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Old Mar 07, 2005, 09:42 PM // 21:42   #1
Lion's Arch Merchant
 
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Default Fertile Season + Deep Wound vs. Guild Lord?

I've read a few things about Grenth's balance and a few nec/* or */nec as assassins. Well, in looking at something else, I wondered if Fertile Season (ranger) had been used in combination with Deep Wound yet?

It seems that a level 12 Fertile season will increase all creatures maximum HP by 476 (or close). As I understand, Deep wound does damage and lowers maximum HP by 20% of the maximum opponent HP, but the health and maximum come back when the Deep Wound ends.

Well, effectively Fertile Season adds 95 damage to a Deep Wound, and with a guild lord (say 2000 HP because I have absolutely no idea) that's about 500dmg.

So, if you can lower the Guild Lords hp to the 5-600 range with two Grenth's balances while getting fertile season up, a deep wound could almost finish the job, maybe with a vampiric gaze or two thrown in for good measure.

Too complicated? Too situational? I think it could be done VERY quickly with 3 players, and still in under 10 sec with assassins. The limiting factor becomes time for Fertile season to go up. If that is prepped while the necs are lowering their hp, it could be done VERY quickly I think.

Matt

*edit because I just thought that Guild Lords may not be considered creatures For that matter, is it intended to only work on animals? From what I have read Edge of Extinction works on players???

Anyway, what about Fertile season in combination with a deep wound and Fevered Dreams? That's a very good amount of AoE damage.

Matt

Last edited by Rellok; Mar 08, 2005 at 08:35 PM // 20:35.. Reason: Changed title for more description
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Old Mar 08, 2005, 05:16 PM // 17:16   #2
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Default I'm guessing no

Either it doesn't look very effective, or no one has tried it.

Oh well, just a thought

Matt
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Old Mar 08, 2005, 08:05 PM // 20:05   #3
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Quote:
Originally Posted by Rellok
Either it doesn't look very effective, or no one has tried it.
Or perhaps a lot of people do like I do, and simply never read threads without descriptive titles unless they've run out of other things to do (or are avoiding what they should be doing at the moment )...
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Old Mar 08, 2005, 08:36 PM // 20:36   #4
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Point well taken, I need to pay more attention to my titles.

Matt
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Old Mar 08, 2005, 10:47 PM // 22:47   #5
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20% is 20%, doesnt matter how much life your target has...so if you use Fertile season + Deep wound your target will have more life than if you'd only use Deep wound.
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Old Mar 08, 2005, 11:29 PM // 23:29   #6
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Default I don't think so

(Nature Ritual) Suffer 5% Death Penalty. For 30..78 seconds, every creature's maximum Health is increased by 50..474

I don't think it raises current HP any. Deep Wound from what I have seen does damage equal to 20% of the target's max + it lowers their max HP by 20%.

So if you raise their max HP a bunch, 20% of more is....well.....more.

I probably have something mixed around. But this is the way I belive that Deep Wound has been working.

Matt
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Old Mar 08, 2005, 11:32 PM // 23:32   #7
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Fertile Season raises current health as well as max health. So do most other skills that have the "raise max health" ability.
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Old Mar 09, 2005, 02:13 PM // 14:13   #8
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Default Really?

Well I suppose that more matches how Deep Wound works too. Ok, well thanks for the info.

Matt
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Old Mar 09, 2005, 07:22 PM // 19:22   #9
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Would it work that well? Since Fertile Season give YOU a health boost too, then just using Grenth's Balance off the bat wouldn't be that effective.
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Old Mar 09, 2005, 07:25 PM // 19:25   #10
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Default nope

This whole idea was based on the thought that a skill adding to your max health did only that, and didn't in fact also add to your current health.

Since it apparently does also add to your current health, this doesn't work at all.

Matt
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