Spell Icon Word of Vigor  


1: Increase Hitpoints by 817. Max: 1273

Details   Raw Spell Data, Lucy Spell View

Mana: 651 Skill: Alteration
Casting Time: 4.5 Recast Time: 1.5
Fizzle Time: 1.5 Location: Any
Time of Day: Any AE Range: 60
Deletable: No Blockable: Yes
Focusable: Yes Dispellable: Yes
Interruptable: Yes Target Type: Group v1
Spell Type: Beneficial Source: Live 01/19


Cast on you: You feel vigorous.
Cast on other: Soandso looks vigorous.

Game Description

Mends the major wounds of everyone in your group, healing between 817 and @1 hit points.

Items with this effect

Quick Facts

Spell: Word of Vigor


Ruins of Kunark

Post Comment
not always bad
# Mar 02 2006 at 10:09 AM Rating: Decent
In my experience, which admitedly ends at level 50 atm the group heals are extremely useful when you have a melee, hybrid centric group. Especially when CC consists of everyone grab your own mob heh. Usually aggro generation isnt too much of a problem and if there is an extra mob that aggroes MT can usually pull im off pretty quick. I dont imagine this will continue for too many more levels as the mobs will get too tough but so far so good.
# Feb 11 2006 at 3:04 AM Rating: Decent
24 posts
Where can i find this stupid spell ?? I have been looking ALL over.. camping mobs, even checking the bazaar and leaving barter up... plz help me.. thx !!
# May 05 2006 at 2:54 AM Rating: Decent
109 posts
SInce FV has become a haven for the dark races the people who used to be there have moved into the ruins of Drolvorg Fort I think it is, look at in-game map and u will see a bridge. Cross bridge is where most of merchants that sell spells are.

Try checking there.

Hay I need help
# Aug 05 2005 at 5:20 PM Rating: Decent
Were could i find this spell could i find it on a seller??
Advice for using this spell
# Jun 10 2004 at 6:29 PM Rating: Decent
This is a great spell for healing in between fights if 3 or more people have taken light to moderate damage (such as when the mob has a damage shield on). However, if you choose to use this during battle, be warned: this spell gets you some insane aggro (duh, you just healed the entire group dummy), so I'd say only use this during battle if you have one mob b(s) is/are rooted Otherwise you're just askinand the tank has a firm hold on aggro and/or the mog to take a beating, and dead cleric = dead group. On LDoNs it is even more imperative that you stay alive because there is noone else around to rez you unless you happen to have a high-level necro or pally with good rezzes.
RE: Advice for using this spell
# May 28 2005 at 9:25 PM Rating: Default
This fine spell use to heal 620hp for 750mana before the great SOE revamp. Quite an improvement and just another example of how us Veterans not only deserve but have earned those special Vet AA's.

There is a good and bad time to use any spell. Group heals are most efficient when used after using your Divine Arbitration AA (Look it up and put this on the top of your AA shopping list). Agro is very,very low if you do it this way.

A good example of this is let us say you have a group of 6 and your Shaman just hit his Cann. and is now 50% hp. Your puller just rounded the corner with 3 mobs in tow and is hurt with 21% hp remaining. Your Main Tank starts to get busy with the first mobs incoming and takes opening hits and is down to 73% health. Your Chanter & Druid are also taken down to 60% while putting the Add's on Ice.
Ok so far we have a puller at 21%, Shaman at 50% and main Tank at 73%, Chanter & Druid at 60% all within a matter of Seconds.

Puller 21%
Main Tank 73%
Shaman 50%
Chanter 60%
Druid 60%
You are Full.

Now if you just pop off a group heal here you will generate some serious agro with all 3 mobs. In Addition if you decide to start chain casting fast heals this will also generate agro.

This is the classic time to use Divine Arbitration (DvA) followed up with a group heal. The DvA will even out the group damage to let us say around 70% and you will follow it up with a group heal A.S.A.P.

You will generate very little Agro if done as I have outlined.

Your other option is to <barf> dink around and let the Druid and Shaman help you heal which personally makes me ILL to even think about.

The reason why they give Shamans all that extra mana is because so much is wasted on healing a groupmate I just healed :)
OH and a Druid that spends his time meding back the Mana wasted by healing a groupmate I just healed is a Druid that is not Over Nuking a Mob wasting Your Mana :)

Just my thoughts on When to use a group heal and why with some added points to my feelings about backup healers doing my job.
RE: Advice for using this spell
# Jul 04 2008 at 11:52 PM Rating: Default
679 posts
Divine Arbitration can not be acquired until you are level 61 but after that this advice sounds good .... smile
May your life journeys in Norrath, Azeroth and on Earth be smooth.... be safe... be happy... be well...
RE: Advice for using this spell
# Sep 09 2005 at 8:26 PM Rating: Decent
of course you strat could only be done if you HAD DvA... seeing as how this is a lvl 52 spell i doubt most clr's will have DvA at the time they get this spell or even till later on when theres better spells.
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