Talk:Nature's Renewal

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And the last update make sense because why? --Cursed angel 14:24, 13 October 2007 (UTC)

In a feeble attempt to nerf spiritway, they reduced spirit health. Yeah, a level 14 NR is a bitch to kill, but a spirit with a ton of health was never the problem with that build in the first place. -Auron 14:27, 13 October 2007 (UTC)
"Nature's Renewal was a lot tougher than other Spirits and was getting far too large an armor bonus for its additional levels. We've reduced the level to bring it down to size. " - from Gaile News. User-brains12-scale-sig.png brains12 20:11, 13 October 2007 (UTC)
This is the most Izzy can bring himself to nerf Rangers, his pet class. -_- 71.179.85.164 00:07, 15 October 2007 (UTC)

Wild Card...I mean, Spirit[edit]

This spirit can actually shoot down many Professions: Assassins(increases almost all of their hexes to 2 seconds cast time), Mesmer(almost throwing out of the window the Fast Casting attribute), Ritualist, Dervish(all they use is enchantments), Necromancer, Monk and Elementalist(primaraly the Aura of Restoration), thats 7 out of 10. Making a build around this for RA, with Choking Gas and Praticed Stance, you can easily knock off 70% of the professions in the game. Provided that your teammates aren't of those classes and/or are not using enchantments. I found myself with those three skills and with Flurry just in case the Spirit would hinder my entire team instead of theirs. Did I mention that? If their entire team is one of those professions (70% chance for each one being that,30% of not being), pulling the spirit can actually change the tide of battle. "Trapping" the spirit with Dust Trap is a sure way to kill the one attacking it(most likely by Assassins), if it is "under fire", most likely it will be by an Elementalist, being distracted by the Spirit, you can knock off the Elementalist. You can "trap" a Monk with the spirit, and the other professions are self explanatory, either the hex or enchant will take too long to cast,easier target to kill.

ShadowFog 17:32, 26 November 2007 (UTC)

Your point being? -Auron 01:33, 27 November 2007 (UTC)
Nature's Renewal will hinder almost every professions as I stated in the fist sentence "This spirit can actually shoot down many Professions:....", extremely slowing the down and/or making their build totally useless unless they take care of the spirit first in which case, your using the spirit as a bait too:""Trapping" the spirit with Dust Trap Dust Trap..." and "...being distracted by the Spirit, you can knock off the Elementalist..." or any other class shooting at the spirit.ShadowFog 12:21, 27 November 2007 (UTC)
yeah, when used right, this skill is ridiculous--Arrythmia 21:52, 27 May 2008 (UTC)
I'm going to have to agree with Shadowfog on this one: a team coordinated around this skill (i.e. one that does not rely on enchantments or hexes) would probably have a distinct advantage over almost any team featuring hex Mesmers, hex necromancers, prot monks, and dervishes. A fascinating ability.

"costs twice as much Energy to maintain enchantments"[edit]

I assume that 'costs twice as much Energy to maintain enchantments' means that each maintainable enchantment causes 2 pips of energy degeneration rather than 1? Or do maintained enchantments cost twice as much energy to cast? It seems a somewhat strange wording to me - do u think a note to clarify would be useful? --Combatter 21:35, 21 February 2012 (UTC)

       I think the former. There are some maintained enchantments that require 2 pips already, I assume this would make that into 4 pips. Mindule 17:19, 1 March 2012 (UTC)
please use colons instead of space, and as far as I know there are no maintained enchantments which result in a -2 energy pip. --you like that don't you..The Holy Dragons 17:22, 1 March 2012 (UTC)