Talk:Mystic Regeneration

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Iasha in Wehhan Terraces teaches this skill too...

Can someone add under notes weather this skill is included in the number of enchantments on you or not


I have a feeling that more people than just me are a confused about this but, why would they make this an Earth Prayers skill? As apposed to Mysticism? Im sure alot of people are a little annoyed on this. I also know that we wikilings cant do a thing about it.Dervish-icon.png--Raph 21:32, 15 September 2007 (UTC)

Opens it up for other professions, duh. — Skuld 21:45, 15 September 2007 (UTC)
I understand that, but i can see many builds for monks or other professions using something a bit easier,especially rangers and warriors who dont have any or few enchantments.--Raph User Raph Sig.png 22:55, 16 September 2007 (UTC)

I really hope this is either heading for a nerf (higher investment in Earth Prayers for maximum benefit) or a move to Mysticism, as I'm getting very, very tired of fighting invincible Earth Elementalists who can take out entire teams by themselves. Even a Mesmer isn't much of a threat with a five second recharge.Glenforder

They shouldnt be trying to interupt Mystic Regen, they should be aiming to int. Armor of Earth Armor of Earth with its 3/4 sec cast time and 15 recharge and Stoneflesh Aura Stoneflesh Aura with its 2 sec cast time and 15 sec recharge.
By interupting these they loose their ability to take low damage while loosing some of their health regen.
The other way to look at it is the mes should be using a interupt that adds to recharge time of the interupted skill such as Power Lock Power Lock or Power Block Power Block.
By using both of these skills a mes could stop the 'invincible earth ele' from using Mystic Regeneration Mystic Regeneration for 5...11...13 seconds and using Armor of Earth Armor of Earth and Stoneflesh Aura Stoneflesh Aura for 3...13...15 seconds.
Also by using Power Block Power Block to interupt Armor of Earth Armor of Earth or Stoneflesh Aura Stoneflesh Aura they would also disable all their 'targets' earth magic skills, for 3...13...15 seconds, which will most likely include their offencive skills. Therefore with 2 interupts a mes could completely shutdown a 'invincible earth ele'. Bertz

Sounds good on paper, but in practice these skills are cast while out of range of anything that might interrupt them just before engagement. They'll eventually have to refresh them, of course, but there won't be much left of you by then. Glenforder
or you just use disenchantment and diversion... if there's a mesmer there, then you have better ways of dealing with E/Ds. - Y0_ich_halt Have a look at my page 15:33, 22 October 2007 (UTC)
Well for power block you would just need to hit any earth spell which most of there offencive ones would be, and i chose this setup as power block is my elite on my Mes because of its ability to shutdown most monks/eles etc. as most will only use healing/offencive spells from one attribute.
Overall i was just showing people with less knowledge of GW or dont have a stupid amount of time to sit around and work these things out, a possible way to fight this build Bertz
ya, pb is nice. works everywhere in RA, so it's one of the elites of choice. - Y0_ich_halt Have a look at my page 15:09, 23 October 2007 (UTC)
but just because something can be countered doesnt mean its not overpowered, how is this skill balanced with any other "mending" skill, they should at least lower so that the +3/per doesnt come till 10 specced10:53, 29 November 2007 (UTC)
Compare it to Healing Breeze... it's not THAT much better... they are pretty close now, but Breeze can be cast on other people. SystemisFlawed
and mystic gives you +10, not +8, has longer duration and shorter activation... - Y0_ich_halt Have a look at my page 16:58, 6 December 2007 (UTC)
Mystic doesn't give you +10.... only if you have enough enchantments. I think quite a lot of people will find more use in breeze. Anon
sorry, i usually don't say this, but... no. - Y0_ich_halt Have a look at my page 20:05, 6 December 2007 (UTC)
Be nice, halt. xD It's obvious when someone thinks Healing Breeze > Mystic Regeneration, that they're not really sure what they're talking about. And as much as saying this fucks up my Water ele build, this skill should only activate on Dervish Enchantments. Otherwise it's just too abusable. RitualDoll 02:00, 2 January 2008 (UTC)
The idea for activating only with Dervish Enchantments is very nice. I can't stress enough that this skill needs a nerf. Changing its attribute is my favorite idea, but the Dervish Enchantment-only idea comes in a close second. I just want to see this thing changed. BmLeyt 22:32, 5 January 2008 (UTC)

[Reset Indent] And we also have another problem at least as bad as Terra Tanks - invincible Minion Masters. Changing this to only activate on Dervish enchantments would fix the secondary abuse just like a move to Mysticism, but would probably hurt Dervishes a bit too much (although that entire profession needs a good nerfing, but that's another discussion) and /D's would just take more Dervish enchantments along.--Glenforder 18:02, 14 January 2008 (UTC)

The page says it can be purchased from Kenohir in the command post, but I'm there now and I don't see it. BrainRotMenacer 16:52, 21 August 2008 (UTC)



bah, now my survivor build is useless. Ah well, back to the drawing board. Again. Silavor UserSilavorSigIcon.png 05:20, 8 February 2008 (UTC)

Why did they nerf it WHY!? Why do they have to nerf everything, was anyone sad because it could have more than 3 enchantments?? FFS why don't they stop Plohek 16:04, 8 February 2008 (UTC)

Because it's a lame skill and because it made you have like 15 regen or so with 5 enchantments, aka immunity to degen. Also don't freak out and think why they did it, kthx. Dark Morphon(contribs) 16:13, 8 February 2008 (UTC)
So there was ONE skill capable of giving players who filled their bars with enchantments immunity to degen. They nerf that why? Sorry for being really dense here, but I just never understood the nerf. =S Silavor UserSilavorSigIcon.png 00:36, 13 February 2008 (UTC)
because it kills E/Ds completely, because every stupid idiot just used this + 2 other enchants and AoB and BAM was near-invincible. - Y0_ich_halt Have a look at my page 12:51, 13 February 2008 (UTC)
AoB? If you're refering to Avatar of Balthazar that's just good synergy on a dervish. Although how an E/D uses Avatar of Balthazar is beyond me. And builds using just two other enchantments arent affected by the nerf at all. Silavor UserSilavorSigIcon.png 22:28, 13 February 2008 (UTC)
All the fuss about MR was so undeserved. In both the E/D and N/D builds it was regularly used it was not the main factor. Dark Bond and Stoneflesh Aura are much more important for these builds. These builds are now a bit more vulnerable to degen, but scrubs without any enchantment removal will still have to cry for a nerf to deal with them. --Longasc 22:39, 13 February 2008 (UTC)
Yes, it honestly is puzzling why they would limit a skill that, considering recharge time and other aspects, could potentially give a near-constant max regen, as long as one could reapply it. Also puzzling why the new limit goes up to 12, only 3 less than the max. The most puzzling thing, though, beyond the thought that there may be someone who does not see my sarcasm, is that people are complaining about the fact that they need a little more effort for an overpowering skill that now does a little less. Chaiyo Kaldor 22:42, 13 February 2008 (UTC)
A few things. First, about the N/D's, they are barely affected by this nerf. They carry a number of enchantments, including a certain one that causes immunity to conditions while minions are alive. So no condition degen. And those with hex degen, mesmers and necros, have enchantment removal easily available anyway. As far as I can see, this nerf most affected 55 farmers, because with +18 or so regen combined with SoA, 55ing was AFK-mode easy, being only countered by enchantment removal and life steals. If anyone carried more than 3 enchantments with them, they were either running a farming build, or some silly tank build. And those 'silly tank builds' were either in pve, which didn't get harder because of one nerf, griefing RA matches (thanks so much for dishonor ANet, now they can waste our time and we CAN'T LEAVE), or just haven't yet learned that AoB+6 enchantments does not help you win, who could seriously use some change of ideas, whether forced by a nerf or not.
In short: Nerf=good. Don't whine, if it affected you that much, you probably needed the build change anyway. 01:23, 14 February 2008 (UTC)

Farming monk = pwnt, srry but this skill was amazing, totally useless for farming now, and in pvp just use gaze of contempt to remove, it's unlinked, and if they're abusing this skill, they prolly have over 50% hp. I think A-Net is standing up for the retards who don't know how to compile a proper build/team, and penalizing the one's who utitlized this skill to it's full potential kthxbai -Icy- 22:12, 14 February 2008 (UTC)

Lol, recharge. Lord of all tyria 22:17, 14 February 2008 (UTC)
Yes, because a maximum of 12 regen is useless when you can reapply it before it runs out. I'm not trying to indicate that this is still the best skill ever, because of course it's not, but my complaint is that your (not anyone in specific, just the complainers as a whole) complaints are rediculous. "Useless" has been used twice here. Also, just because there are many skills, a few in particular that anyone can (and should) use, it doesn't gratify making uber enchantments. Combine this with Spell Breaker or, even more narrow, Vow of Silence, and you can avoid the removers like positive ions avoid each other (Yes, I did make that statement to see if anyone would laugh at me for it; yes, I would then laugh back at that person). To conclude, this skill's nerfage is a method of making a skill of potential invulnerability, if you are able to "compile a proper build," or use it to "its full potential" to one that is merely still awesome when using the above methods. Also, can we please introduce a GWW policy banning the terrible phrase-word, "kthxbai?" (Not serious, but still, just...don't) Chaiyo Kaldor 22:33, 14 February 2008 (UTC)

This still works for 55 farming in UW. With 8 in healing prayers and 8 or 9 (enough to get +3 regen per enchant) in earth prayers, you still have a constant +12 health regen (mystic regen + mending). Still only have to use Shielding Hands for groups > 9 smites. So in short, while this may affect other areas of farming which has one encountering degen, UW still has Mystic Regen as being a viable if you're an SS and my partner, QUIT TELLING ME IT'S NERFED! lol. IGN:Thirteen Thirtysven

It was nerfed tho ;P. Dark Morphon(contribs) 14:40, 15 February 2008 (UTC)
The first soul reaping nerf made ritualist primary MMs post huge QQ threads. Who's to say they're all going to start using their heads now? -Auron 14:42, 15 February 2008 (UTC)
...Someone explain to me please how ritualist primaries were QQing about Soul Reaping? o.O

And I don't have a problem with the nerf, it actually forces people to focus on better gameplay rather than having 6 other (near) continuous enchantments, mystic regen, and a res signet. Silavor UserSilavorSigIcon.png 00:10, 16 February 2008 (UTC)

Hmm, I was wondering why I seemed to have less regen when suffering from bleeding, burning and the likes. House Of Furyan 06:18, 16 February 2008 (UTC)
After playing for a bit longer I find I don't like this nerf much. Do we have some sort of Dervish based conditional removal spell or something plz. My Balthazar build is screwed up now. House Of Furyan 23:40, 16 February 2008 (UTC)
that's exactly the aim. - Y0_ich_halt Have a look at my page 11:27, 17 February 2008 (UTC)

This skill needed to be nerf and was actually used more by fire elementalist than dervishes themselves (fire attunement flame djin's haste and this skill which would give them plus nine health regeneration always).William Wallace 10:08, 23 February 2008 (UTC)

You DO realize that this skill isn't affecting a build like that at all? +9 regen is all the health a non-dervish can gain from this skill now. That's still enough to get everyone through the game, but now it's not enough to get you through PvP on it's own. Which I think is the real reason for the nerf to begin with. Silavor UserSilavorSigIcon.png 04:59, 27 February 2008 (UTC)
Not even +9. If you have a minor rune or even just a headgear with an Earth Prayers bonus (Which every derv concerned about his/her health should have), it goes up to +12 max for Derv primaries. Even then, 9 health regen which can be constantly maintained is no whining matter for professions with poor self-heal. Chaiyo Kaldor talk contribs 01:21, 28 February 2008 (UTC)
Every derv concerned about their health uses AoM. Antiarchangel 01:23, 28 February 2008 (UTC)
I meant more generally, as in attributes, but still. Aom and this? If staying alive equals win under given circumstances, said combination (with a little help from Eternal Aura, considering its ease of removal in PvP has already been established) will undoubtedly still be effective and only hindered, not completely nerfed. Once again, I laugh at the phrase "useless" when used in the current state of this skill. Chaiyo Kaldor talk contribs 01:36, 28 February 2008 (UTC)

As the skill screams "Nerf me harder!" -_-; It's still slightly over powered. It hurts that skill thing GW tries to keep in PvP by letting anyone who wants to be semi-invincible throw some starter, non-elite skills onto their bar, without a really significant investment in an attribute. Why not give it a recharge that is equal to the duration? At least then enchantment removal is some sort of feasable threat...--Srakin 01:10, 3 March 2008 (UTC)

Nerfed again.. 20:00, 6 March 2008 (UTC)

badda bing badda boomCoruskane 20:15, 6 March 2008 (UTC)

WTF @ Nerf. Revert plox. No need to kill the duration. This is too underpowered for pve now, and alot of farming builds depend on it. 23:18, 6 March 2008 (UTC)
But Anet doesn't like farming. House Of Furyan 23:19, 6 March 2008 (UTC)
How are you supposed to get items worth over 100 Platinum then? Its more like working towards an ebay community. This skill just had too mutch utility in it i believe. All they had to do is scale this skill better on earth prayers, giving those dedicated to earth prayers the same thing while lowering the power of those using this as a secondairy utility. SniperFox 23:31, 6 March 2008 (UTC)
NOW can I say 'useless skill'? I really like the idea of having it grow exponentially when you have high earth prayers. Now there are so many vulnerabilities to a lot of farming builds that many of them aren't really worth running. E/Me FTW Silavor UserSilavorSigIcon.png 00:23, 7 March 2008 (UTC)
(Edit conflict) Oddly enough, the most valuable pve items are pvp rewards. Also oddly enough, you also get items that are totally useless on a pvp character from said chest (skill tomes on a pvp-char anyone?). — Galil Talk page 00:26, 7 March 2008 (UTC)

Stop complaining and yes you can still keep this skill up almost constantly. Yeah, so you lose one second of health regeneration from this skill it still wil be used by almost every fire elementalist in game.William Wallace 01:07, 7 March 2008 (UTC)

Anet should just move Mystic Regeneration to Mysticism and change it back to what it was before the February 6 update.

Siril Frein 01:11, 7 March 2008 (UTC)

Ditto Murex pecten 03:26, 7 March 2008 (UTC)

I like the nerf myself, make its a pure Dervish skill(not counting if it gets remove) no other class can really spam it that badly,, oh yeah, thats why some "people" complain about it before it was touched, they could have use it on any class.--ShadowFog 13:25, 7 March 2008 (UTC)

Auron Bushi: eh now dervs are ganna have a bit of nrg management problems... lets face it dervs are a spell castor in a warriors position, the lacked the armor to prot them and needed the regen to sub for that. now however recasting this every 15 seconds (at 10 earth prayers, and yes the 5 seconds make a big diference) is ganna hurt. but i gues this nurf has been a long time comeing. not that it needed a nurf before but there was no doubt that a nurf was on the horizon. 12:35, 9 March 2008 (UTC)strike hard strike fast every strike first and last!


The change is good as now you can actually take a Derv down faster, and the E/D which IMHO were nooby cant survive as long =] --Cookie™ 16:05, 7 March 2008 (UTC)

ok not fiar yes it needed a nerf but its tooo much The Golden Arrow 00:42, 9 March 2008 (UTC)

Too much? It's still potentially constant +12 regen. Chaiyo Kaldor talk contribs 00:45, 9 March 2008 (UTC)

nerf's ok. i always used e/me in pvp and in pve (as a derv primary) it's still ok. killing farming is ok too (although i was a huge fan of the famous ids run). on the other side - as to the guys lamenting it was overpowered - USE A DAMN ENCHANTMENT REMOVER! i ran often a pretty nice E/Me in pve easy mode (alliance battle), i could stand against everything exept a mesmer, necro or (rarely) a good interrupt ranger. but it didn't happen often...

This skill is due for a rework[edit]

My primary character is a dervish, and even I said this skill needed a nerf, but I can't help but be a little vexed in the way that it was nerfed. I would have made it something like what lions comfort used to be, where your rank in Mysticism determines the maximum amount of regeneration you can have (say 4 + 1 for every 2 in mysticism or 6 + 1 for every 3 mysticism). No limits on number of enchantments needed, and it can still scale as it currently does per enchantment. My main reason for this would be that it puts a nice cap of about 10-12 on the skill, and requires a dervish primary to really be usable. The 5 second recharge was always just nuts, and it should have been 12 or 15 from the beginning. The duration was fine at 20 seconds, though nerfing the duration did tweak a few running builds, although not too seriously by any stretch of the imagination. Just requires you to actually pay attention instead of the massively overpowered dervish running of the past. But I digress from some of my other points. I strongly oppose moving this skill completely into Mysticism as that will free up attribute points. Think about it. Avatars are in Mysticism. no requirement for earth prayers.... hmmm...lets see. Either we end up with pure myst and scythe builds (don't forget mystic vigor) or we end up with the ability to use wind prayers skills. Harriers Grasp, featherfoot grace, pious restoration, are just a few that come to mind, and while not overpowered on their own have potential for some ugly synergy. Health regeneration (not as a primary heal, but as anti pressure) is really all that is lacking in wind prayers. I mean, it has snares, anti hex, featherfoot grace (which is wonderful if your not using mel as it makes blind either extremely energy intensive, or difficult to maintain, often both), as well as anti enchantment (though grenths aura got beat to hell... garbage with 2 sec cast time) such as rending aura.

With that said, I do not know if the current revision is a bad one. It is considerably weaker, but is it enough, too much, or is it within acceptable ranges?

Perhaps I am seeing phantoms in every corner should this skill be reworked, but I would rather not have this go wrong. If it gets buffed incorrectly it will be nerfed into absolute oblivion, and quite frankly, I am getting tired of the way Izzy and his crew seem to be using 8 pound sledge hammers to make minor adjustments. Kelvin Greyheart 02:18, 10 March 2008 (UTC)

So... you're saying you like it just as it is, at this moment? Because that seems to be opposite of how you've named this section. Really, though, I agree that putting this in Mysticism would severely disadvantage secondaries, but give primary Dervs more reason to run this, and that would off-put the balance. --Chaiyo Kaldor talk contribs 02:23, 10 March 2008 (UTC)
No, I am not saying I like it as it is. What I am saying is that I think it was nerfed incorrectly. The recharge was needed, and perhaps the duration as well (though honestly... is 20 seconds game-breaking for a regeneration skill with the current caps on it). In all seriousness though, this did little to a good portion of the builds that people considered to be "secondary abuse" Specifically 55s still running around with mending for 12-13 regen, and things like crit scythe sins and terra tanks which only had 3-4 enchantments in most cases. It definitely needed a nerf to the maximum possible regeneration, but I think that it could have been done in such a way to weaken it for secondary abuse, while still allowing it to be a powerful, but not overpowering skill for dervishes. (I personally think that 6+1 for every 3 mysticism is the best way to cap it. Its a better healing breeze, only for primary dervs, and for secondaries, it becomes comparable to a faster casting, longer duration healing breeze, that heals a little less quickly, and is self only). Kelvin Greyheart 21:16, 10 March 2008 (UTC)
I really agree that there are worse abuses out there that have deserved the 8-pound sledge for much longer (55 monks namely) ... OtOH, I also thought MysticRegen should have been an Elite instead (both b/c 12 pips for just 5_en, and so that it might have been Captured sooner in PvE and actually USED properly by the retarded Hero A.I.s). I've used a really niche D/P build for my amateur Drok Runs and in the first instance I used Mystic Regen...the Current "Nerfed" version and I still found it to provided more 'Pips' than I actually needed so I've been using "Never Surrender" @ 10_command instead b/c more than 4 pips is still more than I need. ...I'd like to think that means I've adapted and that it's not just b/c I'm used to playing the much more underpowered Paragon sets too.
PS: The only Change to it I would suggest is to distribute it to more PvE mobs earlier in the game(also properly code the AI to use it) and Let the "silent majority" decide themselves if it's a joke now since opinions will vary quite a bit when they're forced to counter a power like this one. --ilrDervish

how i would liek to see MR : reverted back to max 3 enchants, 20 seconds, 1..3..4 regen, the recharge doesn't matter, 1/4 cast.. that would provide +9 health regen at the cost of 10 energy every 20 seconds, which is reasonable imo>.> (and more energy for the other enchants ofc). now its just been oblivionized :s Close Impact 17:00, 5 May 2008 (UTC)


You know for the dervishes that primarily used this skill for 130hp dervishes...ITS gone 130hp dervs are ruined! Why the hell did anet nerf it? Cuz of useless pvp? Is that why? For the people that took time and energy to stack there enchants in pvp, They were using both sides of there brains.. now its nerfed and it cant do fucking shit now!!

-Pretty sure that's because you were a complete moron to begin with. Please go play WoW. - ArK

Fuck you Ark =)

130s were not all that powerful to begin with, and you can just use 13 earth prayers now. You have sups on everything so it really isn't going to kill you to use 13 earth. Unless you were suffering from fairly significant degeneration its the same as it always was. Kelvin Greyheart 22:28, 11 May 2008 (UTC)
you know thats the problem. some farming locations did include massive degen. 11:27, 4 June 2008 (UTC)
i got a tip for you. learn making your own builds, or simply adjust to the new farming meta, shadow form. Y0_ich_halt User Y0 ich halt sig.jpg 13:43, 4 June 2008 (UTC)
and, maybe, just maybe, anet wanted to lower inflation just a tiny little bit by making farm builds useless, because it's farming which is causing inflation. gee, mmo devs always try to get rid of farming as well as possible since it's bad for the economy. - Y0_ich_halt User Y0 ich halt sig.jpg 13:45, 4 June 2008 (UTC)
Unless your suffering from degeneration greater than about 10 you can still tank 5 foes if you time your attacks properly. 4 foes in HM. (obviously that depends on what type of weapon they use) Also, most of your degeneration comes from hexes. If you work at it it is relatively easy to time things with Vow of Silence, combined with holy veil, so that you can maintain near immunity to hex-spells. Now if you are still getting hit with heavy degeneration, why are you trying to farm an area with that much bleed/poison/disease/burning with a low-hp invincible build in the first place? The build has few weaknesses, and mystic regeneration basically said up-yours to one of them. Find a different spot, or adapt your build. As far as inflation goes...I won't venture into that can of worms while there is still Ursan Blessing to contend with. Kelvin Greyheart 23:22, 4 June 2008 (UTC)


wee finally my farming build works again :D ¨¨¨¨

woah 32 pips of regen :D - Byakko User Page 00:09, 13 June 2008 (UTC)
but only 10 max-- 21:02, 13 June 2008 (UTC)

WEWT!!! FrKING FINALLY!--User Raph Sig.pngRaph Talky 01:00, 13 June 2008 (UTC)

This skill NEEDED the nerf, ESPECIALLY in PvE! Sigh. -- 03:28, 13 June 2008 (UTC)

make that last E a P plz.....u gotta be kidding was it needing the pve nerf?--User Raph Sig.pngRaph Talky 03:30, 13 June 2008 (UTC)

Sorry, you must be one of those people who doesn't believe in balance for fun in a PvE play style. It's just not worth my effort for your kind. -- 03:54, 13 June 2008 (UTC)

Good news for Farming Bots!William Wallace 05:29, 13 June 2008 (UTC)

Woot, this skill's finally back to its formar glory ShoGunTheOne 05:40, 13 June 2008 (UTC)

PvE became even easier, I don't see why insane buffs like this are needed. SniperFoxUser SniperFox IconSmall.gif 11:15, 13 June 2008 (UTC)

because not everyone plays ursan and this skill is somewhat important to counter degen in solo builds ShoGunTheOne 12:33, 13 June 2008 (UTC)
Guildwars was never intended to be a solo play game in the first place. SniperFoxUser SniperFox IconSmall.gif 12:45, 13 June 2008 (UTC)
Why were henchmen and heroes made, then?--Zakek Xek talk 13:14, 13 June 2008 (UTC)
Thats not quite solo isn't it? Eventhough they're henchmen, they can still form a team. SniperFoxUser SniperFox IconSmall.gif 13:20, 13 June 2008 (UTC)

anyone who doesnt like this update should look back at when mystic regen was at its peak, with no enchant cap and stapled in 20 sec duration...THAT, was overpowered. Hey, when it comes to pve, just be damn glad that there is still an enchant cap, and that the duration depends on earth prayers. Basicly, if you dont like it, TOUGH--User Raph Sig.pngRaph Talky 13:33, 13 June 2008 (UTC)

I like the recharge on it now, but they should still keep the cap at 3-4 X_X; next thing you know drops will be reverted to how they once were XDD!

well that would just be plain ridiculous :P--User Raph Sig.pngRaph Talky 23:06, 14 June 2008 (UTC)

Its still gailishly overpowerd now. Seriously anet. its not funny seeing you destroy PvE by buffing back every skill that needed a nerf just because ppl QQed -..-Oni User talk:Oni 16:07, 17 June 2008 (UTC)
I am inclined to agree. The skill originally needed a nerf, and the 3 enchantment cap was kind of weird, but acceptable I guess. What bugged me was the duration. Ther recharge needed to be 12 to 15 seconds, but the duration was fine at 20. As it stands its still expensive (though usually worth it) to invest in this for normal use, but 55s, 130s, etc can effectively ignore the increased cost over time becase they have eseentially infinite energy anyways from balthazzar's spirit and essence bond. Once again I find myself stating that this skill needs a rework. Once again I propose, no limit on enchants (won't be needed if you read on), 20 sec duration, 12-15 second recharge, quarter second - 3/4 second cast, have it scale as it currently (and always) has, and finally, have it be a limit of 6 regeneration + 1 for every 2-3 ranks in mysticism. This makes it a very strong self only healing breeze for dervishes, and a decent self fast cast healing breeze for dervish secondaries.
What dervishes lack in trickery or raw power (those not falling under this category definetly lack good self-heal), they deserve to have in god-mode. It was told that they seem to be immortal but actually only close to it. And this does not perform anything else. Noctarch 08:30, 23 June 2008 (UTC)
Everyone stop whining about it. Its still 10E which means that almost half the energy bar is gone. That leaves a chance for 3 attacks, then your screwed. Put enough conditions and energy loss and you can easily pwn a derv. Let the monk heal you, its only good in PvE if your are soloing or running with VoS, which is a cripple in itself because you cant cast anymore enchantments and your team cant cast on you either. Its not overdone. AND you can't cast this on anyone else! If that was true, I would scream for a nerf, but its only usable on the caster. Its fine for what you can use it for. /THREAD 19:16, 7 October 2008 (UTC)

Need to List Trainer[edit]

Don't know how to do it, otherwise I would.

I found another trainer for this skill in Jokanur Diggings, instead of end-game with Torment.

Cheers. 16:49, 15 October 2008 (UTC)

Did you already have it unlocked? If you did then it would be available from all nf trainers. --mira castillo 16:56, 15 October 2008 (UTC)

Hero bug[edit]

If your hero only has this skill to heal him/her, will she use it outside of combat? 'Cause it doesn't seem like my hero will use it unless there's an enemy to fight. --JonTheMon 16:14, 22 August 2009 (UTC)

max 8[edit]

Does this mean it takes affect max from 8 ench or you have max 8 regen?

It means that it adds however many pips of health regeneration per enchantment (The maximum set of pips you can receive is 8 (so if you have 4 pips per enchantment and you have 3 enchantments, you will have 12 health regeneration, with a max of 32 pips of regen for 8 enchantments.) Hope this helped. 23:04, 12 July 2010 (UTC)