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Old Oct 29, 2006, 11:05 PM // 23:05   #1
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"Sheild Of Absorbtion"

Why is this seeing so dreadfully little use in HoH? on the hero on an alter it is obscenely good, with 20%ench and 14 prot you can keep it up about 8 seconds of every ten, i was able to keep my hero alive when the rest of my team died solo using just SoA and Sprit bond (Spirit bond just before SoA went down) , For some reason neither team thought to kill me, and i held it for 1:45 Solo , granted any team with an ounce of skill would have killed me, but the point still stands, why so little use of this godly skill?

some math:
Absorb per hit | Total Absorbed

5 5
10 15
15 30
20 50
25 75
30 105
35 140
40 180
45 225
50 275

So for 5 energy, you coudd heal 40 (Df) and absorb 275 damage (based on 10 hits)

when two teams often packing AoE and smite attack your hero, within 2 seconds your hero is taking a fat 0 damage


its vunerable to enchant rips, but so is seed, and this can be kept up with 80% uptime (and often more damage reduced per spell)


what gives?
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Old Oct 30, 2006, 01:59 AM // 01:59   #2
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I misread the skill description, so maybe that was it. I just thought it was 5 less damage, which of course is horrible.

But I see your point; I'll definetely be putting that skill into some HA builds.
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Old Oct 30, 2006, 03:28 AM // 03:28   #3
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Quote:
Originally Posted by Vindexus
I misread the skill description, so maybe that was it. I just thought it was 5 less damage, which of course is horrible.
I thought the same thing, will have to tinker with
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Old Oct 30, 2006, 06:28 AM // 06:28   #4
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I thought the same as the two of you, but it was kinda fishy when I noticed I was talking zero damage against 10 Level 24 warriors.
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Old Oct 30, 2006, 11:49 AM // 11:49   #5
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nice, thx
if i maintain it 24/7 by spamming it, would the count go on tho? or it's reset every time it's renewed. which sounds like overpowered/bugged, but it's anet so ....
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Old Oct 30, 2006, 04:35 PM // 16:35   #6
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numbers tested with guild, and not very promising. would rather keep running our two seeds :P
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Old Oct 30, 2006, 04:56 PM // 16:56   #7
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Quote:
Originally Posted by Lord Mendes
numbers tested with guild, and not very promising. would rather keep running our two seeds :P


i think you should recheck your numbers, or actually try it in HA , every 30 second cycle you can choose:


18 Seconds of invunerablity, 6 seconds of massive damage reduction , or 12 Seconds of Healing from seed?

The smart choice is to run both,one on the heal monk, one on the prot

its also an awesome skill to keep on your bar anyways, Vs Heroway (where damage is focused on one target) or Smite (lots of packets of damage) it Really shines, with most of them i could reduce the damage by 70-80% with that skill alone, unlike seed, its 1/4 cast (vs 2 seconds) , and if it gets ripped, its no biggie, its back a few seconds later

and the real gorgeousness of it? you can cast it on yourself, unlike seed


A spell you can use every 10 seconds for 5 energy and 1/4 cast will always beat a 10 energy spell with only 1/3rd uptime and 2 second cast

it renews if recast

Last edited by Tainek; Oct 30, 2006 at 04:59 PM // 16:59..
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Old Oct 30, 2006, 05:04 PM // 17:04   #8
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i dunno the 22 heal per hit for 20 seconds, with a downtime of 10 seconds sounds more promising that an almost perma SoA.

Will try it in HA anyway.

also seed heals if u r being hit for less than 22, whereas SoA purely absorbs damage.
Sometimes seeding a hero that is at a horribly low health will can bring him back to full health.

Last edited by Lord Mendes; Oct 30, 2006 at 05:07 PM // 17:07..
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Old Oct 30, 2006, 05:38 PM // 17:38   #9
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Quote:
Originally Posted by Lord Mendes
i dunno the 22 heal per hit for 20 seconds, with a downtime of 10 seconds sounds more promising that an almost perma SoA.

Will try it in HA anyway.

also seed heals if u r being hit for less than 22, whereas SoA purely absorbs damage.
Sometimes seeding a hero that is at a horribly low health will can bring him back to full health.

Only if being hit for Less than 22 damage will seed heal him, which is a miniority of the damage, almost all damage will be done by Eles, Mesmers, dervish or warriors , all of which is above 30 damage on a consistant basis, if the damage is more than 22 (which 90% of it is) then its basically 22 points of absorbtion , SoA is more than 22 Absorbtion after just 5 hits, after 20 blows its 100 points of absorb per hit

The math doesnt like, SoA Just plain Beats Seed in most situations
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Old Oct 30, 2006, 05:41 PM // 17:41   #10
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hmm will give it a shot in HA... havent been in HA since nightfall came out.
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Old Oct 30, 2006, 07:25 PM // 19:25   #11
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Quote:
Originally Posted by Tainek
Only if being hit for Less than 22 damage will seed heal him, which is a miniority of the damage, almost all damage will be done by Eles, Mesmers, dervish or warriors , all of which is above 30 damage on a consistant basis, if the damage is more than 22 (which 90% of it is) then its basically 22 points of absorbtion , SoA is more than 22 Absorbtion after just 5 hits, after 20 blows its 100 points of absorb per hit

The math doesnt like, SoA Just plain Beats Seed in most situations
you made your math wrong.

healing seed at 15 healing is 30 healing each it.

but this is your minor error.

after 5 hit SoA will negate 5 x 5 = 25 damage.
after 5 hit Healing Seed will heal for 30 x 5 = 150 damage(AoE heal.).

note negate is not heal most of hits a hero get will make less then 30 hp becouse warrior , wand attack and everthing else will fly everwhere.

my experience is if a hero is seeded it will gain full heath.

Last edited by lishi; Oct 30, 2006 at 07:29 PM // 19:29..
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Old Oct 31, 2006, 01:26 AM // 01:26   #12
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Quote:
Originally Posted by lishi
you made your math wrong.

healing seed at 15 healing is 30 healing each it.
Superiors on a monk is a big no-no.
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Old Oct 31, 2006, 08:23 AM // 08:23   #13
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Quote:
Originally Posted by Teh Mighty Warrior
Superiors on a monk is a big no-no.
I always run it. Unless you're talking about GvG, I don't know how things work there.
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Old Oct 31, 2006, 10:01 AM // 10:01   #14
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Quote:
Originally Posted by lishi
you made your math wrong.

healing seed at 15 healing is 30 healing each it.

but this is your minor error.

after 5 hit SoA will negate 5 x 5 = 25 damage.
after 5 hit Healing Seed will heal for 30 x 5 = 150 damage(AoE heal.).

note negate is not heal most of hits a hero get will make less then 30 hp becouse warrior , wand attack and everthing else will fly everwhere.

my experience is if a hero is seeded it will gain full heath.
no, after 5 Hits its 25 absorbed PER hit, not overall and soon overtakes
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Old Oct 31, 2006, 12:30 PM // 12:30   #15
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Quote:
Originally Posted by Tainek
no, after 5 Hits its 25 absorbed PER hit, not overall and soon overtakes
your mean the quantity of damage SOA absorb for hit increase with each hit?

you are sure?

im gonna check it later but i think you are making some error.
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Old Oct 31, 2006, 12:42 PM // 12:42   #16
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It's quite bad, because if you keep it up constantly (cycling or with blessed aura), the damage reduction resets to 0 every time you cast
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Old Oct 31, 2006, 03:15 PM // 15:15   #17
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Quote:
Originally Posted by lishi
your mean the quantity of damage SOA absorb for hit increase with each hit?
you are sure?
Yes, Tainek is right. It's cumulative.
Quote:
Originally Posted by [Apple]
It's quite bad, because if you keep it up constantly (cycling or with blessed aura), the damage reduction resets to 0 every time you cast
No it's not quite bad, it's rather decent depending on the circumstance. On altar maps where you have a million people attacking, nuking, interrupting your ghostly, it drops the damage to practically nothing in a couple of seconds. Giving you 5 or 6 seconds of invulnerable ghostly. In those circumstances I think it performs better than Seed primarily due to the recharge.

But I don't think it has the versitility of Seed. The nice thing about Seed is that it works in any circumstance where you have an ally facing damage. For SoA to really work, you have to have an ally facing a lot of damage in a short amount of time. The other aspect that I don't like about SoA is that your ally has to be able to sustain the first few seconds of damage until SoA "charges up". Seed is immediate. And the splash healing from Seed can't be ignored either.
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Old Oct 31, 2006, 03:27 PM // 15:27   #18
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how about we just use both?

i mean seriously, seed, ps, sb, SoA.... aside from chant strips that should about do the trick.
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Old Oct 31, 2006, 04:04 PM // 16:04   #19
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SoA also has the obvious benefit of it being prot...Even if it isn't as good as seed, it is still good and if a monk that is already prot can fit it on his bar, it is worth taking.

<Disclaimer: I haven't done HA since Nightfall started so I don't really know much about the heroway meta :/ >
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Old Oct 31, 2006, 07:49 PM // 19:49   #20
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I replaced prot spirit on my blight hero for this. Lasts 5 seconds at 9 and with my rc hero it lasts 8 secs i think.
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