Active Ability details for Divine Seal  

Jobs/Level:White Mage, lvl 15
MP cost:0
Duration:60 Seconds
Reuse:10 Minutes
Cast time:Instant
Target Type:Self
Description:Next healing spell will have increased power.

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# Apr 13 2007 at 11:17 AM Rating: Decent
6 posts
Suppose I subbed WHM on a RDM of sufficient level to use ProtectIV. If I were to use divine seal would it make the effect AOE? or is it only healing based spells like pralyna and curaga?
# Nov 17 2007 at 1:25 PM Rating: Good
199 posts
Divine Veil is level 50, so no. I don't know if this would work on WHM main. Since WHM main can use the AoE versions of these spells anyway, theres really no point in spending Divine Seal on them(unless you're supergimp lacking these spells >_>)

Edited, Nov 17th 2007 4:29pm by CoffeeAndApples
Divine Veil
# Mar 05 2005 at 6:56 PM Rating: Decent
106 posts
Does anyone know what the required level is for the new WHM Job Trait "Divine Veil?" I already have it. I'm just asking out of curiosity.
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RE: Divine Veil
# Mar 31 2005 at 8:29 AM Rating: Good
195 posts
Divine Veil you get at level 50, apparently.

I have to say, this new trait is a godsend. There were few things that could distinguish us from other possible "healing" classes in terms of status cures late game. This new trait gives us a whole new dimension in status ailment management.

AOE Paralyze? DS + Paralyna!
AOE STR Down? DS + Erase!

Truthfully, I never found much use for Divine Seal unless it was a Curaga Type spell after a gob bomb. With this trait, I've been finding myself using DS more and more.

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# Sep 17 2004 at 2:20 AM Rating: Decent
This reminds me of a story:

OK, I was in a party and the mob almost killed us all. I had 69 MP left and everyone was in the red. So, I used Mini-Benidiction, curing everyone in the party. I knew very well that the Pugil was going to attack me. However, I tend to "Attack" the mob, so I can see the melees fighting and also to help me cast spells in my List better. The mob got up close and personal, and I socked him in the mouth with a swing from my Federation Staff.

It died.
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RE: ha....
# Dec 19 2004 at 9:39 AM Rating: Decent
181 posts
now that's funny ..

and almost the same thing happened to me as a lvl 18 whm in Valkurm dunes. entire pt was dead as it was i was out of mana was like WTH might as well die fighting pulled out my decrions hammer and went after the damselfly two hits it dies i have 4HP left to my name .. lol.
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DS Curaga
# Aug 27 2004 at 4:46 PM Rating: Decent
2 posts
Can anyone tell me how to do a marco for DS and Curaga. I've have been trying to set it and it doesn't seem to work. Correct me if I'm wrong.

/ja "Divine Seal" <me>
/ma "Curaga" <me>

Now, i did have a /wait 1 between the 2 lines and it didn't seem to work. So i have it at this..and it just don't work. Or do i still have to have a enough mp to do the ja? I didn't think i need to have the mp. So please help =)
RE: DS Curaga
# Aug 28 2004 at 8:34 PM Rating: Excellent
103 posts
For most other Job Abilities, you don't need to wait. For example, when fighting IT mobs that usually resist a certain type of enfeeble, I have a macro:

/ja "Elemental Seal" <me>
/ma "Blind" <bt>

The Job Ability itself requires absolutely no mp to use, but if you don't have the 60mp to cast Curaga, then the spell won't go off.

On a side note, I really wouldn't recommend making a Divine Seal + Curaga macro in and of itself, as the hate it creates in battle is phenomenal.

I would much prefer making a Divine Seal macro and a Curaga macro separately. That way you can use Divine Seal for any healing macro. Also, the amount of time it would take to call 2 macros instead of 1 is quite small, and Curaga is by no means a fast cast to begin with.
Titan Server
RE: DS Curaga
# Aug 28 2004 at 12:35 AM Rating: Decent
Since it takes some time to cast DS on yourself, you should have a /wait line. Maybe before, you didn't make it wait long enough. Try increasing the time.

Also, you do need to have enough mp to cast Curaga (60, I believe). DS itself doesn't require mp. It only doubles the next healing spell; but it doesn't let you cast that spell for free. Also, make sure you're able to use DS - that it's not still too soon since last time you used it.

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DS vs Undead
# Aug 17 2004 at 1:26 AM Rating: Decent
This unfortunately doesn't seem to increase healing spells against Undead enemies. I tried to DS and Cure III a Ghoul and it did 123 damage. Cure III also did 123 damage without DS.

WoW (Khadgar server): Skorion, Rakka
help. WHM, severely frustrated.
# Apr 16 2004 at 1:47 AM Rating: Decent
186 posts
I really, really want to find out if this rumor is true or not. I've either been lied to a WHOLE lot, or people are just trying to convince themselves.

"It didn't before, but now Divine Seal + Raise gives you a higher % of XP back since the latest update."

"I was told by a level 75 JP player on the boat that it gives you a higher % of XP back when you raise, but only to (insert level here) and above."

I'm sick of the rumors and I'm sick of looking like a ****** when my group orders me to use DS before Raising... So does anyone know, FOR SURE, if at ANY level it actually gives any effect whatsoever to blow your DS on a Raise I (or II or III, for that matter)?

I tried it last night on two of my party members around level 45 (the monsters were IT), and from what I know of the XP loss when you die, isn't it that you knock off a zero (10%?) and that's how much you lose if you die (given no other factors, if you were to go to your HP without a raise)? If that's the case, my party members SHOULD have lost around 720 XP for dying, but they only seemed to lose around 460 or so. The factors that confuse me, though, is that they may have had "moghancement: experience" (which I've been told DOESN'T stack with Raise, serving to confuse me even more) or some other factor playing into why they didn't lose all that XP... or I might just not have any clue how much you actually lose if you die, or how much you save just with Raise I... and if there's just a random element to how much XP you lose, I will scream.

Not to mention I've always had the idea that the weaker the monster you die to is, the more XP you lose.

Square (or somebody) needs to CLEAR THIS CRAP UP FOR US! I'm tired of struggling with the math!
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RE: help. WHM, severely frustrated.
# Aug 28 2004 at 6:44 AM Rating: Excellent
103 posts
While having died at several different levels, I've found that usually the loss is under 10%, more like 9%. This is assuming there is no raise and the person is not using Moghancement: Experience.

Whenever you are raised, you regain 25% of your lost exp back.

While I have not verified the information with enough testing, I believe that the Moghancement: Experience prevents you from losing 5% of the exp you normally would.

Now for some (rounded) numbers:

- 7200 exp for lvl
- 9% of total exp lost when dying
- 5% less exp lost with enhancement
- 25% lost exp regained with raise

9% of 7200 = 648 - exp normally lost while dying
95% of 648 = 616 - exp lost with Moghancement

75% of 648 = 486 - total exp lost after raise
75% of 616 = 462 - total exp lost after raise with Moghancement

This works out to be 6.75% of the total exp without the Moghancement, and 6.42% with it, give or take.

As I said before, I have no concrete proof of these formulas, but I'd be willing to bet they're quite close to what the game uses.

To get back to the topic... Divine Seal does not in any way effect the exp you lose after dying. What I've heard it does do is decrease the time you're stuck with the death effect after being raised. I'd need more time and testing to verify this as 100% cold hard fact, but normally don't plan on dying at a specific number of HP, which makes this difficult to test.

Edit: Raise II and Raise III restore 50% and 75% of the exp you lose while dying, respectively, but only if you're high enough level (50+). These numbers would change the formula of exp you would lose.

Edit 2: After raising a lvl 8 red mage, I tried the Divine Seal + Raise trick, hoping it would decrease the death effect time. Unfortunately, it took a full 5 minutes for it to wear off. Much thanks to Lopyo on the Titan server for being my guinea pig. (^_^)b

Edited, Tue Aug 31 08:04:20 2004
Titan Server
RE: help. WHM, severely frustrated.
# Apr 16 2004 at 9:28 AM Rating: Decent
216 posts
DS before a raise might heal more hp than without but no it doesn't give more exp pts back. The person who told you that it started giving more exp back at a certain level probably meant raise II which starts to be beneficial at level 50 and up. Raise II a level 25 guy and it acts like a regular raise. I've noticed the exp lost during death doesn't always equal 10% tnl either and i have no idea why because that's what i've always heard the math was. The less experience pts lost moghancement was changed in the last update, i remember reading it in the list of stuff to go in, it now stacks with raise. There's no harm in DS before raising and the 10min downtime isn't that bad so if your party wants you to then no harm done but i'm not sure that it's helping any either :\ Sorry, only thing i can add with 100% surity is that the exp. moghancement DOES stack with raise now.
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Decreased weakened time?
# Mar 06 2004 at 7:15 PM Rating: Decent
I have heard that using Divine Seal does NOT change the xp loss but instead decreases the time that the raisee is weakened. This is completely unconfirmed by myself, just a rumor that I have heard. Please reply if you can confirm this.
# Feb 10 2004 at 2:27 PM Rating: Default
if you look at the attributes on this site, raise IS a healing spell, when you cast raise your healing skills go up. So, in theory, maybe not at lower levels, but it should work if DS increases healing spells.
# Feb 10 2004 at 2:21 PM Rating: Default
are bene and DS really the only 2 active job skills for whm? or only on this site? all the other jobs have atleast 4 or 5....
RE: <>
# Jul 17 2004 at 9:37 AM Rating: Decent
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# Feb 04 2004 at 5:27 PM Rating: Decent
436 posts
sorry but nice post heh. divine seal with raise? i never tried and never will. its for healing spells which means cures and curagas. not protect, raise, shell or anything else of that matter. and also, make sure you use it right after battle. when i see the enemy down to its last drop i divine seal and target with curaga. then when its defeated i instantly kick in curaga and for the exception of the galkans everyone has full health at lvl 25-30 and it only cost me 60 mp and not the use of my 2hr
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#Anonymous, Posted: Jan 20 2004 at 10:08 AM, Rating: Sub-Default, (Expand Post) If you use Devine Seal before Raise, the amount of HP/MP will be greater and the amound of Exp lost is less.
RE: Raise
# Jan 30 2004 at 11:29 PM Rating: Default
This rumor is NOT true and utterly baseless. I have tested this by having a friend kill himself, and then I raised him. Afterward, he killed himself again and I used DS to raise. There was absolutely NO different in exp regained. Both times he lost exactly 165 exp with both raises (lvl 8).

Some have said that it might not be noticable at that level... but even if that is true it would have to increase the exp gained by less than 1%! Even loosing 10kxp on a death would only yeild 100more exp. Considering that DS doubles heals, I think it is silly to think it does 1% with wishful thinking.

This is not something they would implement regardless. It would mean that if several people have died and you are raising, only ONE gets more exp in their raise. Or they could wait 10 min for DS to repop... That is both unfair and impractical.

Please do not post stuff you have no clue about. I have heard this nonsense before and it gets annoying to have people whine at me for DS raises when it doesn't do a thing. Just because "my friend said his friend said her friend said...", doesn't make something true.
RE: Raise
# Apr 16 2004 at 1:49 AM Rating: Decent
186 posts
While I'm inclined to agree with you, the rumors confuse me because I've been told that the combination doesn't work before level (insert level here)... so at level 8, if that was true, then your experiment wouldn't neccessarily disprove the rumor.

Thus my frustration continues. >.<
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# Dec 27 2003 at 7:48 PM Rating: Default
This ability works great with Curaga, as it will double the healing power for everyone. It will bring any baddies your party is fighting on to you, even if the other members use provoke. It will still attack you. Much like Benediction.
# Dec 27 2003 at 7:47 PM Rating: Default
If you have this cast, and use a Cure spell it doubles the spells potency. If you can heal Max 30 for Cure I then with Divine Seal it makes it heal 60.
#Anonymous, Posted: Dec 07 2003 at 10:08 AM, Rating: Sub-Default, (Expand Post) I have heard that if you use Divine Seal with a debuff, that debuff is more likely to stick.
# Nov 10 2003 at 2:25 PM Rating: Default
"Increased Power" is actually double power. I have yet to have it do more than double. Also works on group heals, and since Curega is a group cure 2, using this makes it a group 160hp heal. Nice heal, but watch the agro.
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