Exploring the Spirituality of 'Black Magic Woman' in 1991

By admin

"Black Magic Woman 1991" is a song performed by the American rock band Fleetwood Mac. The original version of the song was written and recorded by Peter Green in 1968, but it was given a new life when Fleetwood Mac covered it for their album "The Dance" in 1997. The song is a fusion of blues and rock music and showcases the band's unique sound. It has a catchy guitar riff and a distinctive Latin rhythm, which gives it a hypnotic and mysterious feel. The lyrics tell the story of a seductive and alluring woman who has the power to cast spells on men. Fleetwood Mac's version of "Black Magic Woman" features the mesmerizing vocals of lead singer and keyboardist Christine McVie.


How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

The full duration of a negate 12 seconds , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10 of your max life each 0. Suppression Field is the only DoT in the Dark Magic skill line and could very well be a good self-healing life-saver ultimate for when resources are all low for a Sorc Tank.

Magic suppression field

Fleetwood Mac's version of "Black Magic Woman" features the mesmerizing vocals of lead singer and keyboardist Christine McVie. Her sultry voice adds a sensual element to the song, perfectly matching the theme and vibe. Additionally, Lindsey Buckingham's extraordinary guitar skills shine through in his captivating guitar solos.

Sorc Tank -- Blood Magic and Suppression Field

Sorc's Blood Magic passive seems to be designed to synergize with Suppression Field: the former heals you for a percentage of health every 0.5 second whenerver you hit an enemy with Dark Magic abilities, while the latter is a Dark Magic ability that ticks every 0.5 second. But the Blood Magic heal seems to trigger only once per Suppression field, if at all (for some bosses, it doesn't seem to tick at all). Is this a bug?

Suppression Field is the only DoT in the Dark Magic skill line and could very well be a good self-healing life-saver ultimate for when resources are all low for a Sorc Tank.

PS: the visual for Suppression Field is also very inconsistent when used on bosses. Sometimes the purple bubble stays in place as should be, while other times it disappears when "target is immune" message appears ( I'm not trying to stun the boss of course , just trying to trigger the passive; the DoT is ticking normally though even after the bubble disappears).

#1 November 2018 Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you. Edited by Elwendryll on 21 November 2018 09:53

PC - EU - France - AD
Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
Guildmaster of Oriflamme: Focus on 4 player endgame content.
Member of Brave Cat Trade, Panda Division and Toadhuggers.

All 4-man trifectas - TTT, IR, GH

November 2018 Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

November 2018 Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds, on top of control, moderate damage, and ground effect negation. And no heal to your allies.

The healing morph doesn't proc the self healing at all.

The warden three doesn't stun/silence or deal damage. It doesn't negate the enemy AOEs.

I don't want to talk about pvp here, if there is a problem somewhere, it's earthgore soaking negate, negate should prevent its proc in my opinion, or at least not be affected.

But don't make me wrong, I was deeply disappointed when I realized only the initial hit procced it. I wish it was working with each tick.

Edited by Elwendryll on 29 November 2018 09:48

PC - EU - France - AD
Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
Guildmaster of Oriflamme: Focus on 4 player endgame content.
Member of Brave Cat Trade, Panda Division and Toadhuggers.

All 4-man trifectas - TTT, IR, GH

November 2018 Elwendryll wrote: » Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds, on top of control, moderate damage, and ground effect negation. And no heal to your allies.

The healing morph doesn't proc the self healing at all.

The warden three doesn't stun/silence or deal damage. It doesn't negate the enemy AOEs.

I don't want to talk about pvp here, if there is a problem somewhere, it's earthgore soaking negate, negate should prevent its proc in my opinion, or at least not be affected.

But don't make me wrong, I was deeply disappointed when I realized only the initial hit procced it. I wish it was working with each tick.


Because Dragonknights don't have immortality for 12 seconds and can solo Veteran Scalecaller Peak due to their Ultimate of Magma Armor.

November 2018 Joosef_Kivikilpi wrote: »


Because Dragonknights don't have immortality for 12 seconds and can solo Veteran Scalecaller Peak due to their Ultimate of Magma Armor.

Without group control, without AOE removal. With melee damage.

And what's wrong with Dragonknights having high survivability?

Edited by Elwendryll on 29 November 2018 15:53

PC - EU - France - AD
Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
Guildmaster of Oriflamme: Focus on 4 player endgame content.
Member of Brave Cat Trade, Panda Division and Toadhuggers.

All 4-man trifectas - TTT, IR, GH

November 2018 Elwendryll wrote: » Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.


The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds

Like Dk ultimate, only dk have it better, cause you still can die to a oneshot and they can't.

It cannot be seen, cannot be felt,
Cannot be heard, cannot be smelt,
It lies behind stars and under hills,
And empty holes it fills,
It comes first and follows after,
Ends life, kills laughter.

November 2018 Joosef_Kivikilpi wrote: » Elwendryll wrote: » Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds, on top of control, moderate damage, and ground effect negation. And no heal to your allies.

The healing morph doesn't proc the self healing at all.

The warden three doesn't stun/silence or deal damage. It doesn't negate the enemy AOEs.

I don't want to talk about pvp here, if there is a problem somewhere, it's earthgore soaking negate, negate should prevent its proc in my opinion, or at least not be affected.

But don't make me wrong, I was deeply disappointed when I realized only the initial hit procced it. I wish it was working with each tick.


Because Dragonknights don't have immortality for 12 seconds and can solo Veteran Scalecaller Peak due to their Ultimate of Magma Armor.

November 2018 Witar wrote: » Elwendryll wrote: »

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds

Like Dk ultimate, only dk have it better, cause you still can die to a oneshot and they can't.


I am well aware of that, but as I said in my previous message, you can't expect an AOE damaging and CC ult, with removal of enemy's effects, to bring immortality too.

PC - EU - France - AD
Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
Guildmaster of Oriflamme: Focus on 4 player endgame content.
Member of Brave Cat Trade, Panda Division and Toadhuggers.

All 4-man trifectas - TTT, IR, GH

November 2018 Elwendryll wrote: » Konstant_Tel_Necris wrote: » Elwendryll wrote: » Only the initial hit procs the heal.
That's sad, but that would be OP if all ticks were healing you.

How OP in compare to warden trees? And you can even irrigate it with Earthgore blood rain that's adds even more healing with ground effect soaking.
I wish if sorcerer tank ultimate healing have even third part of warden ultimate healing.
We have such low group support and now even overload bar was axed to Oblivion.

Give sorc tanks group synergy, we really need.

The full duration of a negate (12 seconds) , that stuns up to 6 enemies, damages all the enemies continuously, and heals you for 10% of your max life each 0.5 seconds. That would be a 100% heal in 5 seconds, for a total of 240% of your max health for the full duration. If you play with 40k hp, that's basic immortality for 12 seconds, on top of control, moderate damage, and ground effect negation. And no heal to your allies.

The healing morph doesn't proc the self healing at all.

The warden three doesn't stun/silence or deal damage. It doesn't negate the enemy AOEs.

I don't want to talk about pvp here, if there is a problem somewhere, it's earthgore soaking negate, negate should prevent its proc in my opinion, or at least not be affected.

But don't make me wrong, I was deeply disappointed when I realized only the initial hit procced it. I wish it was working with each tick.

Thats can be balanced via Synergy activation, like templar Nova have, but more just compare Negate to DK Ultimates

Standard of Might have moderate damage, decrease damage done to DK, increase his damage and those buff are separate from Major and Minor system, it also gives Shackle synergy for CC and damage have duration for 17 seconds and works with Combustion, World in Ruin, and Battle Roar for great sustain.

Or Magma Shell what basically make DK tank immortal for 10 seconds and on top of that's give group support via strong group shields, it also counts for Battle Roar resource restore.

And what Negate gives?
Just stun on NPC what not work on elite and bosses and useless if enemy have immunity up.

Warden Trees are cheap, warden have great ulti gen and what sorc tank can have? We need group support and utility.

Black majic woman 1991

"Black Magic Woman 1991" was well-received by both critics and fans. It became a fan-favorite and a staple in Fleetwood Mac's live performances. The band's rendition showcased their versatility and ability to make a classic song their own. Overall, "Black Magic Woman 1991" is a powerful and captivating song that combines elements of blues, rock, and Latin music. Fleetwood Mac's rendition adds their unique touch, making it a memorable and timeless track in their discography..

Reviews for "The Captivating Lyrics of 'Black Magic Woman' in 1991"

1. Roger - 2/5 stars - "I was really disappointed with 'Black Magic Woman 1991'. The storyline lacked depth and the characters felt one-dimensional. The acting was stiff, and I found it hard to connect with any of the characters. The pacing was also quite slow, making the movie feel longer than it actually was. Overall, I thought the film lacked the magic it promised and failed to deliver a captivating experience."
2. Emily - 1/5 stars - "I couldn't stand 'Black Magic Woman 1991'. The plot was confusing and poorly developed. There were many unanswered questions, and the film seemed to jump from one random scene to another without any coherence. The acting was subpar, and I found it difficult to stay engaged. The special effects were also unimpressive and amateurish. I would not recommend wasting your time on this movie."
3. Alex - 2/5 stars - "I had high hopes for 'Black Magic Woman 1991', but unfortunately, it fell short of my expectations. The concept had potential, but the execution was lacking. The dialogue felt forced, and the performances were lackluster. The story had several inconsistencies, and I found it hard to follow along. The cinematography was uninspiring, and the overall atmosphere of the film was underwhelming. It had its moments, but they were few and far between."
4. Sophia - 2/5 stars - "I found 'Black Magic Woman 1991' to be quite dull. The pacing was slow, and the plot dragged on without much excitement. The characters were undeveloped, and I didn't feel invested in their journeys. The film tried to blend genres, but it ended up feeling messy and disjointed. The soundtrack was uninspired, and overall, it just didn't deliver the thrills I was hoping for. It's definitely not a movie I would watch again."

The Fusion of Latin and Rock in 'Black Magic Woman' in 1991

Rediscovering the Magic: Santana's 'Black Magic Woman' in 1991