Tooltip of the Paladin class feature "Timely Intervention" says that "when healing allies with less than 25% of their maximum hit points..."
Unfortunately it doesn't work like this
I have 315k HP (35k base + 280k from buffs and items), so class feature should work when I'm under 78k HP, but it doesn't. Instead it works when I'm under 8k HP, which is approximately 25% of my base HP
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it works, but it is subtile. I tried with a tank of my guild. Here is what i found.
Say the tank have 1 000 000 hp (easier for calculus) and say i heal for 100 000 (no crit) and 225 000 crit (actually my divine touch heals around 85k with 180kpow no buff)
Timely intervention converts to hit points the barrier wich is already on the tank, before casting divine touch (or shelter or anything else).
So what does it means.
1M / 4 = 250 khp
250khp - 225kheal = 25 000 hp. this is the treshold where TI triggers
If i want to convert to hp a critical barrier, i have to crit heal my tank when he is only 25 000 hp. Then heal again to convert the barrier. This is veeeery low, even for a 1Mhp tank wich does not exist i guess.
So the best you can do is converting a normal barrier to hp. So :
1Mhp / 4 = 250khp the same..
250khp - 100kheal = 150 khp this is the new treshold for the passive to trigger.
If the tank is lower than 150khp, i may heal (no crit mandatory) for a 100k barrier, and tank is still under 250k, then heal again and the barrier is converted to 100k hp (no matter if i crit or not on the second cast).
The tank will get 100kheal from my first regular heal, + 100kheal from the barrier and eventually + 125k if i crit on second cast for 325k total heal and no barrier. With his previous 150khp + 325k, the tank is now 475khp if i crit on second cast. 350 if not. Since i raise ~400k barrier when i crit, i have no benefit using this mechanic.
And since i have 50% crit chances, it's tricky to cast 2 heals in a row without crit, so it's almost impossible to trigger in real situations.
So this mechanic is most of the time useless. I see 2 situations where it is eventually usefull
- you have very low heal capabilities or you raise barriers with "small skills" like cure wounds, so you do not have "to wait" for the tank to be veryyyy low hp to trigger this mechanics.
- on arcturia, if the cocooned player already have a barrier when he get cocooned, the first heal casted on him will convert barrier to hp and help significantly if the daily is not up and if the barrier was a critical one.
My english is not very good so i hope it is clear ^^ but what you have to remember is the key of this mechanics lies in the fact that an existing barrier is converted to hp, not the one to come with the heal you cast when the player is low life. And so if a player is low life with no barrier, it's useless since your heal will raise him above 25%.
And obviously, it is impossible for a player to get damaged while keeping the barrier active… except arcturia.