The mechanics of the 2 spells, reveal fate and healing fate, needs to be carefully considered zhev. Maintaining uptime is not the issue because the enemy must drop 20% in health to trigger the potency effect of healing fate. If you cast it on an enemy that survives long enough to maintain uptime, it usually doesn't drop in health very fast, providing very little actual uptime for the effect. If the enemy has low enough health to trigger the potency effect often enough to maintain the triggered effect, it usually dies fast, limiting the number of triggers per cast. I don't even use healing fate, I use the aa version. My suggestion would be an improvement to the class and the potency amount, if added to aegolism could be tuned up or down. Leading with healing fate or the aa version and then running your combat spells, which will put healing fate on cool down makes it difficult to use on adds that have low hp to get a trigger. You do not have to agree with me, nor I with you, which I do not. Respectfully, it is likely we have differing play styles. This is the change I would like to see with the assumption that the developers will be reluctant to pass out more fervor and cb/cboc. If the developers want to add fervor and/or cb/cboc to aegolism, I am fine with that outcome. Healing fate in its current format is not a useful spell in my lineup.