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*Peace and Harmony allows 4 pips of Energy regen when using [[Divine Boon]], lasting 94 seconds at 16 [[Divine Favor]] while the total bonus from Boon + Divine Favor becomes 124 Health for 2 Energy. Low energy heals such as [[Ethereal Light]] become very powerful, with Ethereal Light healing a total of 214 Health at 13 [[Healing Prayers]].
 
*Peace and Harmony allows 4 pips of Energy regen when using [[Divine Boon]], lasting 94 seconds at 16 [[Divine Favor]] while the total bonus from Boon + Divine Favor becomes 124 Health for 2 Energy. Low energy heals such as [[Ethereal Light]] become very powerful, with Ethereal Light healing a total of 214 Health at 13 [[Healing Prayers]].
   
*Although commonly considered less useful than [[Mantra of Recall]], [[Energy Drain]], and [[Offering of Blood]], [[Peace and Harmony]] has the added advantage of not requiring frequent recasting (optimally once every 94 seconds) and thus is less likely to be interrupted. Additionally, having [[Peace and Harmony]] removed at an inopportune time is not nearly as devastating as having [[Mantra of Recall]] removed while at full energy. [[Monk]] primaries have the added advantage of [[Peace and Harmony]] residing in the [[Divine Favor]] line of spells, thus not requiring attribute points to be placed in [[Blood Magic]] or [[Inspiration Magic]] for the sole use of [[Offering of Blood]], or [[Mantra of Recall]] respectively. Its drawback is obviously that it provides way less energy. Even at three inspiration magic, [[Mantra of Recall]] will provide more energy per second than Peace and Harmony. The time Peace and Harmony is at its most effective is when you can constantly maintain it on three persons. Only then does the gained energy per second (added up on all the three casters, and assuming no enchant removal whatsoever) come close to skills like Mantra of Recall, Energy Drain and Offering of Blood.
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*Although commonly considered less useful than [[Mantra of Recall]], [[Energy Drain]], and [[Offering of Blood]], [[Peace and Harmony]] has the added advantage of not requiring frequent recasting (optimally once every 94 seconds) and thus is less likely to be interrupted. Additionally, having [[Peace and Harmony]] removed at an inopportune time is not nearly as devastating as having [[Mantra of Recall]] removed while at full energy. [[Monk]] primaries have the added advantage of [[Peace and Harmony]] residing in the [[Divine Favor]] line of spells, thus not requiring attribute points to be placed in [[Blood Magic]] or [[Inspiration Magic]] for the sole use of [[Offering of Blood]], or [[Mantra of Recall]] respectively. Its drawback is obviously that it provides much less energy. Even at three inspiration magic, [[Mantra of Recall]] will provide more energy per second than Peace and Harmony. The time Peace and Harmony is at its most effective is when you can constantly maintain it on three persons. Only then does the gained energy per second (added up on all the three casters, and assuming no enchant removal whatsoever) come close to skills like Mantra of Recall, Energy Drain and Offering of Blood.
   
 
== Progression ==
 
== Progression ==

Revision as of 21:05, 11 August 2006

Skill details
Peace and Harmony
Peace and Harmony
Campaign Prophecies Monk
Profession Monk
Attribute Divine Favor
Type Elite Enchantment Spell
    5 Energy ¼ Activation 10 Recharge

Full: Target ally loses 0...7...9 conditions and hexes. For 1...3...3 seconds, conditions and hexes expire 90% faster on that ally. All of your Smiting Prayers are disabled for 20 seconds.

Concise: Target ally loses 0...7...9 conditions and hexes. Conditions and hexes expire 90% faster on that ally (1...3...3 seconds). Disables your Smiting Prayers (20 seconds).

Divine Favor 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Conditions/hexes removed 0 1 1 2 2 3 4 4 5 5 6 7 7 8 8 9 10 10 11 11 12 13
Duration 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 4 4 4

Notes

  • Use this skill in combination with maintained enchantments or on allies who only target other allies.
  • The energy cost is recovered after 15 seconds of being enchanted. In an optimum case, the energy pool never reaches its maximum and 10...26 energy will be regenerated over 30...78 seconds.
  • Spells that do not directly target an ally (such as Divine Boon, Heal Party, or Aegis) will no longer end Peace and Harmony prematurely.
  • Peace and Harmony allows 4 pips of Energy regen when using Divine Boon, lasting 94 seconds at 16 Divine Favor while the total bonus from Boon + Divine Favor becomes 124 Health for 2 Energy. Low energy heals such as Ethereal Light become very powerful, with Ethereal Light healing a total of 214 Health at 13 Healing Prayers.
  • Although commonly considered less useful than Mantra of Recall, Energy Drain, and Offering of Blood, Peace and Harmony has the added advantage of not requiring frequent recasting (optimally once every 94 seconds) and thus is less likely to be interrupted. Additionally, having Peace and Harmony removed at an inopportune time is not nearly as devastating as having Mantra of Recall removed while at full energy. Monk primaries have the added advantage of Peace and Harmony residing in the Divine Favor line of spells, thus not requiring attribute points to be placed in Blood Magic or Inspiration Magic for the sole use of Offering of Blood, or Mantra of Recall respectively. Its drawback is obviously that it provides much less energy. Even at three inspiration magic, Mantra of Recall will provide more energy per second than Peace and Harmony. The time Peace and Harmony is at its most effective is when you can constantly maintain it on three persons. Only then does the gained energy per second (added up on all the three casters, and assuming no enchant removal whatsoever) come close to skills like Mantra of Recall, Energy Drain and Offering of Blood.

Progression

Divine Favor 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Duration 30 34 38 42 46 50 54 58 62 66 70 74 78 82 86 90 94 98 102 N/A N/A
Energy Gain/second1 0.17 0.19 0.20 0.21 0.22 0.24 0.25 0.25 0.25 0.26 0.26 0.27 0.27 0.27 0.28 0.28 0.28 0.28 0.28 N/A N/A

1Maintaining it constantly on yourself only.

Acquisition

Signet of Capture: