Talk:Divine Healing

Discussion
Needs a buff. Perhaps "Heal yourself and party members within earshot..." While it may seem to whip HP & LoD, the 30sec recharge will balance it, as well as not affect party members that are outside earshot, but inside radar. --8765 14:57, 16 February 2007 (CST)
 * you cant be serious.. 67.162.10.185 19:13, 14 March 2007 (CDT)
 * I don't see why not. That recharge SUCKS Zulu Inuoe 05:17, 6 October 2007 (UTC)
 * I didn't even know this spell existed until I saw Am Fah Healers using Heaven's Delight and realized that was a copy of this skill. --Macros 05:21, 6 October 2007 (UTC)
 * I didn't know this skill existed until I saw it pop up in the 'Recent changes' list lawl --Blue.rellik 03:24, 13 October 2007 (UTC)
 * ditto, lol--[[Image:Marcopolo47 signature new.jpg]] (Talk) (Contr.) 03:28, 13 October 2007 (UTC)


 * It's a very good heal to use when full party heal is quickly required, for instance in the fight vs Abaddon in nightfall. I use it on a monk carrying LoD, Healing Ribbon and Divine Healing. Together with a Blood Rt and provided you take time to pack up close to the monk the whole team gets its max health back quick.
 * Well, look what today's update changed! ... Heh. 404notfound 20:29, 17 January 2008 (UTC)
 * The 30 Sec recharge still makes it bad. That and the two-second cast. [[Image:Ruricu-sig.png]] ( Talk • Contribs) 20:37, 17 January 2008 (UTC)
 * lol i didnt know it existed either. (76.123.132.25 20:43, 17 January 2008 (UTC))
 * I didn't know you existed, but that's besides the point. [[Image:Ruricu-sig.png]] ( Talk • Contribs) 20:44, 17 January 2008 (UTC)
 * Actually, I just thought it was interesting that the exact change proposed almost a year ago here made it into the game. It's probably still not enough to get me to use it. 404notfound 21:29, 17 January 2008 (UTC)

sig of illusions
[[Media:Example.ogg]] this skill seems to behave inexplicable with signet of illusions can someone explain why it heals so little?

more like heal party now...
It's cheap, reasonably fast, and free untargeted healing power, so it's a much more attractive spell with the reduced recharge, but I have to admit that it was a *very* nice skill to have around as a prot monk to throw down a massively powerful healing spell when needed. I'd say keep it 10 energy and 30s recharge, but it needs to heal for at least twice as much. 60 health is a shitty heal, even if it's to party members in earshot.--Carmine 20:27, 6 February 2008 (UTC)