Ok, this heal is ANNOYING at first. . . . but
It is soooo worth figuring out for some types of play.
Impressions:
1. The heals are solid and the radius isn’t that much different than healing spring especially if traited.
2. Without the trait, the heal radius is hard to get used to.
3. This is not a good heal for a melee ranger. If you want to take damage, your spirits will too.
4. Nature’s Voice (if traiting spirits) is great at helping keep the spirits alive.
5. We could really use a button to “plant” a spirit when unbound. There are times I don’t want it to follow me into a pit of damage.
6. Some real success with double heals when the spirit dies (and I kind of want it to die). Turned at least one camp fight which was more or less 5 us 8 or so of them.
7. The healing ticks seem to really help too when folks face basic conditions. Seemed to allow people to avoid condition removal until it was desparate.
8. Condition removal was rough playing 4 spirits.
9. It took a VERY long time to get used to when exactly to bring the spirit out so it wouldn’t die due to low intensity pressure.
10. Nature’s Voice is a spirit’s friend. You can also use the Fern Hound for a similar way of having your pet die by a million small hits/conditions.
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