Divine Toll broken still?

I play a Hpal and I’ve noticed the last couple days of raiding that my Divine Toll will only generate 3 holy power. i have a macro for casting it only on friendly targets. but for some reason i feel like it either isnt hitting 5 times and/or is only generating 3 holy power instead of the 5 that it should be.

outside of raid. i cast it and i generate the 5 as it should be. but inside the raid, i only ever get 3. so maybe it has something to do with the raid? but that shouldnt make any difference…does it?

I’ve had zero problems with it till they “FIXED IT” with this last update. which just makes me believe they broke it in another way

what about everyone else, have you noticed this or is it something on my end?

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It’s been bugged since 11.1 — use the macro below and it’ll work somewhat more consistently.

Essentially, divine toll’s radius for holy shocks after the initial target is only 5 yards. IE. If you cast divine toll on yourself and only have 2 raid or party members within 5 yards, you’ll only receive 3 holy power.

This macro makes it cast on no one in particular, bypassing the bug and casting it on anyone within 35 yards, as intended.

The bug also only happens when using divine toll for healing. It works fine if you use it offensively.

#showtooltip
/cast [@none] Divine Toll
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Hero of the thread

it was bugged to provide 5 hopo and do double damage/healing

this was fixed

it sucks

what is the targeting for @none? will it hit a random character, enemy or ally? which is the “fix”?

I was doing keys the last two days without that [@none] macro and saw a number of times where Divine Toll was only healing 1 player. This bug is so bad it’s not funny.

My understanding is that casting it on a target it would only heal people within 5 yards of that player. Casting it with no target fixes that somehow. From my experience since using the macro, it targets a random friendly.

A random target that needs healing.

2 Likes

Update: this has been fixed, but divine toll is now bugged offensively.

If used offensively, or if used and there aren’t enough mobs/allies for all five targets, it will hit any mobs within its range, including those not in combat.

So be careful and don’t accidentally pull in M+ :grimacing:

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Can confirm this is the case. Bricked a +9 Rookery last night because Divine Toll kept pulling neighboring packs and the boss itself in the room of the first boss. Unfortunately, this means that Hpal is highly disadvantaged in a m+ setting where mob packs are nearby but are deliberately being avoided.

Third update: It’s back to being broken (the range issue). :melting_face:

^^^ Definitely broken again, was only getting 2-3 holy power on Heroic Gallywix even though we’re all stacked for the soak mechanics

Trouble is when we’re running Heroic Shadow Labs, we should always dismiss our pets or risk pulling the entire room.

Wait. This isn’t 2007, or Burning Crusade, we’re not Hunters and we don’t have pets.

How have they made running raids as a Holy Paladin give me flashbacks from 18 years ago?

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Why is it still not fixed, this is crazy !!

Still bugged for sure. Most of time in mythic+ I can’t see any healing in group when casting directly over friendly targets since begining of 11.1.

This makes hpaly quite vulnerable as the whole rotation of season 2 orbts over divine toll. Such a big concern as they are letting this issue unsolved for so long.

I can confirm that Divine Toll is indeed pulling random out of combat mobs in m+ dungeons. Fire Mage’s Sun Fury hero talent, Lessons in Debilitation, is as well. Both need to be fixed immediately.