Shorter recharge on Divine Intervention

OrangeArrow

Flame Bait

Join Date: Mar 2005

Mass

Mo/Me

Right now Divine intervention is a great skill its a huge non-elite heal for only 5 energy with a quick 1/4 of a second casting time. It has a potential to be an game changing skill but theres one problem. No one uses it because the recharge on it is too long. I think if the recharge time is lowered to 15-20 seconds it might become a standard skill on every monks tool bar. DI right now has a recharge that at 30 seconds makes it an ineffective spike counter and not worth the skill slot in most cases. I know that with a shorter recharge timeit might become unbalanced but I think it will add more stratgey to the game. I see good teams adapting and one trick spike teams getting frustrated if they dont bring enchantment removal. Also to counter act DI Spamming with a shoter recharge maybe a debuff can be added so that if someone is "saved" by DI once they cant be saved by DI again for another 60 seconds or so.

Soul Shaker

Soul Shaker

Krytan Explorer

Join Date: Aug 2005

Sunshine Coast, Australia

Soul Crusaders

with that shortened recharge you can see unyielding aura +DI combos. Maybe well see those skills used for once...

swordfisher

Krytan Explorer

Join Date: Sep 2005

How about...20 seconds, and a cast animation as big as prot spirit? Because if it's actually going to be used, I gotta know when and where.

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Lower recharge and lower healing to balance it simple fix

zoozoc

zoozoc

Krytan Explorer

Join Date: May 2005

Beaverton/OR

Disciples of Birkler [BIR]

well yes for the current boon/prot metagame, it would have to have a lower recharge to be really useful for them, but for non boon/prots, the recharge is worth it because of the extra healing, it is more of a last ditch heal that you arnt suppose to spam, not an infuse health. And I do recall evil using it for the last match during the GWWC.

icemonkey

icemonkey

Lion's Arch Merchant

Join Date: Dec 2005

yeah for the healing ammount it is at, the recharge is appropriate, its half price on infuse and you don't lose life when you use it, its a little less healing than infuse(on average) but its a lot of healing, 2nd highest heal(i think)

if they drop the healing a bit it would be a lot more reasonable to have a shorter recharge.

but the way you started this post is sketchy, a lot of skills would be on every character's profession's bar if they were buffed to the point that they were better than any other skill available....

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

I make use of it in Tombs as it is now. It's a pretty good spell. I wouldn't mind they drop the recast, but only slightly. You have to keep in mind that people use focii and staves that sometimes halve the recast.

But I see your point. The thing is, one shouldn't think of it as a huge heal spell. One should think of it as a conditional huge heal spell. They have to take a fatal blow, and it won't be triggered by degen. Potentially you can cast this spell and it ends up doing nothing at all, which can happen a lot and then you have to wait for the recast.

It is good for anti-spike, and from what I hear, there is almost too much of that in PvP that it's getting monotonous. It is not the be-all, end-all of anti-spike either. Anyone who spikes that much can probably keep it up and spike them for just a few seconds longer. Or they can change targets and spike someone else; after all with the recast what it is, you can only use it on one person at a time.

I guess I don't really know what to think about changing this spell.