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Old Jul 21, 2005, 06:08 PM // 18:08   #1
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Default How to Increase your team's chances of Winning in PvP 4v4 arenas

Hopefully, in another update, they add a requirement that you must take a rez signet with you before you enter the next match.

If it affects your build in the slightest way...who cares, it will increase the life of your team dramatically.

There is almost no excuse not to bring one except if your a healing/protection monk.

Time and time again I've lost the chance to get additional faction simply because someone on the team decided that they would rather take some other skill that barely does anything to help out instead of taking a rez signet. Now I understand that most people are turned off by the fact that it is only single use, but the fact that it is a quick rez, requires no mana, and restores an ally almost completley will counter its single use.

Please re-consider changing one of your skills to a rez signet before you enter the arena again.
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Old Jul 21, 2005, 06:30 PM // 18:30   #2
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The only thing worse than someone not bringing a res signet is when a Mo/?? or ??/Mo brings one. E/Mo's should bring Light of Dwanya (sp?) casting time is 4 seconds (res signet is 3 seconds) and it can res multiple people, there's nothing better than the other teams comments when you res the 3 other people on your team at once and then use Heal Area (bring your team to about full health). Other monks should bring the res that works best for them but DO NOT bring rebirth to PvP.

BTW this is the wrong forum. It should be in either the builds one or possible riverside. This forum is only for suggestions to ANet.

Last edited by EmperorTippy; Jul 21, 2005 at 06:35 PM // 18:35..
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Old Jul 21, 2005, 07:02 PM // 19:02   #3
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You do realize that just because people don't use rez signet doesn't mean they didn't have it, right?

Yes, there're people that don't bring it, but I've noticed some people just get lost in their own little world and don't even notive their teammates are dead.

Then, they either never use their rez signet, or they try and use it when the rest of the team is dead, and it's either interrupted by Distracting Shot or by they get it off, die, and then the person they rez is killed.

Another bit is that a lot of people that accuse the team of not bringing rez signets don't even bother to check the chat history. On multiple occasions, I've seen the entire team's, "I'm using Resurrection Signet on ______" in the history EXCEPT the accuser.

And while on the subject, I also find that most people that go, "OMG REZ ME HURRY" and a whole other chain of commands and criticism wait to use their rez signet when someone else dies...
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Old Jul 21, 2005, 07:05 PM // 19:05   #4
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If i die, i simply announce my name once, and wait for an ample oppurtunity. My beef isnt with the people who couldn't rez, i watch their character and see the rez signet symbol pop up but then dissapear (interruption). What I am talking about is when someone would rather bring along another skill rather than a rez signet.
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Old Jul 21, 2005, 08:33 PM // 20:33   #5
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I've ranted about this before.

Nothing pisses me off more in RT4v4. In RT4v4, there is quite literally no better skill overall. None. Why someone thinks that they need Wastrel’s Worry or Lightning Strike more than Resurrection Signet is beyond me.
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Old Jul 21, 2005, 08:35 PM // 20:35   #6
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Yea sorry about the copied rant, I didn't search because I'm quite lazy
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Old Jul 21, 2005, 08:36 PM // 20:36   #7
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bringing a rez signet to 4vs4 is a fairly good idea but certainly not a great one. having recently gone 22 straight with a team that didnt bring any but depended on the the timing of frozen soil i'd have to say that rez signets are generally overrated.
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Old Jul 21, 2005, 08:37 PM // 20:37   #8
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Yeah but how many times have you been in a team that has enough skill to get 22 straight? I go for the small faction bonuses and I like to get them without having to restart all the time.
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Old Jul 21, 2005, 09:29 PM // 21:29   #9
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Oh? Maybe the expectation was that you wouldn't die so easily

Am just kidding.
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Old Jul 22, 2005, 01:05 PM // 13:05   #10
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The way I look at it is:

Res Signet = 8 skills in one slot, now do I want to put just one skill in that slot or 8?
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Old Jul 22, 2005, 05:28 PM // 17:28   #11
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All very true. Even monks can benefit from having Signet *and* other ressurections. The only one who should almost definitely not bring Signet is the fast-rezzing MeMo.
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Old Jul 22, 2005, 07:24 PM // 19:24   #12
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Quote:
Res Signet = 8 skills in one slot, now do I want to put just one skill in that slot or 8?
no argument here but then your 8 skills is of no use if no one can rez you. this is assuming that you're going in with a "smackdown" spike type build and depending on frozen soil to win it. getting the "jump" on the other team is of course everything but after that it's all downhill.
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Old Jul 22, 2005, 09:57 PM // 21:57   #13
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I dont like rez signets and you dont need them, if some group of 4 takes out your person fast, your group is dead anyways, no need to give that guy another death, and besides when you run they camp the dead people, I think only thing good in PvP is stances and rebirth.
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Old Jul 22, 2005, 11:29 PM // 23:29   #14
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rebirth sucks in PvP so badly that it's not even funny. And I have ressed all 3 of my teammates in 4v4 and all 7 in HoH on the dais at once with Light of Dwanya. We then came back and killed the other team who was already half dead.
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Old Jul 23, 2005, 12:08 AM // 00:08   #15
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Quote:
Originally Posted by EmperorTippy
rebirth sucks in PvP so badly that it's not even funny. And I have ressed all 3 of my teammates in 4v4 and all 7 in HoH on the dais at once with Light of Dwanya. We then came back and killed the other team who was already half dead.
Wow, whenever my team tries to get everyone back alive we just fall apart then. I say for healers just keep the ones that are alive, alive and forget ones dead, unless you can quickly rez ones dead without losing someone alive.
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Old Jul 25, 2005, 03:26 AM // 03:26   #16
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Just because the other team rocked one of your guys quickly doesn't necessarily mean you are out. It's extremely likely they blew their wad of energy doing that, and quite possibly some Elemental exhaustion too or Necromancer's health, etc. And skills need to recharge.

So getting your guy back quickly seems vitally important; it can bring the advantage completely back to your side, as you have four relatively fresh players vs. an exhausted team.

(For those magic players out there, it's similar to how a Control deck recovers and stabilizes after an aggro player blows all of their resources.)
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Old Jul 25, 2005, 03:32 AM // 03:32   #17
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Went tons of wins with a mediocre team because we all had rez sigs, and after one died, he was up instantly. xD (we lost because we used up all our rez, and if we had died so much already, we wouldn't have won )
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Old Jul 25, 2005, 11:28 AM // 11:28   #18
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Well basicly the RULE N ONE is: coordination - the more you play with the same team and the more you talk about your playtime - how you lost, how you won, what to do next - you can handle many situations that others will die in seconds.
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Old Jul 25, 2005, 03:08 PM // 15:08   #19
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Quote:
Originally Posted by BurningPants
Now I understand that most people are turned off by the fact that it is only single use, but the fact that it is a quick rez, requires no mana, and restores an ally almost completley will counter its single use.
On top of that, if you expect everyone in your team to need rez'ing more than once per battle, y'all might consider changing your other 7 skills.
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Old Jul 25, 2005, 03:40 PM // 15:40   #20
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Keep in mind even in 8 vs 8 battles the other team may have such build that is one big counter of yours, but of course you can fight to death with honor! ^^

In 4v4 arena you may be 3 elementalist + 1 monk team and kick ass around but 2 mesmers may just sieze yer tactic in a sec.

You can't be insured but you can be prepared.

Often teams that kill fast are too narow specialized and in other situation they can die as fast as they killed their enemies so far.
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