Healing Seed discussion...
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Valkyries
Hey guys,
I have a question about Healing Seed.
I've heard/heard a LOT of people rave about this skill saying that its incredibly awesome spell and worth it in ANY healing build for Monks.
To be honest (and maybe Im missing something, hense my post) I don't see what is so great about it.
Just so anyone doesn't have to look it up, here is what it does (straight from guildwiki)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 3...25 health.
Casting: 10 Energy
Speed: 2 seconds
Recharge: 25 seconds
To me, its very expensive, it has a long recharge and not a great casting time either. I find it very pricey for what it does and adjacent is a bit harsh too given it really will only be used on tanks/Warriors.
In addition, if other Warriors are there getting attacked, no one gets healed. Its only the char that you cast healing seed on which makes it so good.
So Im puzzled why people believe this is a staple in healing builds. Did I drop the ball and miss something about this skill? Why is this so powerful? I can see its uses but IMO its few and far between.
Comments?
I have a question about Healing Seed.
I've heard/heard a LOT of people rave about this skill saying that its incredibly awesome spell and worth it in ANY healing build for Monks.
To be honest (and maybe Im missing something, hense my post) I don't see what is so great about it.
Just so anyone doesn't have to look it up, here is what it does (straight from guildwiki)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 3...25 health.
Casting: 10 Energy
Speed: 2 seconds
Recharge: 25 seconds
To me, its very expensive, it has a long recharge and not a great casting time either. I find it very pricey for what it does and adjacent is a bit harsh too given it really will only be used on tanks/Warriors.
In addition, if other Warriors are there getting attacked, no one gets healed. Its only the char that you cast healing seed on which makes it so good.
So Im puzzled why people believe this is a staple in healing builds. Did I drop the ball and miss something about this skill? Why is this so powerful? I can see its uses but IMO its few and far between.
Comments?
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ZenRgy
Because it works great negatingsmall damage like traps, and especially in halls is great to keep your ghostly hero alive.
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Valkyries
Sorry I should have mentioned... this is for PvE Im talking about...
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Anarion Silverhand
Put it on your tank before he runs in and starts to aggro. If there are mobs stripping/shattering enchants, use a cover enchant.
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Valkyries
I know what the spell does... I want to know if its really beneficial given the energy cost/recharge time and the amount it heals.
Geez, does anyone read the original post??
Geez, does anyone read the original post??
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Tainek
Quote:
Originally Posted by Valkyries
I know what the spell does... I want to know if its really beneficial given the energy cost/recharge time and the amount it heals.
Geez, does anyone read the original post?? Warrior is tanking 15 enemys, its not unusal to take 10-12 hits a second with a mob this large
So at 12 hits a second, over 12 seconds (shame on you if not using an enchanting item to cast this)
lets say its healing 25 hit points a go, over 12 seconds of this barrage, it heals him a total of 3600 HP
Granted this is an extreme example, but even with just 6 Enemys thats 1800Hp Healed
Geez, does anyone read the original post?? Warrior is tanking 15 enemys, its not unusal to take 10-12 hits a second with a mob this large
So at 12 hits a second, over 12 seconds (shame on you if not using an enchanting item to cast this)
lets say its healing 25 hit points a go, over 12 seconds of this barrage, it heals him a total of 3600 HP
Granted this is an extreme example, but even with just 6 Enemys thats 1800Hp Healed
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Stemnin
Did you try using it yourself? And I use a 20% enchant on my staffs, 10 second + 20% (2 seconds) second last, usually i cast it on the war or sin thats rushing in to a group or when theyre already attacking a group and theyre hp is not going down fast..
Cherno
Quote:
Originally Posted by Valkyries
I know what the spell does... I want to know if its really beneficial given the energy cost/recharge time and the amount it heals.
Geez, does anyone read the original post?? Yes we do, and were telling you how to use the skill right to show you how good it is. One thing you seem to be lacking in experience is a good tank. One who knows how to take the agro. I actually prefer to form parties with just one warrior because agro management is much easier.
Even when not doing the initial agro, this skill is excelent for using when backline casters are getting pummeled, as the backline tends to bunch up and will benefit from the AoE heals.
The other great benefit of this skill is that it buys you a little time. Even if just a few seconds, that gives you time to throw a spot heal on someone else and not worry about the person you put seed on or to regen your energy a bit.
I've used a good healing build in the Deep using Seed + Healing hands on your tanking warriors.
Geez, does anyone read the original post?? Yes we do, and were telling you how to use the skill right to show you how good it is. One thing you seem to be lacking in experience is a good tank. One who knows how to take the agro. I actually prefer to form parties with just one warrior because agro management is much easier.
Even when not doing the initial agro, this skill is excelent for using when backline casters are getting pummeled, as the backline tends to bunch up and will benefit from the AoE heals.
The other great benefit of this skill is that it buys you a little time. Even if just a few seconds, that gives you time to throw a spot heal on someone else and not worry about the person you put seed on or to regen your energy a bit.
I've used a good healing build in the Deep using Seed + Healing hands on your tanking warriors.
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Valkyries
Quote:
Originally Posted by Tainek
Warrior is tanking 15 enemys, its not unusal to take 10-12 hits a second with a mob this large
So at 12 hits a second, over 12 seconds (shame on you if not using an enchanting item to cast this)
lets say its healing 25 hit points a go, over 12 seconds of this barrage, it heals him a total of 3600 HP
Granted this is an extreme example, but even with just 6 Enemys thats 1800Hp Healed Thank you, at least you thought about your answer.
Honestly though I'd rather use a Duo 20% Recharge than a 20% Enchantments.. but thats another story.
I guess Ill have to give it a try and see how it goes... Im still not really convinced, but honestly I haven't really played with it much. To me it just seemed a bit too situational and costly. But Ill try it out for sure
So at 12 hits a second, over 12 seconds (shame on you if not using an enchanting item to cast this)
lets say its healing 25 hit points a go, over 12 seconds of this barrage, it heals him a total of 3600 HP
Granted this is an extreme example, but even with just 6 Enemys thats 1800Hp Healed Thank you, at least you thought about your answer.
Honestly though I'd rather use a Duo 20% Recharge than a 20% Enchantments.. but thats another story.
I guess Ill have to give it a try and see how it goes... Im still not really convinced, but honestly I haven't really played with it much. To me it just seemed a bit too situational and costly. But Ill try it out for sure
Cherno
Depending on your energy managment and skills duo 20% recharge will only get make you energy poor. As for being situational, while true, the situation will almost always present itself, even if not being used in the "perfect" situation of the tank taking agro. As I mentioned, backline taking agro and being pummeled is more common than not and seed can be very beneficial in that situation as well. The 20% enchant is nice, but not absolutely necessary, it just buys you more time.
I will usually run with two sets or weapons, one a +5 energy and 20% wand with the 20/20 collectors offand or a totem axe (or rajazan's fervor) and the 20/20 offhand
I will usually run with two sets or weapons, one a +5 energy and 20% wand with the 20/20 collectors offand or a totem axe (or rajazan's fervor) and the 20/20 offhand
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Valkyries
Quote:
Originally Posted by Cherno
Depending on your energy managment and skills duo 20% recharge will only get make you energy poor. As for being situational, while true, the situation will almost always present itself, even if not being used in the "perfect" situation of the tank taking agro. As I mentioned, backline taking agro and being pummeled is more common than not and seed can be very beneficial in that situation as well. The 20% enchant is nice, but not absolutely necessary, it just buys you more time.
I will usually run with two sets or weapons, one a +5 energy and 20% wand with the 20/20 collectors offand or a totem axe (or rajazan's fervor) and the 20/20 offhand Thanks for the nice comments Cherno.
Thats extremely helpful
All the same, I honestly never have any energy mgmt issues in PVE. If I run out of energy, its usually a pretty big fight. But I always bring some sort of energy mgmt skills. Usually MoR/Insp Hex/etc.
I find that devoting one/two skills for energy really makes this problem not a problem anymore. If the fight is really huge, maybe something like healing Seed/Vig spirit/etc are things I should be bringing.
At any rate, I guess Ill never know until I try it out. I played with it briefly for a couple missions and wasn't too kean on it but it also depends a lot on the group.
Also, one last thing. you meantioned about tanks. Well in my experience warrriors from PUGS don't want to tank. They want to be the smash em up, kill everything warriors and have no idea how to keep aggros or how to tank ANYTHING. Completely useless. I even remember a thread about this and basically whoever said that a Warrior should tank got Flamed to DEATH... called Noob amongs many other things... the thread quickly got ugly.
My point is, these types of Warriors RARELY exist. I only get this luxary when I team with the guild or a Warrior who is quite good at maintaining aggro. Certainly not always the case.
I will usually run with two sets or weapons, one a +5 energy and 20% wand with the 20/20 collectors offand or a totem axe (or rajazan's fervor) and the 20/20 offhand Thanks for the nice comments Cherno.
Thats extremely helpful
All the same, I honestly never have any energy mgmt issues in PVE. If I run out of energy, its usually a pretty big fight. But I always bring some sort of energy mgmt skills. Usually MoR/Insp Hex/etc.
I find that devoting one/two skills for energy really makes this problem not a problem anymore. If the fight is really huge, maybe something like healing Seed/Vig spirit/etc are things I should be bringing.
At any rate, I guess Ill never know until I try it out. I played with it briefly for a couple missions and wasn't too kean on it but it also depends a lot on the group.
Also, one last thing. you meantioned about tanks. Well in my experience warrriors from PUGS don't want to tank. They want to be the smash em up, kill everything warriors and have no idea how to keep aggros or how to tank ANYTHING. Completely useless. I even remember a thread about this and basically whoever said that a Warrior should tank got Flamed to DEATH... called Noob amongs many other things... the thread quickly got ugly.
My point is, these types of Warriors RARELY exist. I only get this luxary when I team with the guild or a Warrior who is quite good at maintaining aggro. Certainly not always the case.
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Anarion Silverhand
Quote:
Originally Posted by Valkyries
I know what the spell does... I want to know if its really beneficial given the energy cost/recharge time and the amount it heals.
Geez, does anyone read the original post?? Did I in any way explain to you what the skill did? Did I?
I tried to tell you of one of the ways to use the skill, but that wasn't good enough it seems.
Healing seed is a usefull skill when in teams with an experienced tank who knows how to hold aggro. It'll save you a lot of healing. Just pre-cast it and watch the tank's health stay at 100%.
Geez, does anyone read the original post?? Did I in any way explain to you what the skill did? Did I?
I tried to tell you of one of the ways to use the skill, but that wasn't good enough it seems.
Healing seed is a usefull skill when in teams with an experienced tank who knows how to hold aggro. It'll save you a lot of healing. Just pre-cast it and watch the tank's health stay at 100%.
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Carth`
I suggest you try it.
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Valkyries
Quote:
Originally Posted by Anarion Silverhand
I tried to tell you of one of the ways to use the skill, but that wasn't good enough it seems.

Honestly I was looking for a bit of detail that is all. I wanted to know why it was valued so much when to me the stats of it looks so so at best...
But it was answered fine.. so I thank you for your time

Quote:
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I suggest you try it.
I DEFINITELY will.. A lot of people have great things to say and although I have tried it briefly like I said, its not something that I thought was really overpowering. Ill see if I like it more after playing with it a few more missions. Hopefully Ill get a good Warrior to make it worthwhile. I think that was half the problem before. Because IMO from the sounds of it, you REALLY need a good warrior to make this worthwhile. Cherno
It is amazing what a good warrior can do for a team, what is actually more important is the team behind the warrior. A few guildies and I were very lucky to get a pug in Raisu Palace the other day who, without even discussing it beforehand, knew exactly how to manage aggro. Our guildie warrior went in and got agro, all the casters stayed just at bubble range for targetting enemies. Masters in Raisu in 15 minutes.
Usually your best warriors and support players are ones who have been part of a team in FoW, UW or the elite missions as they know the true importance of proper agro mgmt. Even if you don't have the greatest warrior, give seed a chance, as I said above, you will almost always find a use for it (when Danika decides she is a tank)
Valkyries
Cool! Ill gladly give it a shot.
BTW, I'd done FoW/UW and the Elites with almost all my lvl 20 classes Warrior/Necro/Monk/Mesmer I haven't brought my Ritualist there but she's been to the Deep/Warrens EVEN in situations like that I still end up seeing tanks run off, trying to kill everything themselves instead of waiting for a team, then turn to the team and go "Noob Monk, why are you not healing". Yet the person is half a screen away and me and the other monk is there trying to heal the rest of the group who are actually doing well. Maybe I just don't have good luck with Warriors... but honestly most of them just feel that its all about killing and not tanking/controlling aggro. My favorite response is "Enemies can't attack if they are dead, why do I need to tank". Classic. Pointless to argue as well.... they know everything, and of course me and a few select other people don't know crap. Blah! Anyways ill definitely give it a try... Maybe Ill just give it a whirl on some henches for kicks. Hench > Pugs anyways Seriously I can do pretty much any mission in either game without a pug. I prefer to have one guildy to go with me, so there are 2 controlled players and the rest just henches. We did THK a week or so like this (me and a guildy + henches). I was Monk, he was Necro and no one even died. Not even stupid henches. Just goes to show...
Effigy
There are certainly uses for the skill, but I'm not a big fan of it for general PvE. It's vulnerable to enchant stripping, and if enchant stripping is not an issue then bonding would be more effective. The AoE healing bonus is irrelevant in most situations because players are usually not "adjacent" to the one holding aggro. If aggro is out of control and everyone is getting hit, Heal Party is more effective for dealing with group-wide pressure.
Even if you have a dedicated tank than can hold aggro, he should be using skills to mitigate damage and therefore healing 25hp per hit is probably overkill (not always, but in many cases it is). If he has all the aggro, then you don't have to worry about healing anyone else and all your energy can go toward his welfare; if agrro breaks, a monk with spam heals and Heal Party will be better equipped for the situation than one with HH and/or Seed. And let's not forget that Seed foregoes the benefit of Divine Favor, unlike spam heals. Again, I'm not saying Seed is a bad skill. I just don't think it's flexible enough to find a permanent spot on my skillbar. In a very organized PvE situation where the tank will be under serious fire, HH/Seed is a good combination; in my experience, you can't generally count on this for missions/quests especially in a PUG. HH and Seed become inferior in any situation where multiple players are taking damage, and those are the circumstances I try to plan for when I monk.
Ensign
Seed is useful in PvE - either for putting on whoever is going to get the first bit of aggro from a mob in Prophecies, or for putting on a Ghostly Hero about to move in to capture an altar.
In Factions, it's kinda blah because it feels like every mob blows up enchantments, so precast Seeds don't do much. In PvP, it is a skill that responds to heavy damage on a single target with a two second cast time. the effect is strong, but the cast time makes it marginal. Peace, -CxE Sooty
For pve i occasionally use a build based around healing seed, 20% enchantment staffs and glyph of renewal with something like essence bond for energy management. Seed can stay up permanently if it isn't stripped.
ubermancer
Healing Seed + Healing Hands = PVE ownage.
Any other questions?
Thom Bangalter
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.
Insert Cool Name Here
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.
Xenex Xclame
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 w00t!
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. Mared Text
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.
Anarion Silverhand
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.
saphir
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. |

Seriously I can do pretty much any mission in either game without a pug. I prefer to have one guildy to go with me, so there are 2 controlled players and the rest just henches. We did THK a week or so like this (me and a guildy + henches). I was Monk, he was Necro and no one even died. Not even stupid henches. Just goes to show...