Talk:Word of Healing

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Over Buffed[edit]

After that last update do you think this skill is Over-buffed now???? Like this make ZB obselete.. except the healing prayer support skills aint too good. Hybrid mebbe. 02:55, 9 November 2007 (UTC)

I think it may have been a bit over-buffed, abuse it while you can. 03:06, 9 November 2007 (UTC)
Should a Protection Prayers elite heal better than its' Healing Prayers counterpart? -- Gordon Ecker 03:13, 9 November 2007 (UTC)
No, but that doesn't mean they'll change it. And I'm sad they picked this skill to buff and not one of the ones that ACTUALLY never got any use. Like Healer's Covenant and Healing Burst. Burst would even be an easy buff; just get rid of the touch range or the energy loss. =\ Disappointed with this update. RitualDoll 03:28, 9 November 2007 (UTC)
Monks who like to heal loved this update. So many healing builds became so much more viable. I still have a hard time targetting myself with WoH simply because it's been around for so long I am used to the old one. It is a huge heal when under 50% - which is what it should be. You might say over buffed but the reality is healing prayers doesn't have the utility of protection prayers so while the skill is powerful there is a huge loss for using it. ZB can still run a full prot bar, be more energy efficient (appearently) AND run Gift of Health so, no, this does not make ZB obsolete. Healing Touch just died. Dancing Gnome 06:37, 9 November 2007 (UTC)
This can cause the same problems as ZB, for 5 energy only. Hybrid builds are the answer. This skill was fine in PvE and while it was not great in PvP, it was more due to the dominance of protection there than being a bad skill per se. RitualDoll is also right about OVERbuffing this skill and leaving things that are not used like Healer's Convenant and many other totally unused skills unchanged. This skill heals for 125 at 12 healing prayers, can be used on everything and everyone, maybe they try to give us Healer's Boon and WoH as alternatives to the nerfed Light of Deliverance, I still do not like this buff, and during the week we will see more and more examples of crazy monk healing, their healing and self-healing is just too good now, too powerful. --Longasc 10:00, 9 November 2007 (UTC)

Also feels it might be over buffed. If the heal, plus conditional heal topped out just a shade over 200 it might not be such a big deal. As is though, at 14 healing, 236 healing! It needs to be toned down some, just making it able to target the caster was a big enough deal. Buddah668 08:47, 10 November 2007 (UTC)

Eh it screams overbuffed to me. Although when I heard WoH of all the skills in guild wars got buffed I nearly died. hundreds of useless skills and they buff WoH. But at 16 hp 13 df your looking at 306 hp of healing every 4 seconds for 5 mana... wow even at lower levels its extremely strong and will make monk hybrids very strong. Chukie1188 talk 11:30, 9 November 2007 (UTC)
I dont think this is over buffed now, just take a good look at ZB and compare. 14:26, 11 November 2007 (UTC)

I dont understand why you guys would call this skill "unworthy" of being buffed because there are other non-used healing preyer skills out there....Heres my coment to that - WoH has always been a PvE healing skill, and it was fine when it was used in that context. However it seems like you guys are missing half the point of the whole skill update....LoD. Now with LoD as a extreme nerf (which is mainly in referance to Heroes' Ascent), there was really no healing prayer skill that could take the place of LoD. So they took what they took away from LoD and put it into WoH. There just switching around the posiblities of the skills. And one more thing - In PvP Protections Prayers have always been a source of healing...have they not? Which defeated the purpose of being a healing prayer monk because protection prayers could in a sense, always out heal. So I this skil and, Healing Prayers in general needed a buff. This skill buff is just chanigng the way monks should have used thier skills in the first place. The preceding unsigned comment was added by (talk • contribs) 23:44, 10 November 2007 (UTC).

This is better than Glimmer. Heals for more, the only benefit glimmer has is a couple recharge and faster.... Glimmer has energy problems, you need to spam to get good heals out of it. This skill is a bargain - its like a 10 energy heal for 5 energy. It's one of the most efficient skills in the game because what it's supposed to do. I love it and will always use it. 08:34, 15 November 2007 (UTC)
Alright, can someone inform me exactly why Word of Healing is so overused in RA/TA lately? As a direct comparison to the standard ZB, lets crunch some numbers. Assuming that in both cases the target is under 50% health and neglecting divine favor from the equation (as it will be approximately the same in both situations), WoH heals 188 damage with 5 energy at healing 12. ZB heals for 150 with 3 energy at prot 12, though you need to have 10 energy to initiate it. This means that WoH heals for approx 38hp per point of energy, and ZB for 50hp. This means that when energy is taken into account ZB is a far more cost effective heal. Another advantage of ZB is that it is often used with a full prot bar (incredibly useful in RA/TA, more so than a healing oriented bar at least), meaning less splitting of attributes, so more points in protection. The downsides to ZB are interruption and recharge. That extra second recharge may mean a death in the party, and if interrupted then 10 energy would have been wasted instead of WoH's 5. Considering the quick cast times of each this is a negligible risk when not facing BHA, Migraine or similar. All in all I would consider them fairly equal skills, though ZB more useful more often due to its energy efficiency. I also do not see this as overbuffed. It heals only a small amount more than protection prayers number one heal, and was necessary to diversify the meta game in HA and GvG. (which at the time nearly ALWAYS involved an LoD monk)-- 17:52, 5 December 2007 (UTC)
Far too often do you miss 50% with zb, either your target dies and you waste energy or you hit them after they use heal sig or are healed by something else. with word of healing it doesnt really matter, it's only 5 energy. --Lou-SaydusUser Lou-Saydus Hail Storm.jpg 17:56, 5 December 2007 (UTC)
yeah, as Saydus said, with ZB the temptation is to wait until <50%health which results in often the target dieing or not getting the conditoinal energy regain Coruskane 16:56, 24 February 2008 (UTC)

Desert Missions[edit]

Due to the increased healing, reduced casting, and the ability to target-self.

The three desert mission: Elona Reach, Dune of Despair and Thirsty River have become more difficult.

Enemy Monks and Monk bosses can out heal henchmen parties.

In Thirsty River this means that Enemy monks res fallen monsters every two minutes.

Interupts skills or mesmer skills are now required --The preceding unsigned comment was added by User:Zephyr .

not to mention the 3/4 cast time is difficult to interrupt, what is the recharge time of your interrupts skills? Word of Healing's recharge is like 3s.Good luck with your interrupt. LOL
Well, just bring a BHA ranger, or have a hero or human with good reflexes to use Power Lock or DShot. -- Luigi User Luigi Sig.jpg (T/C) 03:56, 14 November 2007 (UTC)
Well, imagine some idiot in ur team run into several groups which have like 2-3 sage keep casting WH on each other.... i believe most interrupt skills recharge time is like 10-15s, consider u and ur hero will miss and/or situation like u and ur hero use interrupt skills at the same time to same target ... be realistic... good luck again
BHA is a Factions skill, and heroes require Nightfall or Eye of the North. Eulenias Dunham needs Diversion. -- Gordon Ecker 04:48, 14 November 2007 (UTC)
Diversion is not a bad idea, the only thing is that u got to make sure the next spell ur target use is WH. If not, unless u have bunch of other interrupt skills, u will have to wait for 12s, which is 3-4 heals
I'll try these missions with only henchmen and prophecy skills. Most people never solo'd these missions way back when anyways, real players were always better. 08:20, 15 November 2007 (UTC)
Lol imo just run 4 ppl with glyph of sac+ MS, problem solved. Dark Morphon 12:41, 21 December 2007 (UTC)

Just another example of how failed to consider all aspects of the game before making rather large skill adjustments. --8765 19:01, 25 December 2007 (UTC)

Srsly, bringing an underused elite back in the game is more important than keeping some stupid missions easy, stop failing less and get a good party, problem solved. Dark Morphon 09:16, 29 December 2007 (UTC)
Most people have already completed the desert missions, but it's not everyone. They likely need to rely on henchmen, especially if they don't have NF. And the desert mission are not stupid; they were meant to prepare players for PvP type gameplay. And apparently WoH has gone from underused to overused. It's a start, but should follow through and improve the many other underused skills. --8765 18:42, 15 February 2008 (UTC)

Considering this skill since the improved buff[edit]

Although I do agree bringing in an underpowered elite back into play is a very important thing, but still there comes a point when it becomes overpowered. Since the buff of this skill, it has eliminated all of the other monk elite skills in Pvp whatsoever. You no longer see players bringing Zealous Benediction or any of the other monk elites (maybe glimmer of light); so that alone should give whoever is balancing the skills out in the game a hint that maybe it is a little bit overpowered when it has replaced every other other monk elite in play.Highway Man 06:53, 2 February 2008 (UTC)

That's because all other good monk elites were nerfed, some have been buffed lately tho so WoH isn't alone anymore. Dark Morphon(contribs) 14:10, 15 February 2008 (UTC)

What else is being used anymore besides this skill. A few of the other monk elites were buffed but no where near as good as this skill. Air of enchantment-never seen it used in pvp and probably never will, Amity never seen it used and probably never will, Aura of Faith useful but the two second casting time and minus one energy degeneration hurts it too much when compared too this, Balthazar's pendulum - never seen it used and probably never will due to it being in smiting prayers, Blessed Light-see it on occasions but still the monk in pvp generally blows out all of their energy way too quick, Boon Signet- not used anymore sense bonders are no longer used in the metagame, Defender's Zeal never used to it being in smiting prayers, Divert Hexes sometimes used but too situational to get the full affect from it, Empathic Removal useful but with only a very low amount of healing gained not too practical when compared to this skill, Glimmer of Light-you will see used on occasions and is possibly one of the other skills that has a use when compared to this skill because of it's almost impossibly interrupt time, Healer's Boon -sometimes used but not often, Healer's Covenant-never seen it used ever, healing burst-too much of risk on healing your team, Healing Hands-recharge time is too long, Healing Light- way too low health gain and the recast time hurts it when in comparision to this skill, Life Barrier -bonders are dead in the current metagame, Life Sheath-your starting to see some use out of it but the one second casting time makes it unpopular, Light of Deliverance -used but very low health gain for the party, Mark of Protection-don;t need to explain how bad that skill is, martyr- only useful if you can remove conditions off of you fast enough, peace and harmony- when did this skill existed and really plus one energy regeneration is...., Ray of Judgement- smiting prayers which means it will never be used, Restore condition-one of the elites that is even more useful than this skill is, Scribe's Insight- only useful in pve, Shield of Deflection- can only be cast on one member at a time, Shield of Judgement- smiting prayers so it's only used in farming builds, Shield of Regeneration- the buff to healing breeze made this skill obselete, Signet of Judgement-smiting prayers so it's never going to be used, Signet of Removal- sense it's a signet no divine favor bonus healing and too conditional to make full use of it, Spell breaker-smiting prayers.. again, Unyielding Aura- fun skill to used but not practical at all with it's three second casting time, Withdraw hexes- way too expensive and can end up disabling that skill for almost a full minute, Word of Censure-smiting prayers again, Zealous Benediction= which Word of Healing is far superior over so actually your only looking at three good monk elites that can even compared with Word of Healing.William Wallace 10:54, 23 February 2008 (UTC)

This is almost an essay and comparing almost all monk elite spells. If you try to make a point, it got lost. You should post this on a forum, longish texts and debates do not work too well on a Wiki Talk pages. --Longasc 13:02, 25 February 2008 (UTC)

Who said I was debating and no it's not long you just have to learn to analyze skills better than just saying 'it sucks or something' more. All it was is just a comparison as to what elite monks are useful and actually looking at which monk elites are actually used instead of just saying there are other monk elites that are starting to be used in play (also being worth while). There is only one other elite monk skill that has the potential to compete with Word of Healing and that is Restore condition and if you disagree with me go ahead and post it but support it by in game facts.William Wallace 00:57, 26 February 2008 (UTC)

Lol @ Spell Breaker in Smiting Players. 06:07, 6 March 2008 (UTC)

Heroes suck.[edit]

They never use this skill. They prefer the dumb orison and words of comfort to the 100+ healspike. Ninjas In The Sky 08:37, 30 March 2008 (UTC)

Really? I gave it to Ogden and he uses it all the time. I've heard unconfirmed rumors that they use the leftmost slots first, so that might be worth a shot. KrelusDerian 03:14, 13 April 2008 (UTC)
Healer's Boon to heroes. Best healing skill anywhere, in my opinion. Ninjas In The Sky 15:37, 14 April 2008 (UTC)
I gave it to Dunk and he used it as his norm heal, mabey you gave it to Tahlk (protect hero) or a hero of another class...User Dogzrdogz Sig.jpg Dogzrdogz talk
I think they fixed it, it works great now. Gj ANet. Ninjas In The Sky 12:08, 4 August 2008 (UTC)
I believe that the hero monk will wait until the target is below 50% to get full use out of it.


With 16 Healing Prayers, 15 Divine Favor, and a target below 50% Health, this skill heals for 302 Health. You can do this every 3.75 seconds, to yourself and any ally. The description might as well be "Elite Spell. Immediately and completely replenish target ally's Health for almost no Energy cost and have the chance to do it again before they take much damage." Ever since the update that [over]buffed WoH, I have seen one monk who used a non-WoH elite (ZB), as opposed to probably dozens of monks who used WoH + Patient Spirit (and my team defeated the team with the ZB monk very easily). Speaking of WoH + Patient Spirit, I haven't seen very many of these monks actually use more than those two skills to support their entire team. Today in FA I encountered a WoH monk who was able to use only those two skills and keep his entire 8 man team at near full health for at least 5 minutes. Somehow I think the ability to heal an 8 man team without even using all your energy or more than 2 skills is not supposed to be part of the game. The only way to beat a WoH monk now is get lucky using a disabling skill like Diversion and spike them to death while they're down. With such a fast casting time, interruption is virtually impossible unless you use Migraine or something extreme as that. [Notice that the only skills I mentioned that defeat WoH monks are mesmer skills.] The very LEAST Anet can do to make this skill not completely imbalanced is create a PvP version that isn't buffed to the point of near invincibility. It doesn't matter as much if it's overpowered in PvE because the point of PvE is to have a challenge and win anyway because you always have an advantage. The point of PvP is to see if you can beat the other team, who should have neither more nor less an advantage than you. --The preceding unsigned comment was added by User:He Who Likes Arrows (talk).

daze. 14:15, 13 September 2008 (UTC)

Given thast HB is the most populkar HP elite, you might have it a bit wrong... Anyway, there are skill feedback pages on the anet portal. You can direct your ideas there. Backsword 22:02, 13 September 2008 (UTC)
WoH needs to stay this powerful until the overpowered offensive components of the game get toned down. Right now pure healing isn't even viable. ~Shard User Shard Sig Icon.png 22:04, 13 September 2008 (UTC)
Daze + Arcane Conundrum = 3 second cast time + Any hit for interrupt. An A/Me can do this with two skills and keep going. Or a Me/A, but the elite would be spent on a daze-inflicter. Or better yet Signet of Humility + Arcane Conundrum will make trashing WoH monks a cakewalk for Me/? while saving your elite slot. Everything has a counter, and Mesmers are the bane of monk builds like this. Jaaz 20:38, 9 October 2008 (UTC)
When was HB the most popular monk elite? It used to be THE heal bar for HA, but WoH's showing up more and more there, too, and already outclasses HB in every other format.
Also, I prefer ZB to this any day. 200-point heal for 3 energy? Count me in! Patient Spirit is pretty awesome, but ZB monks get RoF, which is comparable. Oh, and all your prots have breaks at 14. Many people say "WoH is the only way to solo monk competitively!", but ZB is a competitive alternative. User Raine R.gif Raine - talk 22:13, 20 July 2009 (UTC)
Diversion. --SoraMitsukai 04:23, 22 December 2008 (UTC)

You wont believe me but ive never seen an elite that wasnt countered by SoH strange isnt it ? Lilondra User Lilondra Eviscerate.jpg*poke* 13:43, 12 October 2008 (UTC)

True, but I have seen plenty of more SoH disabled by D-shot regardless of how many attribute points invested into fast casting.William Wallace 08:15, 16 October 2008 (UTC)

So i herd cancelcasting signets costs no energy ? Lilondra User Lilondra Eviscerate.jpg*poke* 16:27, 16 October 2008 (UTC)

The only reason I run Signet of Rejuvenation is to pwn rangers in arenas, tbh. I'd so much rather have SoA or something in that slot. :/ User Raine R.gif Raine - talk 00:49, 21 July 2009 (UTC)
dude your not doing enough damage and/or pressure if he can keep his team up with only patient spirit and WOH. as for counters... KD, (which if your playing right will kill him unless he brings balanced stance or something.)Backfire with cover hexes, give him some energy problems with say energy surge and/or burn.... etc etc Materia user 00:32, 31 July 2009 (UTC)
d00d, ewe sownd liek a dumazz. --Jette User Jette awesome.png 00:47, 31 July 2009 (UTC)

Too Much[edit]

This heals for way too much for it to be even considered remotely balanced, the unconditional heal should be lowered and the recharge lengthened by a second or two. Weaponmaster 06:26, 20 October 2008 (UTC)

Even if it is imba this is one of the skills keeping the monk class alive.In a few nerfs people wont bother taking monks and just rage with pure power vs pure power because prot got nerfed and there is no way monks can keep up with the pressure (top monks dont count) :) Lilondra User Lilondra Eviscerate.jpg*poke* 15:35, 24 October 2008 (UTC)

Monks are woefully underpowered in PvP anyway. Only a few very good monks can keep their team alive with all that hexover, conditionover, brutal damage, knockdowns and interrupts for more than a minute. With a derv reaping easily half of a players health bar in a single hit (300 dmg is common) not even WoH can cope remotely with this. BTW, a monk lying on the ground or suffering from daze or migraine/frustration is not useful at all, even with WoH healing 600 health every second. -- 18:06, 8 November 2008 (UTC)
Monks need a BUFF. monks should be the powerhouse healers, as compared to the ritualist healers which should just be support healing/protection.-- 14:50, 5 December 2008 (UTC)
Why won't we just have monks heal 1000 hp per second! That way nobody can die! A monk shouldn't be able to heal all 8 party members... Maybe 3-4 or 5, but not all 8.

rape this skills recharge. make it 5-7recharge. Still a spike heal but not spammable. In its current form its a relatively high healing spell thats spammable on allies even above 50%. On foes below 50% its like infuse health. There is no way to fuckup on using this spell since it wins no matter how dumb you are at using it. This skill is, Heal Other + Infuse Health with self targeting, 50% the energy cost and no health lost for the exchange of ~ -25% healing. Heal Other cant be spammed cause its high energy and you cant even target yourself. Infuse Health cant be spammed cause of high energy and 50% health loss and you cant self target(for obvious reasons ofcoarse). I give you WoH, the only skill you will ever need.--Justice 08:04, 9 February 2009 (UTC)

You do know that damage easily racks up to 200 every 3 seconds not inclusive of conditions even in small arenas? In 8v8, the amount of damage far exceeds what even HB and RC combined, and HB and RC are well-known for powerhealing capabilities. That's why people tend to bring extra support like PwK or even an extra monk because there's too much damage in the meta atm. If you say WoH is OPed, that's because you haven't monked in PvP. If you nerf WoH, people are going to bring extra defense from elsewhere, because that's the only way to cope with offense. 08:24, 9 February 2009 (UTC)
^That. The only thing you would encourage by nerfing WoH is more homosexual layers of defense leading to more and more boring metas. Isn't rawr's build boring enough for you folks already? They pack literally 4 healers and a defensive hexer into their build simply to deal with all the damage in the game. If you nerf WoH, they (and other guilds) will be forced to take 5 healers and a defensive hexer or something more stupid. -Auron 08:28, 9 February 2009 (UTC)
If WoH gets nerfed we will see things like warrior, ranger, stand rit, bsurge, snare mes, monk, monk, rit runner. 08:39, 9 February 2009 (UTC)

Then you two aggree that WoH is needed in its current form cause peeps can cause too much dmg? In your own words Auron, buffing a counter for something isnt balance. Nerf WoH and other healing skills and eventually they will nerf the damage skills. One thing has not changed in guild wars where damage and healing has, how much health a character has. More skills equals more potential for lethal combos which in turn means monks(in general) need more healing to counter huge spikes. Anet ultimately needs to give players a 100hp buff or reduce dmg and healing by ~25% --Justice 09:35, 9 February 2009 (UTC)

We are saying damage and healing has to be buffed or nerfed together. Thanks for repeating that fact. However, damage has to be nerfed first, else the meta will be filled with 5-6 defensive characters in one team, which is dumb, boring and stale. 09:41, 9 February 2009 (UTC)

im sorry i forgot to add this, There are rez skills in guild wars for a reason...really alot of them. Players are meant to die, they arnt immortal just cause there is a monk around. I came to that realization in Vanqing. If 4 of 4 live vs a 4monster mob I was badass and the game is boring. If 2 of 4 dies it was still a win. If all 4 drop and enemey is still standing then my team needs to improve our "AI" and that makes the game a lil less boring.--Justice 09:42, 9 February 2009 (UTC)

There's a reason no one takes reusable resurrects in PvP. Vili User talk:Vili 09:45, 9 February 2009 (UTC)

Death Pact, Flesh of My Flesh, ive even seen restore life and vengeance--Justice 09:48, 9 February 2009 (UTC)

The fact that players can be resurrected doesn't justify how riticulously quickly they can be killed off without 9001 layers of defense. That would be like saying Seering Flooms is fine becauase you can always use Light of Dwayna/Lively Was Naomei/Restoration to bring the whole party back anyway. In PvP, sans single-target spikes, by the time it's necessary to use hard resurrects that usually means you're starting to lose. Vili User talk:Vili 09:52, 9 February 2009 (UTC)

And what apparantly was repeated by me, damage in guild wars as a whole needs a debuff. My guess would be around 25%. A skill should either be spammable with low dmg or high damage with moderate recharge. The fact that 4-6 players can spike someone dead says corridination. "Guild Wars is a game of skill". Death Penalty is another thing that could probably use a debuff so active rezing isnt soo obsolete like i think your trying to say.--Justice 09:59, 9 February 2009 (UTC)

I really hate how players comment so adamantly on things they have little to no understanding of. Justice, you obviously don't know how high-level PvP like HA/GvG/TA works, and even in low-level PvP like ABs, CMs and RA if you think hard resses justify having more damage. Perhaps if you would actually avail yourself with those forms of PvP before commenting it would so help both you and me, for right now it is so tiring trying to argue against your fallacious arguments. 10:03, 9 February 2009 (UTC)

wtf is wrong with you? go breath in a bag--Justice 10:35, 9 February 2009 (UTC)

I'm sorry, but this skill is way too easy to dshot. If a monk has any reasonable pressure in RA, he'll probably cast it every 3.75 seconds, time it right, and release after three, you'll interrupt it 9/10 times. Interrupting by skill is neither spamming nor reaction time, it's all in knowing when your enemy is most likely to use skills. As to why this is relevant, with skills like Lingering Curse and the like keeping the generic "Red Bar go UP!" builds from healing effectively, and BA turrets now being the current Flavor of the Month, It's now pretty tough having to be a WoH user in general. This skill is powerful, but to say overpowered? That's a debate. Dshot is OP'd though. PowerGamer 15:51, 18 February 2009 (UTC)

seering flooms is balanced because you can predictably dshot it Vili User talk:Vili 22:17, 18 February 2009 (UTC)
Too bad dshot isn't target 1...5...the whole team. It might actually beat that. SF is a high energy skill that does ridiculous amounts of burning and really good damage. But when there's only one of them (especially against a ranger) then the dshot ranger has the edge. PowerGamer 15:54, 19 February 2009 (UTC)

TexMod Icon[edit]

For anyone who uses TexMod, you can use this picture [[1]] for a new skill icon. It looks pretty good for in-game play. (ikimono...i forgot my password)-- 14:48, 5 December 2008 (UTC)


Should the article titled word redirect to here? I personally see ppl type "woh" but over vent and such, people usually say "word." It's not an abbreviation exactly, but rather a jargon. --8765 01:15, 4 March 2009 (UTC)

Done. We keep jargons like pot. Vili User talk:Vili 01:28, 4 March 2009 (UTC)
lol, How does Pot link to PwK?? Unless you mean pot as in jar/jug....but still theres other ashes that could also mean pot.....Oh well :P
How many of those other ashes are actually used? 22:12, 17 May 2009 (UTC)
Quite many of them, if you are a primary Ritualist. Mediggo 12:07, 20 May 2009 (UTC)

AI after May 14th update[edit]

Does anyone know if the hero AI was updated to properly use this skill after this most recent update? Kind of an expensive skill now that the non-conditional healing has gone down. Not really an issue if they use it properly (below 50% health), but might be worth swapping out for a different elite if they don't. P.S. I have no idea where this is supposed to go, since it involves the AI, the update, and the skill, so if this needs to be moved, feel free. Freedom Bound 11:59, 15 May 2009 (UTC)

Probably not, since heroes have issues with some other previously updated skills. But then again, we can't really know... And yeah I think this conversation belongs here. :p Mediggo 12:01, 15 May 2009 (UTC)
this skill never changed its "function" thus heros will use it normally and effectively (unless it's thier "only" heal...) 12:30, 15 May 2009 (UTC)
Heroes never used it that well anyway. Give heroes Glimmer, Burst, or Boon. Or just use a N/Rt with OP rit heals. Karate Jesus 20:21, 15 May 2009

May 14th Update[edit]

ok... I have no issue with this being tweaked... the only issue is that people who don't know how to use the skill properly will now have a harder time with the skill... which is 100% ok with me! - SabreWolf 15:52, 15 May 2009 (UTC)

i can kill monks easier now which is good because monks are overpowered still Burning Babies 11:52, 20 May 2009 (UTC)


I noticed this bug during an RA match with a wammo party member. We lost the match, but it still annoyed me when he wasn't healed for more than 94+df despite being below 50% 19:43, 10 July 2009 (UTC)

Isn't that working as designed? Surely 50% health refers to "original" health rather than buffed health? --snogratUser Snograt signature.png 19:45, 10 July 2009 (UTC)
Doesn't specify. We could always report it as a bug and see what comes back as the verdict. Freedom Bound 19:46, 10 July 2009 (UTC)
Are you sure you're taking the DF into account? It checks for the 50% after DF. --JonTheMon 20:20, 10 July 2009 (UTC)
Yeah, that's accounted for. "Finish Him!" has the same problem. Emmett 00:40, 11 July 2009 (UTC)
What is meant by "original" health? Does it refer to base health (level * 20 + 80)? Are morale boosts and death penalty counted? What about unconditional health bonuses and penalties from equipment? What about conditional health bonuses from equipment? -- User Gordon Ecker sig.png Gordon Ecker (talk) 05:34, 11 July 2009 (UTC)
original health as in health the target would have at the beginning of the match, ei: insignias and runes. All I know for sure is that it doesn't trigger the conditional if the health is above 50% of the normal health (600/2=300) but less than any buffed health ([600+248]/2=424). 04:36, 15 July 2009 (UTC)
Health is health, if this doesn't trigger below 50% every single time, it's a bug. ~Shard User Shard Sig Icon.png 05:22, 15 July 2009 (UTC)
On a related subject, someone please get rid of the stupid Deep Wound marker that turns part of the health bar grey. You can't make an accurate texmod to put a 50% marker in there. If they really want to alert people to it, they should just make a unique condition marker, like a lead attack icon or something, but with an arm cut in half. Makes it hard to tell when I can use WoH and other 50%-health skills. --Jette User Jette awesome.png 05:59, 15 July 2009 (UTC)
Then stop being bad.
Alternatively, add a second 50% health bar to your texmod that takes DW into account. =P User Raine R.gif Raine - talk 00:46, 16 July 2009 (UTC)
I'm a terrible monk.  :< And that wouldn't work unless the target has 500 or less health by default, and even then I'm not sure. If deep wound always cut off exactly 20% health without the 100 health cap, it'd be easy. --Jette User Jette awesome.png 00:57, 16 July 2009 (UTC)
So tell all your teammates to run sups until they have 500 or less. My war has 495, tbh. User Raine R.gif Raine - talk 01:18, 16 July 2009 (UTC)
I barely play the game anymore, I just whine about problems with it on the wiki and sometimes make mods for it. I swear I spent more time figuring out how to make all these stupid new photoshop filters work than I did playing in the past month. --Jette User Jette awesome.png 03:06, 16 July 2009 (UTC)
When I cast Protective Spirit, a smiley appears above my head. ~Shard User Shard Sig Icon.png 03:15, 16 July 2009 (UTC)
brb, putting awesomeface on the spirit bond animation --Jette User Jette awesome.png 03:28, 16 July 2009 (UTC)
LOL♥ User Raine R.gif Raine - talk 19:56, 16 July 2009 (UTC)
Also! Even if the DW indicator on the health bar doesn't cut off exactly 20% of a person's health, the remaining health shown should equal 100% of the person's total health with DW accounted for; therefore, half of that should always be "50% health", regardless of how much base health they had. User Raine R.gif Raine - talk 21:58, 20 July 2009 (UTC)
That would make sense. But I think that's part of the problem, the health bar doesn't adjust properly so it's not always at exactly the 40%/50% mark.  :/ I will try it when I get some time though. It's not that important with WoH, since I tend to use if the person' getting close to 50% rather than only if they're under it, but for stuff like Signet of Lost Souls and "Finish Him!" it can be useful (especially since FH gets more kills than wail of doom). --Jette User Jette awesome.png 22:20, 20 July 2009 (UTC)

Disputed section[edit]

Armed only with WoH, Koss, BiP, Endure Pain, and the -1 degen torch, I have confirmed the bug either doesn't exist, or doesn't trigger under the circumstances listed. Unless someone else has reason to believe it does, I'll remove it in a day or so. --Jette User Jette awesome.png 04:38, 3 August 2009 (UTC)

That was quick. Only took 25 days for someone to actually test this 'bug'. 08:26, 3 August 2009 (UTC)
Like Jette I took my war (base HP of 515) into the isle with Defy and Endure (vaulting upward to 1,145)... I equipt a vamp blade, Signet of suffering to bleed myself and took a hero monk... At any time I was below 550ish yet still way above my original half value of 263ish I obtained the conditional benifit from word of healing... I think this disputed tag happens from the delay that occurs on the health bar after someone has used defy or endure... 19:10, 18 August 2009 (UTC)

not that pro[edit]

takes alway ray of judgement, which is pro Kurz Hates Challenge 06:08, 16 January 2010 (UTC)