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Old Feb 16, 2006, 05:57 AM // 05:57   #1
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Default Changing rez sig and a few HUD suggestions

Lets not kid ourselves, you create your builds with rez sig in mind. Its a powerful skill for everyone to use.
Because its going to be on every teams skill bar how about we change the rules a little to accomadate this all to important skill.

New Rules:
-No one can place rez sig on there skill bar.
-Once your on a team, four rez signets are in a reserved spot for anyone on your team to use.

If your hit with a distraction shot or rust while trying to cast rez sig, it will effect all four of the rez signets for you, as it normally would if it where on your skill bar.

If you cast a rez sig it is automatically called so everyone knows whats going on.

This ups the skill count to 68, but I personally dont like to have to always consider that my builds, and all my teammates builds are 7 skills instead of 8 because rez sig is a must.

So be it for now. But if its a must bring skill, just make it a part of the game instead of a player responsablity.


A few other HUD suggestions.

All skills any of your teammates use are showed in a small icon to the right of their name on your team health bar. (in the same visual style that foe skills used to look before the casting bar update)

All hexes cast by you or your teammates are visable to you under that targets health bar.

All mantained enchantments are showed to the left of your teammates name in the team health bar.

Last edited by Goonter; Feb 16, 2006 at 02:50 PM // 14:50..
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Old Feb 16, 2006, 06:16 AM // 06:16   #2
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res sig is fine the way it is. Some people go with one, some without. If your group has shared res sigs, why not just add 4 more people to your team? it's essentially the same thing. There is a strategy to killing people who havent used their sigs yet.
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Old Feb 16, 2006, 02:43 PM // 14:43   #3
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? essentially the same as adding 4 more people on your team?

Its essentially the same as adding 4 more skills in a set of 64.
In my experance most teams carry 4 to 6 rez sigs, usually around 6.
This off sets the power of 6 rez sigs by making it 4, but at the same time increases the potentual for dynamic builds by giving everyone that would have carried a rez sig an extra skill slot.

But yeah, everything is usually fine the way it is because, hey... we're used to the familiar. Theres always comfort in that.

Just wanted to see if a suggestion could present a likable new possability.

Last edited by Goonter; Feb 16, 2006 at 02:53 PM // 14:53..
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Old Feb 16, 2006, 02:58 PM // 14:58   #4
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Sometimes the Monk doesn't even bring a res skill.
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Old Feb 16, 2006, 03:20 PM // 15:20   #5
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Uh... no. Figure out for yourself how many rez sigs you want to bring and bring them appropriately. There's no need for this; as it is, the number of res sigs you bring is going to be part of your overall strategy, and there's nothing wrong with that.
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Old Feb 16, 2006, 05:10 PM // 17:10   #6
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I dont mean to suggest that there is any thing "wrong" I dont think there is anything wrong with anything.
But maybe, there is something else. And that something could be interesting and in a number of cases, better.

Granted, that idea is a big change. And in an environment where emotions get involed about change (use the word "nerf" and you'll see what I mean), "If it aint broke dont fix it" seems to be philosophy most fans and even Anet aims for.

So... If you like, you do. If you dont, you dont. It will probably be nothing more than to scratch your head over and thats all.



Probably should have made a completely different thread for this part. I added an additionly HUD upgrade and I try to explain each one.

A few other HUD suggestions.

All skills any of your teammates use are showed in a small icon to the right of their name on your team health bar. (in the same visual style that foe skills used to look before the casting bar update)

Reason: Its good to know what your teammates are doing so you can react with their decisions accordingly.


All hexes cast by you or your teammates are visable to you under that targets health bar.

Reason: Remember to call your hexes and tell them over voice chat. But is that weaken armor or parasitic bond as a cover hex still on the target?
Without adjusting a single hex, this makes hexes more lethal as its easier to coordinate its effects.


All mantained enchantments are showed to the left of your teammates name in the team health bar.

Reason: There is a thread about this already with lots of support as to why this is a good idea. It helps know know instantly without confussion where your mantained enchantments need to go.


All enchantments cast by you or your teammates are visable to you under that targets health bar.

Reason: Senerio (one of many) - I have an elementist on my team that needs to use an attunement to keep the energy cost up. I quickly learn that the enemy has made it thier objective to strip that elementist. Ill cover their enchantment with one that can recast quickly and know with less margin of error when this should be done.
So, like my hex suggestion, this makes enchantments more effective by increasing the amount of knowledge your teammates have about each other, without changing the effects of enchantments themselves.

Last edited by Goonter; Feb 16, 2006 at 05:14 PM // 17:14..
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