

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Quote:
Originally Posted by Wild Karrde
Alot of people are posting incorrect information about RoF.....

Many are saying if at 8 prot RoF someone gets hit with a 250 dmg skill with said RoF on them then RoF negates 50 dmg then heals for 50 health. WHICH IS WRONG


Someone under RoF that gets hit by an attack/spell that is supposed to deal 250 dmg willl take NO damage from said attack/spell and then be healed for 50 @ 8 prot
eg: I is monk and I is healing warrior, We are getting mobbed by beasties. Warrior has 5 pts of health left. I throw RoF on him ( my prot prayers are at 8 for sake of argument) Monster hits him with a 250 dmg attack, BUT because warrior has RoF on him it NEGATES(attack does NO dmg) damage from monster attack and heals him for 50 health INSTEAD. Net gain of 50 health

eg2: I is monking again for warrior. Warrior has 5 pts of health left I put RoF on him(at 8 prot prayers) monster wands him for 25 dmg, BUT since warrior has RoF on the damage is NEGATED (attack does NO dmg to him) and is instead healed for 25 health because monsters attack would only do that much, it was below the maximum that RoF heals for so it only heals for that much.

Some others got it right like ender6 but alot of people in the beginning were misreading/misunderstanding RoF Then try this - put RoF on yourself and walk up to a terrorweb dryder as a monk.