Fertile Season

Silent Kitty

Silent Kitty

Desert Nomad

Join Date: Mar 2006

Netherlands

[TYW] "The Young World"

A/Me

Working on my Mo/Ra
Quote:
Fertile Season
Description: Create a level 1...10 Spirit. For creatures within its range, every creature's maximum Health is increased by 50...350 and they gain +15 armor. This Spirit dies after 15...45 seconds.
5
Skill Type: Nature Ritual .
Cooldown Time: 60 second(s)
Casting Time: 5 second(s)
It mentions creatures in most ranger spirits. Does that means aggros as well?

Sientir

Sientir

Lion's Arch Merchant

Join Date: Mar 2006

At DigiPen.

Biscuit of Dewm [MEEP]

As far as I know, it means all living things within the range of the spirit, whether it be human, charr, animal, or anything else.

SnoopJeDi

Lion's Arch Merchant

Join Date: Nov 2005

Saved By My Pinchers of Peril

R/N

Any player, any pet, any ally, and any enemy.

Great against spike teams.

Silent Kitty

Silent Kitty

Desert Nomad

Join Date: Mar 2006

Netherlands

[TYW] "The Young World"

A/Me

Quote:
Originally Posted by SnoopJeDi
Any player, any pet, any ally, and any enemy.

Great against spike teams.
That makes the spirit next to useless for my healer. I thought it would be nice to give my party some temporary health boost. Monks hardily spike, and pug teams will probably don't have the sense to stay within its range.
I must find some use for this Mo/Ra. I though casting spirits would be fun, since rangers hardily use this skill.

Renegade ++RIP++

Krytan Explorer

Join Date: Feb 2006

symbiosis in case you are enchant heavy

Silent Kitty

Silent Kitty

Desert Nomad

Join Date: Mar 2006

Netherlands

[TYW] "The Young World"

A/Me

Quote:
Originally Posted by Renegade ++RIP++
symbiosis in case you are enchant heavy
Since I always join pugs, the keep-up for and enchantment is to high for me. When someone starts taking damage, I have less than 2 secs to react. Even when I cast a heal every sec, they still tend to die. Keeping up an enchantment, with a -1 regen penalty, is hard for pug healers.

Renegade ++RIP++

Krytan Explorer

Join Date: Feb 2006

it doesn't need to be maintained enchants.

just a simple reverse of fortune can make a normal 50 heal into a very short 150 healthjump, enough to momentarilly save them from a spike so your healmonk can get a word of healing off or your guardian can land or your prot spirit..

Heck with all the eles with dual enchants sometimes tripple enchants it can easilly add 300 health to them. Going boon prot yourself you get an easy extra 100 health..., mantra of recall / peace and harmony on you and boom 100 health extra.

I use it as a staple in 4 man sf runs, makes a second monk unnecessary in most cases.

Silent Kitty

Silent Kitty

Desert Nomad

Join Date: Mar 2006

Netherlands

[TYW] "The Young World"

A/Me

Okay, I'll try that one. Now I just have to get to Ember Light Camp, for a visit to the skill trader

Jczech

Jczech

Frost Gate Guardian

Join Date: May 2005

Mo/

I sometimes (very rarely) will use spike trap when my monk is /ranger and I can't trust a group to keep the melee's off of me. Place it before the battle starts and try to stay on it (or remember where it is when your wammo runs way into the enemy's back lines), then kite when it gets used. Other than that, dryders defence or storm chaser if you're going to be getting hit with a lot of elemental attacks. Storm chaser is quite the unique way to deal with energy management.

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

Just note Creature does not include other Spirits anymore.

Anyway, if you are needing spirits, the team usually just brings a ranger completely devoted to keeping the wanted spirits down (called a spirit spammer).