Skills - Divine Intervention

Guild Wars Guru

Wilds Pathfinder

Join Date: May 2005

You can view this database entry at: http://www.guildwarsguru.com/skill/2...-intervention/.
You may add your comments in this thread.

mntlchaos

Ascalonian Squire

Join Date: Jun 2005

Phyrexian War Machine

Mo/R

This skill is dangerous. It heals for about as much as Heal Other, but it encourages the monk to let someone come dangerously close to death, and it doesn't save them from DOT. Also, stuff like Shatter Enchantment agaisnt this is downright nasty. Heal Other seems like a far better skill to use. Just a bit less healing, with a lot less risk.

yaynus

Ascalonian Squire

Join Date: Apr 2005

Good point, but I like to have my ally monks use this skill right before my Vengeance ends.

theclam

Jungle Guide

Join Date: May 2005

With this and Unyielding Aura, you can spend 15 energy and just over 3 seconds to res someone at full mana and almost 200 health.

Miss Innocent

Frost Gate Guardian

Join Date: Jul 2005

I wander.

Mo/R

Heal other isn't an option if you're a protection monk; then this skill would be ok.

I agree that the best use I've seen of it is in combo with Vengence or Unyeilding Aura.

Zeru

Wilds Pathfinder

Join Date: May 2005

The vengeance/DI combo isn't very effective with NR, because you can't always know when NR will come down and DI can't be kept up 100% of the time.

DI is actually somewhat decent vs spike if your team is already running QZ. Possibly even preferable to infuse health.

SauceD

SauceD

Ascalonian Squire

Join Date: Jul 2005

Killer Instinct {Ki}

Mo/Me

Gammel - Copperhammer Mines

reddie

Pre-Searing Cadet

Join Date: Aug 2005

QZ? NR? anyone want to explain which skills he is talking about?

[Uchiha]

Ascalonian Squire

Join Date: Jul 2005

Quickening Zepher and Natures Renewal