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Old Sep 22, 2006, 02:47 AM // 02:47   #21
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I think that the money maker of seeed is it's the closest thing healing has to damage reduction, and not red bars go up. Seed a target, and you're negating a lot of damage.
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Old Sep 22, 2006, 04:03 AM // 04:03   #22
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not sold on healing seed. In the same time it recharges I can put vig spirit on several people and that lasts 36 secs with my enchant mod.
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Old Sep 22, 2006, 11:14 AM // 11:14   #23
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If im not doing rotscale (which means enchants are bad) I have Healing seed in my build 95% of the time.

As other people have pointed out if there is enchant strips cover it ( vigorous spirit is nice for this,since if it gets stripped but it recharges fast enough to be reapplied if needed)Or dont/wait to use it.

In Fow this skills shows itself to be very nice,ill give 2 examples.
a)When i go to Fow with a group of aroudn 4/5 guildies one of my guildies is always the main tank, he knows very well how to aggro and hold his ground,the problem is that we have to stay in the back so the aggro goes good, that includes me, the monk.
It has sometimes happend that he runs in and either hes in a very litttle bit too far or im a very little bit too back,so when i run in to throw some healing on him i might be too late,just by a milisecond or something,sucks.
When i throw healing seed on him i dont have to worry about him dieying while im running towards him to throw healing on him,so this is one example where its nice,another is of course simply that if he doesnt get hit so hard i dont have to heal him for the time that seed lasts.

b)Fow example again,i was the main tank this time,and it happend that almost everyone died ( ele inpatient :P) only me as tank and a monk was alive.I was getting hit by 5/6 enemies and needed healing every now and then , monk heals me but after getting my hp to 100% he throws seed on me and goes to res, during this whole time i did not need healing at all so the monk repeated this cycle untill someone else could res.If it wasnt for seed i would think that the monk would have keept healing me then he would run out of energy eventually and i would die then after me he would die, and game over.

And yes do try the skill the recharge isnt that bad cause either the fight would be over or you would be doing other heals,its a helper(huge one) its not a skill to be a main,abotu the energy, i use this skill in my build, all other healing skills are 5 energy, so maybe something along those lines would be helpfull for you.

Hope i helped i know long post but iim sorry i get carried away :P
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Old Sep 24, 2006, 02:20 AM // 02:20   #24
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Quote:
Originally Posted by ubermancer
Healing Seed + Healing Hands = PVE ownage.

Any other questions?
This is so true. Combined with Prot Spirit and cast using a +20% enchant weapon (such as Rajazan's Ferver, or however it's spelled - I have one...), your tank will almost never take any damage.

In fact, we did Urgoz with this combo and a Monk tanked! Of course, he knew how to manage aggro well, but I spammed Seed and HH on him, and he kept prot spirit up while the rangers and necros did their thing. A warrior could have tanked better, but the Monk did very well. I just used an occasional Infuse Health, and cast Heal Party when bored.

I never thought Healing Hands was a worthwhile spell, but combined with Healing Seed it pwns PvE.
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Old Sep 24, 2006, 04:38 AM // 04:38   #25
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Honestly the only reason it was ever considered any good is because there was really nothing better in the healing line at the time. With the new expansion who knows. The 2 second cast time really kills it imo.
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Old Sep 24, 2006, 07:58 AM // 07:58   #26
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The 2 second cast time doesn't really kill it in PVE, as you are suppose to pre-cast it before the tank goes in.
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Old Sep 26, 2006, 10:46 PM // 22:46   #27
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I find seed very useful for the elite missions and endgame areas such as uw/fow where the monsters can hit very, very hard. It's good in pugs where you really don't know what you're going to get in terms of player behavior, skill usage and skill level. In uw, if you have a strength based tank that wants to tank the aaxtes, throw prot spirit then healing seed on him while you regen your energy or heal other party members.

the thing about pve is that mobs will generally go for either the lowest HP (via major/sup runes or DP) or the lowest armor players. So a majority of them will tend to start attacking the same player. Combine that with the fact that many pug eles, necros, and monks think they can stand there and take on 3 enemy warriors while being spiked by 2 enemy eles, and you've got a perfect situation for healing seed + prot spirit.

You can fire off the 2 skills (or just healing seed if the damage isn't to high per hit), and not have to worry about the player for 10+ seconds while you get back to healing the other party members with your 5e heals. That's 10 seconds you can devote to taking care of the rest of the party, whereas imagine in the same situation with a tanking caster, you had to constantly heal the damage the caster was tanking to keep them alive. I've had high DP casters who have been a complete drain on my energy and skills at the expense of the rest of the team, some get hit so hard I can't even recharge my heals fast enough to keep them alive.

But where are my priorities you say? Well, of course there are certain players who will get heal precedence (the other monk for example if he's not trying to tank..), the warrior who may be holding off the other 50% of aggro, or the high damage dealing ele or ranger who is actually a good player. But part of the reason for keeping even a bad tanking caster alive is that you know the s hit is going to hit the fan if that caster dies and the other 50% of the enemy he's got aggro'd kills him, gets loose and starts attacking all the other squishies including you. Focused healing on one player you know is taking damage is much easier and less energy draining that it is spot healing everyone who's running around in circles, especially if you carry damage mitigating skills like seed, prot spirit or Rof.
Also, ever tried casting meteor showers, fireballs, or spiteful spirit/mark of pain/etc on monsters chasing players around? Doesn't work.

As mentioned already, healing seed is also useful when you either need some time to regen energy or cast rebirth (say, then 5 or 6/8 of the part is dead and your warrior can't enough any damage - eg. against smites)

Casting healing seed takes some thought, and foresight about what might happen in the next minute. It's easier once you start getting acquainted w/ the behavior of your party as well - eg. that's the tanking monk w/ PS but very lousy self heals, the rit that runs from everything, or the one warrior that stands back and waits for the other warrior to rush in first. There will be some warriors or eles you will 99% of the time not want to cast it on because of how they behave when under attack. On the other hand there are always the ones who think they've just got to finish casting that 4 sec meteor shower while under migraine just to destroy the warriors wailing on him.

One trick I sometimes use is to cast it on a backline caster near me who may be under attack from several ranged sources, I'll throw seed on them and them run next to them for some adjacent self healing. Just make sure those ranged mobs aren't aoe users as well!

But other than that, I don't depend or count on the beneficial adjacent healing, because as stated before, generally only idiots will stand in a tight group while attacking - although it's amazing how many casters will just let the game's algorithm auto position them when getting in range.
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