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Old Apr 17, 2006, 10:38 PM // 22:38   #1
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Default Fertile Season

Working on my Mo/Ra
Quote:
Fertile Season
Description: Create a level 1...10 Spirit. For creatures within its range, every creature's maximum Health is increased by 50...350 and they gain +15 armor. This Spirit dies after 15...45 seconds.
5
Skill Type: Nature Ritual .
Cooldown Time: 60 second(s)
Casting Time: 5 second(s)
It mentions creatures in most ranger spirits. Does that means aggros as well?
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Old Apr 17, 2006, 11:38 PM // 23:38   #2
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As far as I know, it means all living things within the range of the spirit, whether it be human, charr, animal, or anything else.
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Old Apr 17, 2006, 11:42 PM // 23:42   #3
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Any player, any pet, any ally, and any enemy.

Great against spike teams.
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Old Apr 18, 2006, 06:06 AM // 06:06   #4
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Quote:
Originally Posted by SnoopJeDi
Any player, any pet, any ally, and any enemy.

Great against spike teams.
That makes the spirit next to useless for my healer. I thought it would be nice to give my party some temporary health boost. Monks hardily spike, and pug teams will probably don't have the sense to stay within its range.
I must find some use for this Mo/Ra. I though casting spirits would be fun, since rangers hardily use this skill.
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Old Apr 18, 2006, 07:19 AM // 07:19   #5
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symbiosis in case you are enchant heavy
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Old Apr 18, 2006, 07:57 AM // 07:57   #6
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Quote:
Originally Posted by Renegade ++RIP++
symbiosis in case you are enchant heavy
Since I always join pugs, the keep-up for and enchantment is to high for me. When someone starts taking damage, I have less than 2 secs to react. Even when I cast a heal every sec, they still tend to die. Keeping up an enchantment, with a -1 regen penalty, is hard for pug healers.
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Old Apr 18, 2006, 09:11 AM // 09:11   #7
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it doesn't need to be maintained enchants.

just a simple reverse of fortune can make a normal 50 heal into a very short 150 healthjump, enough to momentarilly save them from a spike so your healmonk can get a word of healing off or your guardian can land or your prot spirit..

Heck with all the eles with dual enchants sometimes tripple enchants it can easilly add 300 health to them. Going boon prot yourself you get an easy extra 100 health..., mantra of recall / peace and harmony on you and boom 100 health extra.

I use it as a staple in 4 man sf runs, makes a second monk unnecessary in most cases.

Last edited by Renegade ++RIP++; Apr 18, 2006 at 09:13 AM // 09:13..
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Old Apr 18, 2006, 09:47 AM // 09:47   #8
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Okay, I'll try that one. Now I just have to get to Ember Light Camp, for a visit to the skill trader
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Old Apr 18, 2006, 10:50 AM // 10:50   #9
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I sometimes (very rarely) will use spike trap when my monk is /ranger and I can't trust a group to keep the melee's off of me. Place it before the battle starts and try to stay on it (or remember where it is when your wammo runs way into the enemy's back lines), then kite when it gets used. Other than that, dryders defence or storm chaser if you're going to be getting hit with a lot of elemental attacks. Storm chaser is quite the unique way to deal with energy management.
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Old Apr 18, 2006, 11:08 AM // 11:08   #10
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Just note Creature does not include other Spirits anymore.

Anyway, if you are needing spirits, the team usually just brings a ranger completely devoted to keeping the wanted spirits down (called a spirit spammer).
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