Talk:Reversal of Fortune

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Vengeful Weapons[edit]

Vengeful wep and remedy wep spams are better, Life stealing ftw. Ninjas In The Sky 15:01, 21 March 2008 (UTC)

Upside to Reversal of Fortune is that it has 2 second recharge and can automatically heal health from the monk's Divine Favor attribute, and it is a more defensive spell than a Vengeful Weapon. If Reversal of Fortune blocks a 50 damage attack, it prevents 50 damage AND adds 50 hp, effectively creating a 100 hp turn around regardless of healing from divine favor which could effectively make this a 130-140 point health turnaround for 5 energy and 1/4 cast time. On the other hand, Vengeful Weapon might steal 50 hp from the enemy, for a net result of 50 damage and 50 healing. Of course, vengeful weapon does not count as an enchant so it is harder to remove, and it will steal maximum life regardless of the hit, whereas Reversal of Fortune may simply block a 10 damage stab and provide minimum benefit. As for Weapon of Remedy, it is an elite so naturally is a bit more powerful. Choose the spell that fits your need, or heck bring a monk and a ritualist so you can have all three. =) Elder Angelus 19:54, 28 April 2008 (UTC)
You're right but RoF doesn't add as much pressure as the vengefuls. Although about the defensiveness-this skill is ultimate, but u gotta focus on one person too much. Ninjas In The Sky 17:30, 21 May 2008 (UTC)
This is one of those weird skills that only really shines against tougher enemies that consistently hit for high damage. KrelusDerian 01:26, 4 June 2008 (UTC)
Touchers steal health, therefore this wont effect touchers...Besides, this skill needs a buff, something like "Converts the next damage into health and heals for X health" would be better, as most of the time you'd only be converting like 10 hp due to excessive amount of normal attacks. Blah Your Hamster 19:00 25 July 2008 (EDT)



I have a real problem using this in pve on myself. Its removed by mobs instantly. And its removed so quickly and precisely that its not even funny. Against a team of human players the other team is often somewhat occupied with different spells/attacks and cannot watch your every spell all the time. But computer controlled characters can. Making it pretty much useless for my monk. Half a second after Ive casted it on myself, its removed, without any exeption what so ever. I dont even have the time to cover it with another enchantment. It does though seem to work much better on allies.

Furter checking into this reveals that the enchantment is removed by mobs quicker and more frequent than they should have the ability to . Soloing against 2 mobs today, this enchantment is being removed instantly every time its casted. For an unlimited time. One would thing that mobs also uses skills and enchantment removal skills would need some time to recharge. But I guess not. This enchantment does not work at all for me in pve. Ever...

You know it's removed by the first source of damage you take after casting it, right? shawn (shawn - talk) 20:42, 25 June 2008 (UTC)
lolol I hope he was kidding--65.185.121.217 11:32, 9 August 2008 (UTC)



Added notes section. (Raine Valen 06:13, 18 August 2008 (UTC))

After more testing, updated notes. For more testing notes, see Talk:Reversal of Damage.
Some things that were still unclear after testing:
  • I'm not sure whether this always triggers after other prots, or if it just seems so because this spell is almost always cast on top of other protection.
  • I don't know how this OR Reversal of Damage work with non-protection prayers damage reduction, such as Aura of the Lich.
I'll test these as soon as I can, but since I don't have a necro, it'd very well be quicker for someone else to do it. Thanks bunches. ;D (Raine Valen 17:45, 19 August 2008 (UTC))

RoF + other enchants[edit]

When does RoF calculate the damage taken (e.g. Life Sheath, PS)? Does the enchant order matter? --JonTheMon 17:38, 19 August 2008 (UTC)

Now that I've finally capped Life Sheath, I'll test that later today. =)
From what I've seen, though... Casting Protective Spirit then Reversal of Fortune will always activate Reversal of Fortune second, which I believe is the opposite of how other enchants work. This leads me to believe that Reversal of Fortune will always trigger last, but I'll check to be sure. I'll have the results posted after class today. (Raine Valen 17:45, 19 August 2008 (UTC))

Typo[edit]

As noted by the [sic], the description has a typo. Enchantment Spell. For 8 seconds, the next time target ally would take damage OR life steal, that ally gains that amount of Health instead, maximum 15...67...80. Sjeng talk 08:12, 29 January 2010 (UTC)

Passive Damage[edit]

Damage is damage. No need to note. --JonTheMon 15:05, 19 April 2010 (UTC)

I thought a similar note was on most or all of the skill pages that it could apply to, but I only see it on Reversal of Damage, so yeah, let's get rid of it. Manifold User Manifold Jupiter.jpg 16:20, 19 April 2010 (UTC)

reference and skill[edit]

seriously doubt it's a reference to some film.. reversal of fortune is a pretty old/common term. Btw I don't really understand the popularity of this skill.. the heal is bleh, and I think this skill is why so many monks have energy problems. Roflmaomgz 03:52, 8 July 2010 (UTC)

You think it is "bleh" when it can heal for roughly 200, essentially negating any large single direct damage nuke? With 0.25s cast and 2s recharge? It just takes some skill to use ROF well instead of just randomly spamming it. I've been playing protmonk since GW beta and this has always been the first thing on my skillbar. - 91.153.31.161 07:15, 7 August 2010 (UTC)

Heroes[edit]

I am disappointed in hero usage of this skill. Not because my hero spams it, wasting all his energy (like the note says), but because I specifically made a build for the hero where spamming it would be fully maintainable and ideal. And the stupid hero doesn't spam it! He will sit there with full energy, this skill ready to go, not running around from being attacked, other allies taking damage in battle, and cast it only once per 10-20 seconds! He's not casting other things either; he just sits there watching his allies get hurt. What's even worse, if a monster is attacking this hero, he will run in circles until he dies, never casting this on himself (when it would be fully capable of keeping him alive indefinitely against moderate dps). Redscull 23:02, 8 March 2011 (UTC)

I'm reaaaally late to the game here, but you can assign a key for each of your heroes' skills, assuming they're one of the first 3 in your party. So just assign it a key and direct them to the right party member. Not perfect but better than once every 10-20 seconds. XxxRxxX (talk) 20:31, 19 March 2016 (UTC)

Hero usage as of feb 2019[edit]

Hey guys, so I just wanted to write down here the new way the hero uses this skill, so far I've been using it on low level(lvl 15) tahlkora, and will update as I go along to harder content, but so far this skill has become redundant. The hero no longer uses this skill, at all. I've been watching Tahlkora now with a full prot bar from ascalon to kryta throughout missions and walking and I can say for sure she does not use it, I'm not sure if this is because of the coding making it redundant or if she will only use it if a enemy is using a spike or something, but as said, so far the heroes do not use the skill. --CatCube O(=・ω・=)O (talk) 16:08, 9 March 2019 (UTC)

So I took Tahlkora with me into Bukdek Byway and gave her no skills aside from RoF. She did end up using it but it seemed like she only would when I was at low health, around 50% or less. Probably needs further testing I guess. Hero AI might've been changed to give precedence to other skills in the Prot line when a target is faced with substantial damage. 68.198.97.123 18:45, 10 March 2019 (UTC)

It could have been a good spell[edit]

The next time target ally takes damage, it's reduced by 15-80 and target ally is healed by 15-80

Atm it's just a gambling spell, especially in pve where it's almost impossible to predict how much damage a target will take. Wolfsen

It is a good spell. And it is very much possible to predict how much damage you anticipate your party will take because the wiki lists every skill on every monster in every PvE area. So you can plan your builds beforehand.
You are correct in stating that sometimes the spell feels like a gamble, in that it might negate only a 20 damage wand on one attack and then a 100 damage spike on another, but this issue is lessened in Hard Mode where every monster gains a level increase, and therefore a corresponding increase in damage, which means RoF becomes more likely to negate a high damage attack simply because everything deals more damage.
RoF is also a skill that scales dramatically with player skill, as in, a more skilled player can recognize what types of attacks/spells will deal the highest damage, and so can get better use out of RoF as compared to a low skilled player.
Lastly, many skills make sense only within the context of either PvE or PvP. RoF is a spell that works well in both formats but could be argued as having higher value in PvP simply because in PvE other forms of prot are not only viable but often preferred (Soul Twisters and Imbagons and the likes). Additionally, in PvE, particularly in hard mode, enemies deal a lot more damage than players do in PvP, so hard forms of protection (Spirit Bond, Protective Spirit) become more valuable than one time prots or soft prots. Soldier198 (talk) 19:52, 13 June 2023 (UTC)