Divine Intervention

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Spell Basics

Spell TypeBeneficial
SkillAbjuration
Mana500
Target TypeSingle
Casting Time6
Duration10.0 mins
Recast Time90
ResistUnresistable (0)
Fizzle Time2.25
Range to target100
InterruptableYes
ReflectableYes


What is it? Divine Intervention is a spell (which takes 2 emeralds to cast), has a 2 minute refresh and lasts a base of 10 minutes; the length does increase based on both AA and focus extension as mine lasts 18 minutes.


What does it do? It works as a potential insurance policy for our tanks. When a tank has ths on them and they get under 15% health (1-14% specifically), DI does a *check* to see if it will fire or not.

If it fires, it heals the tank back up a certain percentage, and the spell wears off - giving a "worn off" message to the person who cast it.

If it does NOT fire, it can still fire later on until the tank either dies or is back up above 15% health.


Question - how can a tank die then if he had DI on? Answer - DI only has a chance to work if the tank is between 1-14% health. If the tank was at 15%+ and then got "1 hitted", he'd go straight from 15% to dead and therefore DI would never have a chance to fire.


What can we do with this spell? We have AA's called Unfailing Divinity 1, Unfailing Divinity 2, Unfailing Divinity 3.

Each rank of this aa gives DI a greater chance to fire when a tank is low health.


How important is Divine Intervention and Unfailing Divinity aa? It's important enough that ALL clerics should have Divine Intervention memmed in their spell set on ALL raids.

It's also important enough that ALL clerics who have the DI spell need to get Unfailing Divinity 3 as quickly as possible.


What does proc rates look like for Unfailing Divinity? I can't speak for parses on UD1 and UD2 however, I can give some recent information about my personal casts of UD3.

Here's my 2006 stats over a one-month timeframe when we were in progression mode. Mar 24-30: 46 DI casts (31 DI fires) = 67% Apr 1-9: 29 DI casts (23 DI fires) = 79% Apr 10: 13 DI casts (12 DI fires) = 92% Apr 11-22: 33 DI casts (24 DI fires) = 73% Apr 23-25: 26 DI casts (19 DI fires) = 73% Total casts = 147 Total fires = 109 Effective rate = 74%


What does effective rate mean? It basically means that 3 out of 4 times that I personally cast DI on someone, the tank gets low enough health that my own DI will fire, potentially saving his live (hence divine intervention).

What this also tells us is my DI alone is going off a LOT ... aka our tanks are hitting lower than 15% a lot. This can be a sign that we need to modify things in our chain or spamming techniques but it can also be a sign of the damage that our tanks take in a single round, or how much damage the mob can potentially do.


What can we do to utilize DI more? There are a couple things off the top of my head I can think of:

1) Mem this spell for all raids 2) Get into the habit of casting it on tanks before fights - MANY times lately we've gotten extremely lax and only MA, SA and RT (sometimes) gets DI cast. If it's a hard fight where we know we're going through tanks, it's worth casting it deeper in the tank chain. 3) Focus more on whose casting the initial, pre-fight DI's. - When we are using a chain for the fight, it is MUCH more preferred to have the chain clerics cast the initial DI's, leaving the spamming clerics free for recasts during the fight. - This is due to the 2 min refresh. If only spammers cast theirs before the fight, then only chain clerics have it up to recast if it drops, and they'd have to jeopardize the chain to cast theirs. Obviously this is NOT efficient. 4) WATCH healer channel before you cast it on someone to see if that person already got one AND always announce your DI's before you actually cast them. - You can easily step on each other's DI's - meaning 2 clerics now can't refresh it for 2 minutes instead of one.


What about the expense of casting it? Emeralds don't come cheap, especially when it takes 2 emeralds per cast.

Most guilds reimburse clerics for emerald use - usually by plat but also by stacks of emeralds.


How many stacks should I carry on me for raids? That is up to you, however, some carry 100-200 at a time, which is only a stack or two now that emeralds stack to 100 per stack.

It also depends on how often you want reimbursement. The fewer you carry, the more times you have to restock.

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