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Old Jul 28, 2005, 09:05 AM // 09:05   #1
Ascalonian Squire
 
Join Date: Jul 2005
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Default Healing seed flood Pvp

I've not actually tried it in combat, but what do you guys think about a Healing Seed flood in pvp?

Lets say you have 2 or 3 monks in your group (either sub or main), and each person casts healing seed on the other, so all of you have healing seed. Now, the trick would be to stay close together possibly with a ranger or even a warrior, because you would be hoping for an area attack of some sort (each such attack would heal everyone around you for about 70+ health). By sticking together, specific targeting would be more challenging, giving you a breif window of opportunity in the battle.

What do you guys think?
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Old Jul 28, 2005, 09:08 AM // 09:08   #2
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Such is a very basic essence of the healing ball that has been posted quite a bit. If NR is nerfed but enchant removal isn't buffed I suspect you'll be seeing a lot of teams sitting in the hall with this.
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Old Jul 28, 2005, 09:08 AM // 09:08   #3
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The problem with healing seed... it's energy expensive, long recharge, and easily removed by nature's renewal, which is almost a given in a tombs team nowadays.
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Old Jul 28, 2005, 09:09 AM // 09:09   #4
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cough*nerf
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Old Jul 28, 2005, 09:11 AM // 09:11   #5
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Well it was worth a try
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Old Jul 28, 2005, 09:16 AM // 09:16   #6
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Yea, the seeds and Healing springs, cant forget those. =p
P.S: I hate healing balls.
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Old Jul 28, 2005, 10:03 AM // 10:03   #7
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There is also the issue of healng seed not "firing" on drain-type of damage. So one could probably counter it by slapping on poison/disease/etc and then only doing spike damage which are larger than the heal.....and then healing seeds wears off/are removed and then you do your hacknslash damage.
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Old Jul 28, 2005, 01:24 PM // 13:24   #8
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Lingering Curse is very helpful.
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Old Jul 28, 2005, 01:57 PM // 13:57   #9
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As is chillblains...almost a necessity for the teams who are using spellbreaker and obsidian flesh.
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Old Jul 28, 2005, 03:54 PM // 15:54   #10
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I think healing seed is a response to smite builds. Smite relies on a bunch of low damage over an area while healing seed is the healing equivalent. Smite builds don't tend to run nature's renewal. Seed is also useful against rangers if you can cast it around renewal.

Healing seed and healing hands can be carried and played approapriately. Nature renewal does not mean one should stop carrying all enchants, simple that one should stop relying on them as primary strategy.
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