Talk:Preservation

Tested this briefly and the heals actually do *not* appear to cycle evenly; it just seems to heal a random ally within its range? This was with me and one henchman in group. --66.92.33.187 17:01, 23 May 2006 (CDT)
 * I used this for a bit, it heals nly if you are in range, randomly. It also heals minions.--Life Infusion 18:49, 23 May 2006 (CDT)
 * My personal opinion? A useless skill in 8 man or greater settings.  With a heal every 4 seconds, even at 16 healing, it works out to 122 health healed/4 seconds, or 30.5 healing per second.  Compare this to Recuperation, which provided a simple 3 pips of regeneration.  That's 6 healing per second per affected person, exceeding the effectiveness of Preservation by the time you have 6 party members+allies (as it affects allies too).  Preservation is simply too weak to be considered in this setting.  --Epinephrine 07:33, 3 June 2006 (CDT)
 * It's weak, but certainly provides a lot of healing cheaply. Additionally, you can double up Preservation and Recuperation -- even if this elite is a weaker version, multiples of similar effects is still useful (consider Punishing Shot, which wouldn't as exciting if you could load Savage Shot or Distracting Shot onto your skill bar four times, though Punishing is obviously better in this case). --JoDiamonds 17:11, 3 June 2006 (CDT)

Cannot be interrupted
Can't spirits be interrupted...? --Silk Weaker
 * It means the spirit itself, I think. --Fyren 08:14, 18 September 2006 (CDT)
 * Preservation doesn't use a skill like attack spirits do, therefore the heals from it cannot be interrupted while the spirit is alive. --Ericdanie 10:18(GMT -3), 22 September 2006

Decent for Solo
If you are soloing a Rt (e.g. Using an Rt/R to at Ice Tooth Cave to evolve a dire pet), this is a good skill. Now if only there were a good Rt energy management skill... --Token Cleric 17:24, 2 October 2006 (CDT)