Divine Intervention
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Divine Intervention
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Enchantment Spell. For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and that ally is healed for 26...197...240 Health.
- Concise description
Progression | |
---|---|
0 26
1 40
2 55
3 69
4 83
5 97
6 112
7 126
8 140
9 154
10 169
11 183
12 197
13 211
14 226
15 240
16 254
17 269
18 283
19 297
20 311
21 326
|
Acquisition[edit]
- Nightfall
- Prophecies
- Abbot Ramoth (The Black Curtain, only during The False Gods)
- Ramm the Benevolent (Bloodstone Fen)
- Garr the Merciful (Aurora Glade)
- Gilroy the Stoic (Twin Serpent Lakes)
- Corbin the Upright (Riverside Province)
- Selwin the Fervent (Sanctum Cay)
- Kepkhet Marrowfeast (Prophet's Path)
- Barthimus the Provident (Cursed Lands (War in Kryta))
- Ambrillus the Guardian (The Battle for Lion's Arch)
Related skills[edit]
Notes[edit]
Bug.This skill does not prevent damage; rather, it heals the enchanted target to the stated amount when they would die.
- The heal triggers from any damage, health degeneration, health loss, and health sacrifice that would otherwise kill you.
- Heroes seem to only use this skill when an ally is around 25% health.
- Heroes and henchmen will use this skill on minions at low health.
Trivia[edit]
- The functionality of this skill has changed since its introduction; see its skill history for details.