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Old Aug 31, 2007, 05:40 AM // 05:40   #21
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It was a nice run Seed of Life. I have no idea why they nerfed this PvE skill, but is too bad to even bother bringing now.

GGs
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Old Aug 31, 2007, 06:59 AM // 06:59   #22
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Quote:
Originally Posted by Sword
its a pve only skill , it wont get nerfed

Quote:
Originally Posted by xDusT II
The same way Intensity, Necrosis and Elemental Lord weren't nerfed.

Seed of Life seems to only be worth it when used on a Bonder. For normal use, I find that Seed of Life works at it's prime when everything is attacking a singular target or tank, and when this is happening the need for a party wide heal drops majorly. The thing is that Seed operates best when it's needed the least.
You are right my friend. Basically its a bad "skill", and bonders to my opinion do not require a lot of skill unless mobs start smashing the bonds each second, at that point the bonder will become useless, (rightfully). Demote passive play.
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Old Aug 31, 2007, 10:43 AM // 10:43   #23
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AHAHAHAHA - this is soo funny
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Old Aug 31, 2007, 10:46 AM // 10:46   #24
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lol owned XD nerfbat strikes back
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Old Aug 31, 2007, 11:39 AM // 11:39   #25
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Gone from amazing to absolute crap, gg ANET where is that balance of which you speak? >.>
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Old Sep 01, 2007, 07:59 AM // 07:59   #26
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new balance fix for SoL: energy cost at 5
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Old Sep 01, 2007, 03:36 PM // 15:36   #27
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SoL has always been fool's gold, because its effect is incompatible with its trigger condition except in specialized cases (like bonding). Specifically, in order for SoL to be effective, the enchanted ally needs to be taking most of the hits. If this is the case, then the party-wide healing is almost all overhealing. The heals also aren't really strong enough to nullify the incoming damage - in single-tank situations, SoA is almost always better.

There are certainly specific situations and setups where SoL works very well, but most of these situations are the result of bad play to begin with (e.g., balling up in AoE). In most situations you will have one or two frontliners taking the majority of the damage, in which case you want strong, single-target prots like PS, SoA, SB, etc.; or else the aggro is just all over the place and SoL isn't being triggered much because the enemies are targetting at random. Bonding is where SoL really shines, but outside of that it's not actually very interesting.
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Old Sep 02, 2007, 12:57 PM // 12:57   #28
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Quote:
Originally Posted by Melody Cross
It was a nice run Seed of Life. I have no idea why they nerfed this PvE skill, but is too bad to even bother bringing now.

GGs
Because it allowed you to play bad and not suffer the consequences?
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Old Sep 03, 2007, 09:33 PM // 21:33   #29
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Seed of life owned.

Seed of life ownz now.

But it's not usefull at the moment. The only problem is it's Recharge time.

Personaly I like more fact that it casts in 0,25 sec and 5 sec duration than to have 1 sec cast time and 10 sec duration.
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Old Sep 03, 2007, 10:04 PM // 22:04   #30
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The cost,recharge, and casting times were fine before the nerf. The duration, however, was excessive.

Instead of the 1-5 second duration,which is next to useless unless you have maxed out your sunspear, why not go for 3-7 seconds? This would make the skill heal enough to bring along.

My $.02.
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Old Sep 05, 2007, 07:35 AM // 07:35   #31
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Fail skill now. I blame PvP for Anet nerfing this skill, because it's always them that whine and cause skill nerfs!
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Old Sep 05, 2007, 09:04 PM // 21:04   #32
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Quote:
Originally Posted by Spazzer
Seed Of Life is an awkward skill to use. Simply put, you will never get the maximum usage out of it, it's expensive, and it has a long recharge. It has all the qualities of what your monk doesn't want on its skillbar.

I like the idea of having another skill with Divine Favor roots, but it just doesn't do the right "thing" to be useful on my skillbar.
This is the only use for it.
that's honestly just insulting to my intelligence.
either you just can't use it, or you've never played with a good tank.
if like 75% of the damage is being suffered by the tank, toss SoL on him, and the sudden 150 heal per second easily keeps both the tank and the rest of the party up at full health.

and while i preferred it before the "updates" (aka NERF), it's still a good skill. no, it won't save a target from a spike. but this is pve, where you're likely to encounter most damage on one target, but some more damage spread/scattered onto other party members, and this is just ideal as a counter to that. even in hm. yes, i said it. i don't know why you people think the only damage in hm comes from 200 dmg sword swings, you get plenty of smaller damage scattered around as well.
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Old Sep 07, 2007, 09:11 AM // 09:11   #33
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I still use it and I really love the skill even though the nerf was kind of a let down. Depending on the situation, I can pretty much stick it into a Heal, Prot, or Bonding build with no problem, sometimes with 16 Divine Favor depending on the build focus. It's good to use for Prot and Bonding to have kind of a Prot/Heal build just as long as it's cast on the main tanker.
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Old Sep 07, 2007, 09:49 AM // 09:49   #34
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Never used it once.

Then again, haven't played my Monk for anything other than farming or smiting since the Sunspear skills popped onto the scene.


Doesn't look much good either. 5 seconds for a bit of conditional healing and then a monumental downtime? I have Light of Deliverance and I don't have to play target-picky with that.
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Old Sep 10, 2007, 11:22 AM // 11:22   #35
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Quote:
Originally Posted by holymasamune
Fail skill now.
/Agree

Quote:
Originally Posted by holymasamune
I blame PvP for Anet nerfing this skill, because it's always them that whine and cause skill nerfs!
Obstreperous comments ftl.

Well, I guess I *could* see how it made a monks life considerably easier...if I sort of squint and try to think of the skill in a really distorted manor, but the thing I've noticed ANet love to do when nerfing PvE skills is they can never just "go half way". When they nerf a PvE skill it gets the hit of the whole fruit. Both the Duration and recharge gets altered, was the same with Intensity if memory serves. Why couldn't they just nerf ONE aspect of the skill, and see how it goes, instead of causing it to become completely unwanted in the course of one game update?
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Old Sep 10, 2007, 08:55 PM // 20:55   #36
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Quote:
Originally Posted by RhanoctJocosa
Because it allowed you to play bad and not suffer the consequences?
Yup. It made monking very very easy when your tank held most of the agro.

It still works in support builds. The GoR/SoL/Blessed combo with a +20% enchant mod can keep it up for 8 out out of 11 seconds...and its cheaper and easier to apply now. So its been nerfed for monks sticking it on every build but its been pretty buffed for monks that exploit it.

GG Anet?

Last edited by Melody Cross; Sep 10, 2007 at 08:57 PM // 20:57..
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Old Sep 17, 2007, 03:25 AM // 03:25   #37
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Yeah. I could single-handedly monk a team doing hm Eternal Groove & get masters (it was a mixture of players & heros) with SoL comboed with glyph of renewal.

With the nerf, it was kinda letdown.
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